Sonic Perceptual Crossings: A tic-tac-toe Audio Game Andreas Floros Nicolas – Alexander Tatlas Stylianos Potirakis Dept. of Audiovisual Arts Ionian University 49100 Corfu, Greece +30 26610 87725 Dept. of Electronics TEI of Piraeus GR-12244 Aigaleo, Greece +30 210 5381513 Dept. of Electronics TEI of Piraeus GR-12244 Aigaleo, Greece +30 210 5381550 [email protected] [email protected] [email protected] the users with the existing, alternative game categories, the gameplayers tend to call them video-games, a fact that originates from the strong visual component that is employed to convey the game virtual atmosphere and support the overall game-play. Sound represents a secondary component of a typical computer game, aiming mainly to enhance the ambient environment and to represent non-essential for the game-scenario evolution information used for supporting user immersion. ABSTRACT The development of audio-only computer games imposes a number of challenges for the sound designer, as well as for the human machine interface design approach. Modern sonification methods can be used for effective data and game-environment or conditions representation through sound, including earcons and auditory icons. In this work we take advantage of earcons fundamental characteristics, such as spatialization usually employed for concurrent/parallel reproduction, in order to implement a tic-tac-toe audio game prototype. The proposed sonic design is transparently integrated with a novel user control / interaction mechanism that can be easily implemented in state-ofthe-art mobile devices incorporating movement sensors (i.e. accelerometers and gyroscope). The overall prototype design efficiency is assessed in terms of the employed sonification accuracy, while the playability achieved through the integration of the sonic design and the employed auditory user interface is assessed in real game-play conditions. Due to the essential involvement of the visual component, playing a video-game is nearly impossible for specific user target groups, such as visually impaired people. Moreover, there is a number of game applications targeted to non-entertainment scopes, such as serious games [1] used for educational purposes in many fields. In these application environments, sound represents a prominent component for realizing the required human-machine interaction interfaces. The exclusive employment of sound as a means for realizing game interfaces has led to the development of a new type of games: the audio games [2]. Audio-games are computer game applications that employ appropriately synthesized auditory displays for developing the game-play scenario and establishing the user-computer interaction. Thus, eye-free information communication can be achieved. Clearly, sonic design is a key aspect for developing perceptually efficient auditory interfaces for audio-games. Towards this aim, many existing and on-going research studies [3] – [5] focus on investigating and assessing the potential fundamental guidelines that must be followed for effective sonification strategies. Sonification is an alternative means for representing data through the auditory channel and has been employed in a wide range of applications, such as data analysis and representation [6] – [7] and drawing [8]. Categories and Subject Descriptors H.5.2. [User interfaces]: User interfaces – auditory, theory and methods, user-centred design. H.5.5. [Sound and Music Computing]: Methodologies and Techniques – auditory, binaural. 1.2.1. [Applications and Expert systems]: Games – audio, usercentred design General Terms Algorithms, Design, Human Factors. Keywords The large variety of sonification techniques has allowed the development of multiple audio game genres. We will here discriminate two general categories: a) audio games evolved based on existing (video) game scenarios and b) audio games scenarios developed from the scratch, targeted to be realized using auditory displays only. For example, focusing on the second category, a typical representative is iSpooks [9], an audio based adventure game available for iOS platforms. On the other hand, the first audio game category is also of great interest, since it contains game titles derived from the adaptation of well-known (video) game scenarios. In these cases, scenario adaptation is a process that must take into account the narrative distinctiveness of an auditory environment, a task that has been also applied for audio films production [10]. Audio games, earcons, sonic interaction design, eye-free interaction 1. INTRODUCTION Computer games represent a significant means of everyday entertainment using electronic equipment. Despite their large commercial / market share and the established familiarization of Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. AM ‘11, September 7–9, 2011, Coimbra, Portugal. Copyright © 2011 ACM 978-1-4503-1081-9…$10.00. Grid-based games like sudoku, chess and noughts and crosses (or tic-tac-toe) represent s special case of legacy game-titles that can be converted to audio games, since the game-play can be 88 in computer operating system environments. An auditory icon relies on everyday, recognizable sounds, providing an accurate, context-aware sonification mapping. On the other hand, earcons [17] are synthesized by combining “fundamental” building sonic motives created using variable sound parameter values (i.e. rhythm, pitch, timbre e.tc). This construction approach allows the representation of concurrent (or parallel) earcons, provided that specific design rules will be applied [18]. Since earcons do not relate to their referent information in terms of the targeted context, user training is required in order to render them recognizable. Apart from auditory icons and earcons, there are many alternative sonification techniques (such as parameter mapping, model-based and musical sonification e.tc); however, any