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Supplemental Sonification of a Bingo Game
          Daniel Ramos, Eelke Folmer - FDG’11, Bordeaux
                      Player-Game Interaction Research
                            University of Nevada, Reno
Why How do we play games?




                  Player-Game Interaction Research
                        University of Nevada, Reno
Why How do we play games?




1.Game provides feedback {visual,audio,haptic}




                                   Player-Game Interaction Research
                                         University of Nevada, Reno
Why How do we play games?



                                                 POW




1.Game provides feedback {visual,audio,haptic}




                                   Player-Game Interaction Research
                                         University of Nevada, Reno
Why How do we play games?

                                               Bzzzzzz



                                                 POW




1.Game provides feedback {visual,audio,haptic}




                                   Player-Game Interaction Research
                                         University of Nevada, Reno
Why How do we play games?

                                               Bzzzzzz



                                                 POW




1.Game provides feedback {visual,audio,haptic}
2.Player determines in game response (shoot)



                                   Player-Game Interaction Research
                                         University of Nevada, Reno
Why How do we play games?

                                               Bzzzzzz



                                                 POW




1.Game provides feedback {visual,audio,haptic}
2.Player determines in game response (shoot)
3.Player provides input (press button)

                                   Player-Game Interaction Research
                                         University of Nevada, Reno
Why How do we play games?

                                               Bzzzzzz



                                                 POW




1.Game provides feedback {visual,audio,haptic}
2.Player determines in game response (shoot)
3.Player provides input (press button)
4.goto 1 until gameover or finished
                                   Player-Game Interaction Research
                                         University of Nevada, Reno
Generalize steps
   pong             mario kart                  fps




1. feedback       1. feedback         1. feedback
2. up/down        2. le//right/gas    2. le//right/shoot
3. button         3. wheel            3. button / mouse




                                     Player-Game Interaction Research
                                           University of Nevada, Reno
Gameplay State Machine




                 Player-Game Interaction Research
                       University of Nevada, Reno
Choice Response Task

Stimulus




                  Player-Game Interaction Research
                        University of Nevada, Reno
Choice Response Task

Stimulus


 visual    Response




                      Player-Game Interaction Research
                            University of Nevada, Reno
Choice Response Task

Stimulus


 visual    Response
   +
 audio            Response




                        Player-Game Interaction Research
                              University of Nevada, Reno
Choice Response Task

Stimulus


 visual    Response
   +
 audio            Response
   +
 haptic               Response

                        Player-Game Interaction Research
                              University of Nevada, Reno
Choice Response Task
                             multimodal
                             representation:
Stimulus                     performance++
                             error--

 visual    Response
   +
 audio            Response
   +
 haptic               Response

                        Player-Game Interaction Research
                              University of Nevada, Reno
Role of Feedback

                       Bzzzzzz




           POW




                 Player-Game Interaction Research
                       University of Nevada, Reno
Role of Feedback




           POW




                 Player-Game Interaction Research
                       University of Nevada, Reno
Role of Feedback

                    Bzzzzzz




              Player-Game Interaction Research
                    University of Nevada, Reno
Role of Feedback

                       Bzzzzzz




           POW




                 Player-Game Interaction Research
                       University of Nevada, Reno
Role of Feedback

                       Bzzzzzz




           POW




                 Player-Game Interaction Research
                       University of Nevada, Reno
Video Games

Stimulus


 visual       Response




                         Player-Game Interaction Research
                               University of Nevada, Reno
Video Games

Stimulus


 visual       Response
   +
 audio               Response        ?




                           Player-Game Interaction Research
                                 University of Nevada, Reno
Research Question
Can supplemental sonification
increase performance & reduce
player errors?




