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Schedule as of May 2026 - subject to change

Default Time Zone is EDT - Eastern Daylight Time


Wednesday July 1, 2026 12:30pm - 1:00pm CEST
This work investigates how audio accessibility in games can be reconceptualized as a structured and immersive auditory interaction paradigm, rather than a collection of discrete assistive cues. While existing approaches have improved access to gameplay information for visually impaired players, they remain largely event-driven and fragmented, often presenting auditory signals as isolated notifications. Such approaches may limit perceptual continuity and fail to reflect the dynamic, layered nature of interactive environments. The proposed system introduces an auditory information architecture that organizes gameplay information into four continuous layers: navigation, interaction, salience, and environment. Each layer represents a distinct yet interrelated perceptual function. Navigation encodes spatial orientation and movement, interaction conveys player actions and system responses, environment reflects ambient and contextual information, and salience integrates perceptually relevant events—including hazards, state transitions, and attention-driven signals—into a unified and context-sensitive layer. By structuring auditory output across these layers, gameplay information is represented as continuously evolving auditory processes rather than discrete cues. The system is implemented using Unreal Engine and Audiokinetic Wwise, with Max/MSP and RNBO used to extend real-time audio processing. Rather than prioritizing novelty through fully generative synthesis, the approach focuses on transforming and reorganizing existing sound materials through continuous parameter mapping. This enables adaptive auditory behavior while maintaining perceptual clarity and consistency with the game’s sonic identity. Interaction design is extended through a multi-source input framework. A camera-based input layer combines webcam-based motion capture with analysis of screen-mediated interactions, including controller inputs (e.g., mouse, gamepad, touch) and player-character movement within the game environment. These inputs are translated into perceptual features and mapped to auditory parameters, forming a bidirectional interaction loop in which player behavior directly influences auditory output. A user study is planned to evaluate the effectiveness of the proposed system in non-visual navigation tasks. The study will compare the layered auditory architecture with conventional cue-based approaches. Evaluation metrics will include objective measures such as navigation accuracy and task completion time, as well as subjective measures including perceived spatial awareness, perceptual continuity, and immersion. In addition, the study will examine the impact of camera-based interaction on engagement and perceived agency. The evaluation is designed to investigate whether continuous auditory representation improves coherence between auditory feedback and gameplay experience. A central contribution of this work lies in the aesthetic integration of accessibility. Rather than functioning as an external assistive layer, accessibility-oriented audio is embedded within the core sound design. Informational signals emerge through transformations of existing sound materials, allowing perceptual clarity to be achieved without disrupting immersion. This reframes audio accessibility as an integral component of auditory interaction design. From a practical perspective, the system is structured as a modular and parameter-driven framework, allowing scalable implementation across different platforms. Potential constraints related to computational load—particularly in real-time processing and camera-based input—are considered, with an emphasis on efficient parameter mapping and system optimization for resource-limited environments such as mobile and virtual reality.
Speakers
Wednesday July 1, 2026 12:30pm - 1:00pm CEST
Jussieu:Conf 2 (Binaural) 4, place Jussieu Paris 5e

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