reference to them is out of the scope of the current work. algorithmically described, allowing the employment of a sound design mechanism that takes into account the applicable deterministic game rules. Additionally, these rules are usually preknown to the game – players, eliminating any requirements for describing the game-scenario details through audio-means only. For example, a recent study [11] investigated the concept of interactive sonification of grid-based games and applied rhythmic sonification approach for implementing an alternative to sudoku as a case study. Under these considerations, in this work we focus on the design and realization of the tic-tac-toe game using a novel auditory and gestural interface combination, suitable for execution in mobile devices and platforms. For the demonstrating and evaluative purposes of this work, the game prototype was developed using the Arduino [12] hardware platform; however, the application architecture can be easily ported to any available mobile operating system. In the literature, one can find a previous realization of a tic-tac-toe audio-only environment [13]; but this work mainly considered playability issues, while the results obtained also included the possible impact of playing relative audio games to associated memory and concentration skills. Within the scope of this work we attempt to focus on sonic design issues and in particular we investigate the performance of an advanced earcons scheme for optimized playability performance. Moreover, the complete audio game application incorporates a gestural / movement-tracking user interface that handles all the user movements and allows a completely eye-free game implementation. Earcons’ concurrency can be more efficient provided that spatial characteristics in three dimensions (3D) are incorporated. This approach takes advantage of the human ability to localize a specific sound from a set of concurrently reproduced audio signals, with all the sound sources placed in discrete and different places in the auditory environment. Binaural technology [19] is frequently used for sound source spatialization, due to the simple reproduction setup imposed by the limited (equal to two) number of audio channels required. In audio-games environments, binaural rendering techniques can be also employed for supporting user immersion in 3D. For example, recently, the concept of augmented reality audio (ARA) was employed for developing an audio game [20] with single-player complex interaction scenario. In [21], the same ARA scenario was extended to multiple, concurrent user participation, introducing more complex interaction paths exclusively implemented through a binaural auditory display. The rest of the paper is organized as following: Section 2 provides an overview of the audio games evolution under the perspective of their particular design principles. A detailed analysis of the proposed tic-tac-toe audio game implementation is presented in Section 3, focusing mainly on the sonic design process employed, as well as the eye-free gestural user interface realized. Section 4 includes the results obtained through a sequence of subjective tests organized during the demonstration of the developed audio game application and assesses a number of parameters and issues related to playability as a result of the applied sonic design. Finally, Section 5 concludes this work and identifies potential enhancements that may be applied for optimizing the measured auditory perceptual efficiency. Game audio is also considered as an attractive means for entertainment on mobile platforms. The latter offer a number of integrated technologies (i.e. positioning systems, accelerometers and gyroscopes) for tracking human movements and creating multimodal user interfaces. These interfaces are highly required, since the absence of visual information representation renders the employment of the (touch) screen useless. A typical example is The Songs of North [22], a multiplayer, location-aware audio game prototype that is playable within a large physical area with distances more than 10 kilometers. Similar to audio-books and radio plays, adventure games offer the capability of effective narration through sound only. But the audio-games genres are not limited to these categories. They follow the genre classification applied in the case of video games, providing a number of titles characterized as action or puzzle games. 2. THE AUDIO-GAMES CONCEPT: AN OVERVIEW The fundamental path for human-machine interaction in audio games is established through sound and music signals conveyed within the acoustic channel. The complete set of the signals employed construct the auditory display. The ultimate goal of a perceptually efficient auditory display is to achieve a high-degree of user immersion into the game virtual auditory world [14], equivalent to the immersion achieved using visual means for game virtual environments construction. Towards this aim, sonification techniques should be employed for representing the data context that corresponds to the game world. In all the above audio-game categories, obviously sound design is a critical task for achieving perceptually meaningful auditory events that are mapped to specific game-play conditions. The prospective sound designer should carefully consider sound temporal characteristics, as well as the number of the concurrently activated sound sources. The user interface should be also accurate and simple, not cluttered by large amount of parallel information. Since the majority of audio games are developed by individual programmers, or small development groups with low or no funding at all, the above guidelines are frequently difficult to be adopted. Hence, it is expected that most of the existing, nonprototype titles are mainly based on simplistic scenarios. This is one of the key factors that explain the increased