                                Player-Game Interaction Research
                                      University of Nevada, Reno
What is Bingo
                      Ball calls




Patterns          Multiple Bingos
 » horizontal      » single line
 » vertical        » full card
 » diagonal
                                      Player-Game Interaction Research
                                            University of Nevada, Reno
What is Bingo
                      Ball calls

                     16




Patterns          Multiple Bingos
 » horizontal      » single line
 » vertical        » full card
 » diagonal
                                      Player-Game Interaction Research
                                            University of Nevada, Reno
What is Bingo
                      Ball calls

                     16 48




Patterns          Multiple Bingos
 » horizontal      » single line
 » vertical        » full card
 » diagonal
                                      Player-Game Interaction Research
                                            University of Nevada, Reno
What is Bingo
                      Ball calls

                     16 48 63




Patterns          Multiple Bingos
 » horizontal      » single line
 » vertical        » full card
 » diagonal
                                      Player-Game Interaction Research
                                            University of Nevada, Reno
What is Bingo
                      Ball calls

                     16 48 63

                               “Bingo”


Patterns          Multiple Bingos
 » horizontal      » single line
 » vertical        » full card
 » diagonal
                                      Player-Game Interaction Research
                                            University of Nevada, Reno
is Bingo a Video game?




                 Player-Game Interaction Research
                       University of Nevada, Reno
is Bingo a Video game?




»Up to 100 cards
»Shows cards closest to Bingo
»jurisdiction determines how bingo is played

                                  Player-Game Interaction Research
                                        University of Nevada, Reno
Bingo is BIG business




2009




                    Player-Game Interaction Research
                          University of Nevada, Reno
Bingo is BIG business




2009
»Charitable Bingo -> 1.8 Billion (US)
»WoW -> 1.0 Billion (worldwide)


                               Player-Game Interaction Research
                                     University of Nevada, Reno
Why Bingo?




Simple
Finite ~bingo <24 calls
Controllable
                           Player-Game Interaction Research
                                 University of Nevada, Reno
Who plays Bingo?




              Player-Game Interaction Research
                    University of Nevada, Reno
Who plays Bingo?




              Player-Game Interaction Research
                    University of Nevada, Reno
Bingo Demographics
  57% female
  11% age 65 and up
  20% are 18-24 year olds (UK)
  Online bingo > 20% market share




                     Player-Game Interaction Research
                           University of Nevada, Reno
avoiding a sleeper




Bingo casino halls are crowded / noisy
players more likely to have sensory impairment
 due to their age
players play with a large number of cards


                                  Player-Game Interaction Research
                                        University of Nevada, Reno
Sonification
Displaying data in non speech audio
 »Geiger counter
Types of sonification:
 »Volume
 »Pitch
 »Timbre {instruments}
 »Frequency of a repetitive cue
 »Audio Icons
Sensory substitution
Audio Games (users with visual impairments)
                                  Player-Game Interaction Research
                                        University of Nevada, Reno
Simulator




            Player-Game Interaction Research
                  University of Nevada, Reno
Simulator




            Player-Game Interaction Research
                  University of Nevada, Reno
Away Count




         ac = two                 ac = three

AC is the smallest value for any pattern


                                    Player-Game Interaction Research
                                          University of Nevada, Reno
Types of sonification
Types
 »Pitch {99hz, 119hz, 156hz, 193hz}
 »Timbre {piano, cello, organ, pan flute}
 »Audio Icons {dog, jackhammer, cash register,
  audience clapping}
Length ~ 1 second
Only sonify when AC changes for a card



                                  Player-Game Interaction Research
                                        University of Nevada, Reno
Test Away Count




random intervals (avg 6 calls between test)
log:
 »value of provided AC and AC for each card
 »time it takes to do test
                                   Player-Game Interaction Research
                                         University of Nevada, Reno
Demo




       Player-Game Interaction Research
             University of Nevada, Reno
User study
9 participants
2 female / 7 male
age = 41.2 (SD=12.8)
Expert Bingo Players
No impairments

Versions {none, pitch, audiocon, timbre}
Randomized & Balanced
4 Tests or Bingo
Questionnaire                      Player-Game Interaction Research
                                                   University of Nevada, Reno
Results
              Table 1: Results of Bingo simulation.
        Type         Error   σ       Time (ms) σ (ms)
        NONE         0.241   0.19    16,554      22,677
        PITCH        0.105   0.14    9,879       5,672
        TIMBRE       0.074   0.11    9,149       8,510
        AUDIOICON    0.059   0.06    6,954       1,815

