özgür atmaca
audıo desıgner | composer | audıo engıneer|lecturer
3D REALISTIC AUDIO EXPERINCE FOR VIDEO GAMES INCLUDING VR & AR PLATFORMS
Video games have made significant advancements in visual realism thanks to the engines and auxiliary programs they are developed on, and even sub-genres like VR (Virtual Reality) / AR (Augmented Reality) have emerged within their own genres.
The claim of visual realism in the visual world can easily be analyzed and experienced by the end user through the sense of sight. However, for these technologies to truly provide a sense of presence to the player, sound plays a significant role both physically and psychologically in terms of realism in three-dimensional virtual worlds. This study attempts to explain the importance, methods, and logic of realistic auditory experience in video games and other multimedia. To convey the production process, an example three-dimensional model has been designed as a game. Sound recordings of the Basilica Cistern have been captured, the Cistern has been modeled, and it has been gamified for the end user to experience the work.
REALISTIC AUDITORY EXPERIENCE FOR VIRTUAL REALITY : AMBISONICS AUDIO, MUSIC AND GAME DESIGN FOR BASILICA CISTERN'S VR EXPERIENCE
Project & Design : Özgür Atmaca Thesis Advisor : Prof. Dr. Arda Eden
Yildiz Technical University, 2023
In this study, an effort has been made to explain how the revolutionary events that are likely to occur in the future can unfold. The importance of sound physics in VR/AR technologies or other areas of video game sound design, and the use of sound technologies are explained to sound designers, game designers, players, and those interested in these disciplines. In the project, which progresses in three stages, the acoustics of the Basilica Cistern were recorded along with the sound recording of two instruments. The Basilica Cistern was modeled in three dimensions, gamified, and the project was concluded with original music.
PROBLEM
In computer games and other visual communication tools, experiential spaces designed in three dimensions claim a certain level of realism. However, for the realistic feeling to fully immerse in humans, the auditory experience also needs to be designed with the same claim of realism. Today, many visual media products still prefer mono and stereo sound systems, both due to budgetary constraints and technological limitations. Therefore, although the sense of reality can be conveyed visually, it is often negatively perceived by many users that this cannot be achieved auditorily with these systems.
PURPOSE
The goal is to create a sound library that can be experienced with stereo listening tools, based on the human auditory perception process and crafted with the right equipment and techniques. This library is intended to be used especially in conjunction with computer games, VR, AR, and other visual communication products.
Thanks to advancing computer technologies, game genres such as VR/AR are increasingly used in various fields such as education and healthcare. Although currently considered a form of entertainment, it is likely to become highly practical and evolve into a different lifestyle practice in the coming years.
In this context, the auditory accuracy of these experiential environments will be crucial. The objective is to create a sound design along with the techniques developed for these purposes, develop a game project where the created sound design can be experienced, and utilize it as a virtual exhibition.
This study has been prepared using original environmental, ambient, and location sound recordings, accompanied by original compositions tailored for the experiential space.
The scope of the research encompasses computer games, audio technologies, game engines, three-dimensional visual design tools, sound recording and visual communication studios, and every field and discipline related to sound design. The sample consists of the Basilica Cistern and the three-dimensional game designed as the Basilica Cistern for the project.