IEZA Framework

Last updated
IEZA framework IEZA framework.png
IEZA framework

The IEZA framework is a 2-dimensional framework that describes the auditory environment of video games. It was developed by Sander Huiberts and Richard van Tol at the Utrecht School of the Arts between 2003 and 2008, and it can be used for the analysis and synthesis (conceptual design) of sound in computer games.

A conceptual framework is an analytical tool with several variations and contexts. It can be applied in different categories of work where an overall picture is needed. It is used to make conceptual distinctions and organize ideas. Strong conceptual frameworks capture something real and do this in a way that is easy to remember and apply.

Utrecht School of the Arts

The HKU University of the Arts Utrecht is a performing arts and visual arts educational institution in Utrecht, Netherlands.

Contents

Description

The IEZA framework uses two dimensions to describe sound in computer games. The first dimension makes a distinction between sound emanating from the fictional game world, such as the footsteps of a game character, and sound coming from outside the fictional game world, such as a musical score. Stockburger (2003) describes this distinction by using the terms diegetic and non-diegetic. The second dimension makes a distinction between sound related to the activity of the game on one hand, and sound related to the setting of the game on the other.

Diegesis is a style of fiction storytelling that presents an interior view of a world in which:

  1. Details about the world itself and the experiences of its characters are revealed explicitly through narrative.
  2. The story is told or recounted, as opposed to shown or enacted.
  3. There is a presumed detachment from the story of both the speaker and the audience.

Four domains are formed by the two dimensions: Interface, Effect, Zone and Affect.

Interface

Sound in the Interface domain expresses what is happening in the game. In many video games this is sound related to activity in the HUD, such as sounds synced to health and status bars, pop-up menus and the score display. Although sound in this domain often follows ICT interface sound design conventions (abstract iconic and non-iconic signs), there are many games that intentionally try to blur the boundaries of Interface and Effect by mimicking the diegetic concept. In Tony Hawk's Pro Skater 4, Interface sound instances consist of the skidding, grinding and sliding sounds of skateboards.

In semiotics, a sign is anything that communicates a meaning that is not the sign itself to the interpreter of the sign. The meaning can be intentional such as a word uttered with a specific meaning, or unintentional, such as a symptom being a sign of a particular medical condition. Signs can communicate through any of the senses, visual, auditory, tactile, olfactory, or taste.

<i>Tony Hawks Pro Skater 4</i> video game

Tony Hawk's Pro Skater 4 is a sports video game, the fourth in the Tony Hawk's series. It was developed by Neversoft and was published in 2002 by Activision under the Activision O2 brand for the GameCube, PlayStation, Xbox, PlayStation 2 and Game Boy Advance. In 2003 it was published for Mac OS X and Microsoft Windows.

Effect

Sound in the Effect domain expresses activity in the game world. Sound usually consists of a mix of one-shot sound events in the game world (either triggered by the player or by the game itself), such as the sound of an explosion, and continuous sound streams, such as the sound of a continuously burning fire. Sound of the Effect category often mimics the realistic behavior of sound in the real world. In many games it is the part of game audio that is dynamically processed using techniques such as real-time volume changes, panning, filtering and acoustics.

Zone

Sound in the Zone domain expresses the setting (for example the geographical, cultural and/or topological setting) of the game world. A zone can be understood as a different spatial setting that contains a finite number of visual and sound objects in the game environment (Stockburger, 2003, p. 6). It might be a whole level in a given game, or part of a set of zones constituting the level. Zone is often designed in such a way that it reflects the consequences of game play on a game's world.

Affect

Sound in the Affect domain expresses the setting (for example the emotional, social and/or cultural setting) of the game. Affect is often designed in such a way (using real time adaptation) that it reflects the emotional status of the game or that it anticipates upcoming events in the game.

Applications of IEZA

The IEZA framework is featured in a book chapter by Ulf Wilhelmsson and Jakob Wallén (2011). The authors combine IEZA with the model for the production of film sound by Walter Murch (1998) and the affordance theory by Gibson (1977). The framework is also used as a conceptual framework for the functioning of game audio in relation to immersion (Huiberts, 2010). Whitehead (n.d.) fuses several frameworks for game audio, amongst the IEZA framework. Conway (2010) used the framework for an analysis of digital football games. IEZA has been evaluated at the Utrecht School of the Arts Adaptive Music Systems Research Group under Jan IJzermans as a design resource in educational, academic and practical settings.

Walter Murch American film editor and sound designer

Walter Scott Murch is an American film editor and sound designer. With a career stretching back to 1969, including work on Apocalypse Now, The Godfather I, II, and III, American Graffiti, The Conversation, and The English Patient, with three Academy Award wins, he has been referred to by Roger Ebert as "the most respected film editor and sound designer in the modern cinema."

Affordance is what the environment offers the individual. James J. Gibson, coined the term in his 1966 book, The Senses Considered as Perceptual Systems, and it occurs in many of his earlier essays (e.g.). However, his best-known definition is taken from his seminal 1979 book, The Ecological Approach to Visual Perception:

The affordances of the environment are what it offers the animal, what it provides or furnishes, either for good or ill. The verb to afford is found in the dictionary, the noun affordance is not. I have made it up. I mean by it something that refers to both the environment and the animal in a way that no existing term does. It implies the complementarity of the animal and the environment.

Immersion into virtual reality is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.

See also

Video game music is the soundtrack that accompanies video games. Early video game music was once limited to simple melodies of early sound synthesizer technology. These limitations inspired the style of music known as chiptunes, which combines simple melodic styles with more complex patterns or traditional music styles, and became the most popular sound of the first video games.