                        Significant            No Significant
                        P<0.05                p> 0.05
       good health, with no hearing or vision impairments (some
     Post Hoc Tests
       had corrected vision) that could possibly impede their ability
        Timbre > None
       to play the game. Each user was given a brief explanation
        AudioIcons > None
       and walk-through of the application, a demonstration of the
        Pitch <> None
       different sounds and subjects were able to play a number of
a-     games using <> Timbre
        AudioIcons different sonification techniques.
                                                    Player-Game Interaction Research
of        Subjects were tested alone in a room using a laptop.of There
                                                          University   Nevada, Reno
Qualitative results
all subjects felt sonification helped
 »5 preferred audio icons
 »2 preferred pitch
 »1 preferred timbre
 »1 preferred timbre & pitch




                                    Player-Game Interaction Research
                                          University of Nevada, Reno
Discussion & future work
Semiotics of audio icons
Sonification can be facilitated
 on most daubers
Test with sensory impaired
Use in other games
Explore haptic feedback
                                          drop 7




                                  Player-Game Interaction Research
                                        University of Nevada, Reno
Discussion & future work
Semiotics of audio icons
Sonification can be facilitated
 on most daubers
Test with sensory impaired
Use in other games
Explore haptic feedback
                                          drop 7




                                  Player-Game Interaction Research
                                        University of Nevada, Reno
Questions




            Player-Game Interaction Research
                  University of Nevada, Reno
Questions




 ?
            Player-Game Interaction Research
                  University of Nevada, Reno

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Real time sensory substitution of a bingo game

