Jason Shegoleff is a creative sound designer, media producer and musician.
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Honors Thesis Ambisonic Research Paper
Why Did I Write This Paper?
Ambisonics offers unique sensory qualities that could greatly enhance accessibility for people with disabilities, including those who are blind. While this technology is primarily used for advancements in entertainment, like virtual reality headsets, this thesis explores a new perspective:
What if we developed Ambisonics with a focus on equity and inclusion?
To explore this question, we need to delve into the world of blind gaming and consider the unique experience of interacting solely through game sound. It quickly becomes clear that gaming within the blind community fosters socialization, empathy, and a sense of community—areas that statistically tend to be lower in disabled communities. Ambisonics has the potential to immerse players deeply into an environment. This essay advocates for inclusivity, accessibility, and engagement in the emerging sound world of Ambisonics.
Brief Summary
Around one-third of the world plays video games. The connections and interactions between gamers coupled with positive social teachings like teamwork and effective communication are just a few benefits of playing. However, the cues and information of these games is mostly visual, removing the ability for blind or visually impaired individuals to truly access the benefits. Visually impaired people are more susceptible to injury and mental illness and have less systems of health in place than those who can see. To truly include people who are blind within the current systems of online gaming, high quality directional audio must be implemented. This spatialized audio, called “Ambisonics” has the ability to make video games more inclusive and reduce ableist disparity within online communities. I explore directional sound and its potential impacts on the blind community to see an increase in equity within social circles and technology. The information and trends of modern society are heavily dictated through the screens of visual devices, meaning impact is often reduced without the ability to see. There is a need for the radicalization of accessibility within technology, and it may as well begin with gaming.
To read and download, see above or go to:
https://scholar.colorado.edu/concern/undergraduate_honors_theses/5999n499q
For more on my creative project go to the “Honors Thesis Ambisonic Video Game” tab