An audio game is an electronic game played on a device such as a personal computer. It is similar to a video game save that there is audible and tactile feedback but not visual.

Related Research Articles

Graphical user interface user interface allowing interaction through graphical icons and visual indicators

The graphical user interface is a form of user interface that allows users to interact with electronic devices through graphical icons and visual indicators such as secondary notation, instead of text-based user interfaces, typed command labels or text navigation. GUIs were introduced in reaction to the perceived steep learning curve of command-line interfaces (CLIs), which require commands to be typed on a computer keyboard.

Sound card internal computer expansion card that facilitates the input and output of audio signals

A sound card is an internal expansion card that provides input and output of audio signals to and from a computer under control of computer programs. The term sound card is also applied to external audio interfaces used for professional audio applications.

A modeling language is any artificial language that can be used to express information or knowledge or systems in a structure that is defined by a consistent set of rules. The rules are used for interpretation of the meaning of components in the structure.

SuperCollider is an environment and programming language originally released in 1996 by James McCartney for real-time audio synthesis and algorithmic composition.

Virtual Studio Technology (VST) is an audio plug-in software interface that integrates software synthesizer and effects in digital audio workstations. VST and similar technologies use digital signal processing to simulate traditional recording studio hardware in software. Thousands of plugins exist, both commercial and freeware, and a large number of audio applications support VST under license from its creator, Steinberg.

Video game design is the process of designing the content and rules of a video game in the pre-production stage and designing the gameplay, environment, storyline, and characters in the production stage. The designer of a game is very much like the director of a film; the designer is the visionary of the game and controls the artistic and technical elements of the game in fulfillment of their vision. Video game design requires artistic and technical competence as well as writing skills. As the industry has aged and embraced alternative production methodologies such as agile, the role of a principal game designer has begun to separate - some studios emphasising the auteur model while others emphasising a more team oriented model. Within the video game industry, video game design is usually just referred to as "game design", which is a more general term elsewhere.

Sound design is the art and practice of creating sound tracks for a variety of needs. It involves specifying, acquiring or creating auditory elements using audio production techniques and tools. It is employed in a variety of disciplines including filmmaking, television production, video game development, theatre, sound recording and reproduction, live performance, sound art, post-production, radio and musical instrument development. Sound design commonly involves performing and editing of previously composed or recorded audio, such as sound effects and dialogue for the purposes of the medium. A sound designer is one who practices sound design.

Visual programming language

In computing, a visual programming language (VPL) is any programming language that lets users create programs by manipulating program elements graphically rather than by specifying them textually. A VPL allows programming with visual expressions, spatial arrangements of text and graphic symbols, used either as elements of syntax or secondary notation. For example, many VPLs are based on the idea of "boxes and arrows", where boxes or other screen objects are treated as entities, connected by arrows, lines or arcs which represent relations.

Interaction design, often abbreviated as IxD, is "the practice of designing interactive digital products, environments, systems, and services." Beyond the digital aspect, interaction design is also useful when creating physical (non-digital) products, exploring how a user might interact with it. Common topics of interaction design include design, human–computer interaction, and software development. While interaction design has an interest in form, its main area of focus rests on behavior. Rather than analyzing how things are, interaction design synthesizes and imagines things as they could be. This element of interaction design is what characterizes IxD as a design field as opposed to a science or engineering field.

Microsoft XNA platform for video game development offered by Microsoft

Microsoft XNA is a freeware set of tools with a managed runtime environment provided by Microsoft that facilitates video game development and management. XNA is based on the .NET Framework, with versions that run on Windows NT, Windows Phone and the Xbox 360. XNA content is built with the XNA Game Studio, and played using the XNA Framework, or published as native executables.

3D audio effects are a group of sound effects that manipulate the sound produced by stereo speakers, surround-sound speakers, speaker-arrays, or headphones. This frequently involves the virtual placement of sound sources anywhere in three-dimensional space, including behind, above or below the listener.

A text game or text-based game is a video game that uses text characters instead of bitmap or vector graphics. Text-based games were a popular form of interactive fiction in the 1980s.

MSN Games Casual gaming web site

MSN Games is a casual gaming web site, with single player, multiplayer, PC download, and social casino video games. Games are available in free online, trial, and full feature pay-to-play versions.

Miles Sound System (MSS), formerly known as Audio Interface Library (AIL), is a sound software system primarily for video games and used mostly as an alternative for low-end audio chipsets. It uses little CPU time while providing adequate audio output. It was originally a middleware driver library for soundcards to use in DOS applications when no viable alternative was available. RAD Game Tools acquired the technology from Miles Design in 1995.

Soundrangers

Soundrangers was the first online sound library of original sound effects and production music designed for specifically for interactive media such as video games, websites and interactive software. Soundrangers was also one of the first sound effects and music libraries to pioneer the audition and automated delivery of sound files over the internet. The Emmy Award-winning staff also specializes in custom sound design for interactive media with many major projects and top video game titles to their credit.

Game art design is a subset of game development. It is the process of creating the artistic aspects for video games. Video game art design begins in the pre-production phase of creating a video game. The video game artists are visual artists involved from the conception of the game and they make rough sketches of the characters, setting, objects, etc. These starting concept designs can also be created by the game designers before the game is moved into actualization. Sometimes these are concept designs are called “programmer art”. After the rough sketches are completed and the game is ready to be moved forward those artists or more artists are brought in to bring these sketches to life through graphic design.

Diegetic music or source music is music in a drama that is part of the fictional setting and so, presumably, is heard by the characters. The term refers to diegesis, a style of storytelling.

References