effort to By default, sonification employs non-speech audio for conveying the desired information [15]. Multiple existing sonification techniques are available, suitable for different application fields. For example, simple telephone rings and e-mail sonic notifications represent common every-day auditory user interfaces. The concept of auditory icons [16] is widely employed 89 implement audio-games based on well-known, legacy grid-based ones [11]. Moreover, as mentioned previously, due to the algorithmic nature of the applied rules, these games represent efficient test platforms for evaluating and re-defining the design principles that should be followed. And this evaluation tends to include not only design issues, but extends to sound aesthetics as well [14], considering them as an equally significant component of the overall sonic design. Processing software platform For the above reasons, in this work we consider a very common grid-based game: the tic-tac-toe (also known as Os and Xs). The game implementation was based on a design that considered combined sound and user interface issues, aiming to particularize existing sonification guidelines under an integrated implementation framework. The detailed analysis regarding the application design and implementation are provided in the next Section. Player 1 Playerr 2 Logic Module Earcons database Grid Controller Auditory Controller Rollingg pellet p interface 2-axis gyroscope Binaural Audio Playback accelerometer Arduino Physical Computing Interface 3. IMPLEMENTATION 3.1 Game architecture Figure 1. The tic-tac-toe audio game prototype architecture The game prototype was implemented using the combination of Processing software and Arduino hardware platforms. Processing is an open source platform [23], a powerful software sketchbook and professional production tool used in many fields of audio and image signal processing, science/technology and arts. Processing code can be easily exported as Java applet, while it can be also ported to mobile platforms through the Mobile Processing environment. Arduino on the other hand is a well-known microcontroller-based board, suitable for a wide range of physical computing sensing applications. As mentioned previously, specific care has been paid for designing a control interface that enhances the eye-free character of the game prototype. The key-concept for realizing it was what the authors named here as “auditory rolling pellet”. Let as assume the game grid as a two-axis revolving flat surface, with a pellet rolling on the top of it. A rotation of the grid surface would force the pellet to roll towards the direction of the specific rotation. If we also assume that the rolling velocity of the pellet is constant and independent from the rotation angle in both control axes, then the user can control the pellet instantaneous position by simply arranging the two rotation angles. The overall architecture of the realized audio-game prototype is illustrated in Figure 1. The core of the complete system is the Grid and the Auditory Controllers. The first one is responsible for a) mapping player actions to allowed game-play events (i.e. cell fill with an “X” or “O” symbol) b) for keeping track of the grid status (i.e. knowledge of filled or non-filled cells) and c) for triggering the auditory controller. The latter is responsible for audio playback, performed by selecting the appropriate earcon, depending on the information provided by the Grid Controller. All earcons derived by the design process described in the following Section are organized into a multimedia database, exclusively accessed by the Auditory Controller. In order to ensure that all the required earcons will be reproduced, this module also employs a First-In-First-Out (FIFO) buffer for storing the playback queue. Each buffer position corresponds to a time length equal to 1 second, a value that is marginally greater than the maximum duration of all earcons employed. The auditory rolling pellet is also attached to an earcon, depending on the cell grid it stands on a specific time instance (as well as the type of the cell: filled or non-filled). This earcon has spatial characteristics (as explained in detail in next Section 3.2) and is reproduced only once (by the moment the pellet enters the specific cell); moreover, it is replaced by another earcon, when the pellet enters a different cell. Motion tracking of the auditory rolling pellet is also performed by the Grid Controller, taking into account the input data provided by a connected 2-axis gyroscope. Additionally, for “X” or “O” symbol placement on an empty grid cell, a similar approach was followed: the user rapidly shakes his control equipment, causing a) the auditory rolling pellet to fill the corresponding cell with the appropriate mark assigned to the specific player and b) the Auditory Controller to select the corresponding selection earcon. This shaking movement is identified by an accelerometer communicating with the rolling pellet interface. The game prototype supports both single and two player modes. When set to single player mode, the logic module is responsible for additionally acting as a player, following specific tic-tac-toe programmable rules. On the other hand, when two human players are active, the logic module is simply responsible for checking if a winning triplet has occurred or if the game is over without a winner, while it also keeps track of the total score. This score is vocally announced to the players after the end of every game. When the auditory rolling pellet reaches the grid boundaries, it “crashes” on a virtual wall causing it to stop rolling. A corresponding spatial roll-stop auditory icon is then reproduced, informing the user about the current navigation conditions. Finally, it should be also noted that for monitoring purposes, the prototype additionally offered visual output (see the screen-shot shown in Figure 2). However, this visual output was used only for implementation issues and it was not activated during the demonstration / assessment period described in Section 4. 