  • 1. Supplemental Sonification of a Bingo Game Daniel Ramos, Eelke Folmer - FDG’11, Bordeaux Player-Game Interaction Research University of Nevada, Reno
  • 2. Why How do we play games? Player-Game Interaction Research University of Nevada, Reno
  • 3. Why How do we play games? 1.Game provides feedback {visual,audio,haptic} Player-Game Interaction Research University of Nevada, Reno
  • 4. Why How do we play games? POW 1.Game provides feedback {visual,audio,haptic} Player-Game Interaction Research University of Nevada, Reno
  • 5. Why How do we play games? Bzzzzzz POW 1.Game provides feedback {visual,audio,haptic} Player-Game Interaction Research University of Nevada, Reno
  • 6. Why How do we play games? Bzzzzzz POW 1.Game provides feedback {visual,audio,haptic} 2.Player determines in game response (shoot) Player-Game Interaction Research University of Nevada, Reno
  • 7. Why How do we play games? Bzzzzzz POW 1.Game provides feedback {visual,audio,haptic} 2.Player determines in game response (shoot) 3.Player provides input (press button) Player-Game Interaction Research University of Nevada, Reno
  • 8. Why How do we play games? Bzzzzzz POW 1.Game provides feedback {visual,audio,haptic} 2.Player determines in game response (shoot) 3.Player provides input (press button) 4.goto 1 until gameover or finished Player-Game Interaction Research University of Nevada, Reno
  • 9. Generalize steps pong mario kart fps 1. feedback 1. feedback 1. feedback 2. up/down 2. le//right/gas 2. le//right/shoot 3. button 3. wheel 3. button / mouse Player-Game Interaction Research University of Nevada, Reno
  • 10. Gameplay State Machine Player-Game Interaction Research University of Nevada, Reno
  • 11. Choice Response Task Stimulus Player-Game Interaction Research University of Nevada, Reno
  • 12. Choice Response Task Stimulus visual Response Player-Game Interaction Research University of Nevada, Reno
  • 13. Choice Response Task Stimulus visual Response + audio Response Player-Game Interaction Research University of Nevada, Reno
  • 14. Choice Response Task Stimulus visual Response + audio Response + haptic Response Player-Game Interaction Research University of Nevada, Reno
  • 15. Choice Response Task multimodal representation: Stimulus performance++ error-- visual Response + audio Response + haptic Response Player-Game Interaction Research University of Nevada, Reno
  • 16. Role of Feedback Bzzzzzz POW Player-Game Interaction Research University of Nevada, Reno
  • 17. Role of Feedback POW Player-Game Interaction Research University of Nevada, Reno
  • 18. Role of Feedback Bzzzzzz Player-Game Interaction Research University of Nevada, Reno
  • 19. Role of Feedback Bzzzzzz POW Player-Game Interaction Research University of Nevada, Reno
  • 20. Role of Feedback Bzzzzzz POW Player-Game Interaction Research University of Nevada, Reno
  • 21. Video Games Stimulus visual Response Player-Game Interaction Research University of Nevada, Reno
  • 22. Video Games Stimulus visual Response + audio Response ? Player-Game Interaction Research University of Nevada, Reno
  • 23. Research Question Can supplemental sonification increase performance & reduce player errors? Player-Game Interaction Research University of Nevada, Reno
  • 24. What is Bingo Ball calls Patterns Multiple Bingos » horizontal » single line » vertical » full card » diagonal Player-Game Interaction Research University of Nevada, Reno
  • 25. What is Bingo Ball calls 16 Patterns Multiple Bingos » horizontal » single line » vertical » full card » diagonal Player-Game Interaction Research University of Nevada, Reno
  • 26. What is Bingo Ball calls 16 48 Patterns Multiple Bingos » horizontal » single line » vertical » full card » diagonal Player-Game Interaction Research University of Nevada, Reno
  • 27. What is Bingo Ball calls 16 48 63 Patterns Multiple Bingos » horizontal » single line » vertical » full card » diagonal Player-Game Interaction Research University of Nevada, Reno
  • 28. What is Bingo Ball calls 16 48 63 “Bingo” Patterns Multiple Bingos » horizontal » single line » vertical » full card » diagonal Player-Game Interaction Research University of Nevada, Reno
  • 29. is Bingo a Video game? Player-Game Interaction Research University of Nevada, Reno
