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Sound has significant connotative effects that can control attention and refer to or represent unseen objects and events in the present, past, and future. It would be ideal to have an intelligent software agent with the expertise of a Foley artist and sound editor and capable of observing the user as well as designing and generating sound in real time. In lieu of this, being mindful of the connotative aspects of sound, the possibility of generating unintended perceptions, using proven software interface development techniques, and avoiding easy solutions are useful strategies to adopt.
Author (s): Ballas, James A.;
Affiliation:
Navy Center for Applied Research in Artificial Intelligence, Washington, DC
(See document for exact affiliation information.)
AES Convention: 101
Paper Number:4344
Publication Date:
1996-11-06
Session subject:
Multimedia
DOI:
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Ballas, James A.; 1996; Designing Sound for an Interactive Experience [PDF]; Navy Center for Applied Research in Artificial Intelligence, Washington, DC; Paper 4344; Available from: https://aes.org/publications/elibrary-page/?id=7435
Ballas, James A.; Designing Sound for an Interactive Experience [PDF]; Navy Center for Applied Research in Artificial Intelligence, Washington, DC; Paper 4344; 1996 Available: https://aes.org/publications/elibrary-page/?id=7435
@inproceedings{Ballas1996designing,
title={{Designing Sound for an Interactive Experience}},
author={Ballas, James A.},
year={1996},
month={nov},
booktitle={Journal of the Audio Engineering Society},
publisher={Paper 4344; AES Convention 101; November 1996},
number={4344},
organization={AES},
}
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