90 The empty-cell earcon was further processed in order to produce eight, spatially distributed replicas (denoted here as emptyij), following the angular setup presented in Figure 4. Spatial characteristics were introduced using binaural filtering of the original earcons for each grid-cell, using the horizontal angle φ value appeared in this Figure. The same procedure was also applied for each of the xij, oij, xsij and osij earcons, producing the final earcons waveforms stored in the earcons database. It should be also noted that, since the center of the (1,1) grid-cell coincides with the player virtual position, the earcons for this cell were not binaural processed. Instead, they were produced by directly rendering the original earcons mono signals to a stereo waveform with equalized loudness. boundary01 x00 xs00 x01 xs01 x02 xs02 o00 os00 o01 os01 o02 os02 Figure 2. The application-monitoring client empty01 empty00 empty02 boundary04 During the sonic / earcons creation phase, we have followed an iterative design procedure. Following the guidelines proposed in [18], we determined the grid conditions that should be mapped to specific earcons. The first obvious cases were the presence of “X” and “O” symbols into the grid cells. Assuming a grid-indexing scheme as the one illustrated in Figure 3, the corresponding earcons were denoted as xij and oij respectively, where i and j are the grid coordinate indices. These earcons were constructed as simple notes motives with variable pitch and rhythm parameters, using the following two rules: x10 xs10 x11 xs11 x12 xs12 o10 os10 o11 os11 o12 os12 empty10 (a) For consecutively increasing j-index values, the fundamental pitch frequency is doubled empty11 empty12 x20 xs20 x21 xs21 x22 xs22 o20 os20 o21 os21 o22 os22 empty20 boundary02 3.2 Sonic design details empty21 empty22 boundary03 (b) The rhythm of the overall note structure is proportional to the i-index values. That is, for i = 2, the constructed earcon has a rhythm value twice to the one measured for i = 1. Figure 3. Employed earcons map As mentioned previously, these rules are well in accordance to the guidelines provided in [18]. Moreover, as it will be explained later in this Section, these earcons were additionally spatially placed using binaural processing. These earcons were aimed to be reproduced once when the auditory rolling pellet was located over the corresponding (i,j) grid cell. However, what it became evident during the very initial design phase, was the necessity for defining extra earcons for representing the placement of a tic-tac-toe mark into a cell grid. Hence, the xsij and osij earcons were additionally defined, constructed by mixing the original xij and oij ones with a very short impulsive click sound, which was contextually mapped to grid cell successful filling. (i,j)=(0,0) (i,j)=(0,1) (i,j)=(0,2) φ=315ο φ=0ο φ=45ο (i,j)=(1,0) (i,j)=(1,1) (i,j)=(1,2) φ=270ο Using the above set of earcons, some initial evaluative tests were performed, regarding the audio-game playability. It was again found that the absence of mapping an empty cell to a specific earcon caused significant perceptual confusion to the majority of the test-players, as they could not create an accurate impression of the current grid status. Hence, an empty cell earcon was also defined, constructed as a smoothed, low intensity and very short duration “tapping” sound. φ=90ο (i,j)=(2,0) (i,j)=(2,1) (i,j)=(2,2) φ=225ο φ=180ο φ=135ο Figure 4. Sonic design grid identification and spatialization parameters 91 followed. During the tests, the human subjects used an interface as shown in Figure 6, similar to the previous one. The user in this case was requested to select a state, namely “X”, “O” or “empty” for each grid position following the scenario played back. Five testing scenarios were created: Scenarios one to three consist of the earcons for occupied positions (“X” or “O”), while the scenarios four and five moreover include the “empty” earcons. The three first scenarios present respectively four, two and six occupied grid cells. The scenarios’ description is summed in Table 1. Another significant issue tracked prior to the systematic evaluation of the overall sonic design and game-play was the fact that the rolling pellet movement should be limited to the game grid dimensions. If this restriction were not applied, a constant rotation of the grid flat surface would cause the pellet to roll outside the grid physical dimensions. Hence, the concept of the “rolling-stop” virtual wall was introduced, and a smoothed, crashing auditory icon was created. This audio sample was again processed using binaural technology, aiming to spatially locate it towards the four grid edges (see Figure 3). 4. ASSESMENT AND RESULTS In order to assess the efficiency of the tic-ta-toe audio – game prototype realization, we have organized a two-level subjective test. The first level considered mainly the sonic design efficiency, taking into account the particular requirements imposed by the game scenario and rules. In these tests, 20 non-audio expert adult subjects participated. Specifically, the subjects were first given a demonstration of the system, including a detailed explanation of the correlation of the different earcons to the normal visual application state and an analytic description of the interaction / navigation possibilities. At the second test level, this noninteractive demonstration session was followed by a limited fiveminute period during which the subjects were allowed to play several sets of tic-tac-toe. Figure 6. Application interface, reception of auditory scenario Figure 7 summarizes the results obtained from the first testing application. The percentage