  • 30. is Bingo a Video game? »Up to 100 cards »Shows cards closest to Bingo »jurisdiction determines how bingo is played Player-Game Interaction Research University of Nevada, Reno
  • 31. Bingo is BIG business 2009 Player-Game Interaction Research University of Nevada, Reno
  • 32. Bingo is BIG business 2009 »Charitable Bingo -> 1.8 Billion (US) »WoW -> 1.0 Billion (worldwide) Player-Game Interaction Research University of Nevada, Reno
  • 33. Why Bingo? Simple Finite ~bingo <24 calls Controllable Player-Game Interaction Research University of Nevada, Reno
  • 34. Who plays Bingo? Player-Game Interaction Research University of Nevada, Reno
  • 35. Who plays Bingo? Player-Game Interaction Research University of Nevada, Reno
  • 36. Bingo Demographics 57% female 11% age 65 and up 20% are 18-24 year olds (UK) Online bingo > 20% market share Player-Game Interaction Research University of Nevada, Reno
  • 37. avoiding a sleeper Bingo casino halls are crowded / noisy players more likely to have sensory impairment due to their age players play with a large number of cards Player-Game Interaction Research University of Nevada, Reno
  • 38. Sonification Displaying data in non speech audio »Geiger counter Types of sonification: »Volume »Pitch »Timbre {instruments} »Frequency of a repetitive cue »Audio Icons Sensory substitution Audio Games (users with visual impairments) Player-Game Interaction Research University of Nevada, Reno
  • 39. Simulator Player-Game Interaction Research University of Nevada, Reno
  • 40. Simulator Player-Game Interaction Research University of Nevada, Reno
  • 41. Away Count ac = two ac = three AC is the smallest value for any pattern Player-Game Interaction Research University of Nevada, Reno
  • 42. Types of sonification Types »Pitch {99hz, 119hz, 156hz, 193hz} »Timbre {piano, cello, organ, pan flute} »Audio Icons {dog, jackhammer, cash register, audience clapping} Length ~ 1 second Only sonify when AC changes for a card Player-Game Interaction Research University of Nevada, Reno
  • 43. Test Away Count random intervals (avg 6 calls between test) log: »value of provided AC and AC for each card »time it takes to do test Player-Game Interaction Research University of Nevada, Reno
  • 44. Demo Player-Game Interaction Research University of Nevada, Reno
  • 45. User study 9 participants 2 female / 7 male age = 41.2 (SD=12.8) Expert Bingo Players No impairments Versions {none, pitch, audiocon, timbre} Randomized & Balanced 4 Tests or Bingo Questionnaire Player-Game Interaction Research University of Nevada, Reno
  • 46. Results Table 1: Results of Bingo simulation. Type Error σ Time (ms) σ (ms) NONE 0.241 0.19 16,554 22,677 PITCH 0.105 0.14 9,879 5,672 TIMBRE 0.074 0.11 9,149 8,510 AUDIOICON 0.059 0.06 6,954 1,815 Significant No Significant P<0.05 p> 0.05 good health, with no hearing or vision impairments (some Post Hoc Tests had corrected vision) that could possibly impede their ability Timbre > None to play the game. Each user was given a brief explanation AudioIcons > None and walk-through of the application, a demonstration of the Pitch <> None different sounds and subjects were able to play a number of a- games using <> Timbre AudioIcons different sonification techniques. Player-Game Interaction Research of Subjects were tested alone in a room using a laptop.of There University Nevada, Reno
  • 47. Qualitative results all subjects felt sonification helped »5 preferred audio icons »2 preferred pitch »1 preferred timbre »1 preferred timbre & pitch Player-Game Interaction Research University of Nevada, Reno
  • 48. Discussion & future work Semiotics of audio icons Sonification can be facilitated on most daubers Test with sensory impaired Use in other games Explore haptic feedback drop 7 Player-Game Interaction Research University of Nevada, Reno
  • 49. Discussion & future work Semiotics of audio icons Sonification can be facilitated on most daubers Test with sensory impaired Use in other games Explore haptic feedback drop 7 Player-Game Interaction Research University of Nevada, Reno
  • 50. Questions Player-Game Interaction Research University of Nevada, Reno
  • 51. Questions ? Player-Game Interaction Research University of Nevada, Reno

Notas do Editor

  1. Hello, My name is Eelke Folmer\nMy Final talk will be about supplemental sonification of a bingo game\n
  2. so in previous talks several people has asked the question why we play games but I&amp;#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
  3. so in previous talks several people has asked the question why we play games but I&amp;#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
  4. so in previous talks several people has asked the question why we play games but I&amp;#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
  5. so in previous talks several people has asked the question why we play games but I&amp;#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
  6. so in previous talks several people has asked the question why we play games but I&amp;#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
  7. so in previous talks several people has asked the question why we play games but I&amp;#x2019;m posing the question how do we play games. \nLets take a first person shooter as an example. \nThe game provides feedback which are typically visual and audio and there may be some haptic feedback as well. \nBased on the feedback provided the player determines what in game response to provide (for example shoot at an enemy)\nand then in the third step the player physically activates an input (for example pressing a button on a controller). \nBased on the input the game generates new feedback and the three steps repeat until game over or finished right? \n
  8. Now looking at other games you can identify the same basic steps and you can synthesize this in a basic interaction model for games that can be represented as a simple state machine. \n\n
  9. okay so now we&amp;#x2019;ve represented playing games as a simple model which kind of resembles a kind of test that is being used in psychology to study human \n
  10. In psychology people have done all sorts of experiments on human behavior using a technique that is called choice response task.\nWhich are perceptual motor tasks that study the content duration and temporal sequencing of cognitive operations\nFor example a subject is presented a certain stimuli \nand then they have to press a certain button that corresponds to this stimuli. \nStudies found that when stimuli are \nrepresented in multiple modalities simultaneously can be detected at lower thresholds, faster and more accurately than when presented separately in each modality. \n
  11. In psychology people have done all sorts of experiments on human behavior using a technique that is called choice response task.\nWhich are perceptual motor tasks that study the content duration and temporal sequencing of cognitive operations\nFor example a subject is presented a certain stimuli \nand then they have to press a certain button that corresponds to this stimuli. \nStudies found that when stimuli are \nrepresented in multiple modalities simultaneously can be detected at lower thresholds, faster and more accurately than when presented separately in each modality. \n
  12. In psychology people have done all sorts of experiments on human behavior using a technique that is called choice response task.\nWhich are perceptual motor tasks that study the content duration and temporal sequencing of cognitive operations\nFor example a subject is presented a certain stimuli \nand then they have to press a certain button that corresponds to this stimuli. \nStudies found that when stimuli are \nrepresented in multiple modalities simultaneously can be detected at lower thresholds, faster and more accurately than when presented separately in each modality. \n
  13. In psychology people have done all sorts of experiments on human behavior using a technique that is called choice response task.\nWhich are perceptual motor tasks that study the content duration and temporal sequencing of cognitive operations\nFor example a subject is presented a certain stimuli \nand then they have to press a certain button that corresponds to this stimuli. \nStudies found that when stimuli are \nrepresented in multiple modalities simultaneously can be detected at lower thresholds, faster and more accurately than when presented separately in each modality. \n
  14. Now going back to video games. We said that games provided visual, audio and haptic feedback.\nBut are they all just as important? Can you play a game without haptic feedback? yes, \ncan you play a game without audio, well to a large extent you may miss out on dialogs.\nCan you play a game without visual feedback? \nNot really. \nAudio and haptic doesn&amp;#x2019;t tell you what to do and when. \n\n
  15. Now going back to video games. We said that games provided visual, audio and haptic feedback.\nBut are they all just as important? Can you play a game without haptic feedback? yes, \ncan you play a game without audio, well to a large extent you may miss out on dialogs.\nCan you play a game without visual feedback? \nNot really. \nAudio and haptic doesn&amp;#x2019;t tell you what to do and when. \n\n
  16. Now going back to video games. We said that games provided visual, audio and haptic feedback.\nBut are they all just as important? Can you play a game without haptic feedback? yes, \ncan you play a game without audio, well to a large extent you may miss out on dialogs.\nCan you play a game without visual feedback? \nNot really. \nAudio and haptic doesn&amp;#x2019;t tell you what to do and when. \n\n
  17. Now going back to video games. We said that games provided visual, audio and haptic feedback.\nBut are they all just as important? Can you play a game without haptic feedback? yes, \ncan you play a game without audio, well to a large extent you may miss out on dialogs.\nCan you play a game without visual feedback? \nNot really. \nAudio and haptic doesn&amp;#x2019;t tell you what to do and when. \n\n
  18. Now going back to video games. We said that games provided visual, audio and haptic feedback.\nBut are they all just as important? Can you play a game without haptic feedback? yes, \ncan you play a game without audio, well to a large extent you may miss out on dialogs.\nCan you play a game without visual feedback? \nNot really. \nAudio and haptic doesn&amp;#x2019;t tell you what to do and when. \n\n
  19. Now going back to video games. You see that they actually only present a stimuli in the visual modality. So in this paper we explore\n
  20. As people often make errors in playing games theres the potential to explore how supplemental representation of feedback in a different modality than feedback could increase performance and player error. \n\n
  21. And we focus on the game of bingo\n
  22. And we focus on the game of bingo\n
  23. And we focus on the game of bingo\n
  24. And we focus on the game of bingo\n
  25. \n
  26. Bingo is a significant industry. \n
  27. Going back to our game interaction model the game mechanics of bingo resemble the simplest way you can play a game. Bingo is the closest\nthing to a choice response task while still a game. It is also simple and finite which allows for a controllable user study. \n
  28. So who plays bingo? well grandma does and that&amp;#x2019;s a stereotype that is hard to debunk\n
  29. The demographics are slightly changing. Especially in the UK a younger audience is playing it and mostly online. \n
  30. \n
  31. frequency of clicks to indicate the level of radiation. Other types of sonification include using volume or the pitch of a tone. \nTimbre, \n\nSonification has primarily been explroed in sensory substitution. There&amp;#x2019;s all sorts of navigation systems for users who are blind which uses sonification\nand there&amp;#x2019;s all sorts of audio games for users. \nNot much work has been done in the area of using supplemental sonification e.g. representing information using visual as well as audio\n
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  34. The variable we seek to sonify is the away count. The away count indicates how far the player is away from achieving a bingo. This is a dynamic variable that depends on the specific pattern used. \n
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