shown represents the correct grid placement for the “empty”, “O” and “X” group of earcons. While slightly different earcons are used as a confirmation of a placement action and information for an occupied block, these are concatenated under their respective symbol. Figure 8 also illustrates the results obtained from the second testing application. The red set of columns shows the percentage of the audio scenarios that have been accurately mapped, while the blue set of columns show the percentage of correct grid placement per block within each scenario. In order to investigate our earcons design efficiency during the first test level, two additional software applications were developed and utilized. The first one aimed to measure the spatialization accuracy for each set of earcons designed. Each subject has used a graphical interface shown in Figure 5, providing buttons for playing back the sound, proceeding to the next sample, as well as nine buttons corresponding to the tic-tactoe nine grid-cells positions. Each sample could be repeatedly played back, however once the “Next” button was pressed, the user could not repeat the test for the previous sound. Moreover, the user was prompted to select the perceived position for each sample before proceeding to the next one. Each audible sample corresponding to a different cell state or action (i.e. “X” or “O” mark placement) was presented twice, in a fully randomized order. Table 1. Test scenario summary “X” Occurrences “O” Occurrences “Empty” 1 2 2 NO 2 1 1 NO 3 3 3 NO 4 2 2 YES 5 1 1 YES Scenario Earcons From these test results, the following conclusions can be briefly drawn: (a) Less than 30% of the “empty” earcons are correctly placed; however, more than 70% of the “O” and “X” cues are accurately positioned, indicating the strong association between the actual earcon design and their spatial perception. Figure 5. Application interface, reception of earcon localization (b) The results obtained for scenarios 1 and 2 differ minimally compared to the results for scenarios 4 and 5, respectively: Therefore, the presence of “empty” The second test application was designed to examine the user ability to imprint a given grid state from a specific auditory display state. This is a very significant assessment, since it defines the playability of the game in terms of the earcons’ design 92 accelerometer and gyroscopic sensors. Towards this aim, earcons were employed as the fundamental means of sonifying the information required to construct the necessary auditory display. Earcons design was an iterative process, leading to a robust and efficient set of spatialized earcons. In detail, although earcons concurrent / parallel representation was not required, however, the spatial characteristics of the sonic motives enhance the degree of user immersion. Moreover, the final sonic design also considered the user control mechanism developed and employed, providing an integrated, multimodal interface for playing the game. earcons does not seem to affect the subject mapping capability. (c) Simple auditory display scenarios, including a small number of occupied blocks are easily mapped, with an accuracy percentage up to 80%. (d) The minimum percentage of accuracy for the auditory display mapping on a scenario basis is 45%; on a grid block basis the minimum is 75%. Thus, a limited number of erroneous choices lead to mapped scenarios being dismissed. The efficiency of the audio-game prototype was assessed following a sequence of subjective tests. Initially, the human subjects were briefly interviewed regarding the tic-tac-toe game interface employed. Most pointed out that considerable effort was required to confirm the possible position selection through the relevant audio playback, which is also established from the assessment results. Moreover, according to the majority of users, considerable skill was necessary in order to visualize the game state provide the next input choice; it is obvious that the complexity increases through each game step. Additionally, while the discrimination between earcons for “X” and “O” symbols was apparent, some found it difficult to specifically identify the “X” and “O” symbols during the testing phase. Finally, almost all users acknowledged that game play is plausible and enjoyable, requiring though focused attention. Figure 7. Average correct placement for the earcons employed, nine positions per set Future goals include further testing the application usability, by tracking intended and actual game inputs as well as correlating the time required for visual and audio game play, as a metric of the possible effort required. Moreover, testing with visually impaired subjects is expected to substantially differentiate the assessment results, given their increased abilities to visualize the game grid and actions. Finally, the possibility of letting the users to define their own earcons mappings from a pre-defined, limited set can be investigated, aiming to an enhanced usability approach. 6. ACKNOWLEDGMENTS In addition to the authors, Mr. Nicolaos Grigoriou was also involved with the sonic design realization. The authors wish to thank him for his contribution. 7. REFERENCES Figure 8. Average correct placement for the five test scenarios [1] Stapleton, A. 2004. Serious Games: Serious Opportunities. In Proceedings Of the Australian Game Developers’ Conference. (Melbourne, VIC). Finally, apart from the above two fully controlled test cases, during the second level of tests, the users were allowed to play multiple tic-tac-toe sessions within a limited time interval. While at the beginning this was a relatively difficult task (as it mainly resulted into random user actions and symbol placements on the tic-ta-toe grid area), it turned out that after a maximum of three repetitions, the game-play was natural and feasible. 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