Weird Sensation Feels Good The World of ASMR

This exhibition is mainly for people to stop and relax and rest, and the exhibition is based on ASMR. The exhibition is very innovative, allowing visitors to experience the works in the exhibition while taking a break.

ASMR stands for Autonomous Sensory Meridian Response. ASMR is being used as a form of self-medication to combat the effects of loneliness, insomnia, stress, and anxiety. Since its first appearance in 2009, ASMR has become a global internet phenomenon and has spawned a community of ASMR creators. Creators record videos by whispering or eating, touching or tapping. The attempt is to trigger a chain reaction in the viewer’s body and brain that leads to relaxation.

There are many ASMR installations to experience in the exhibition. The brain-shaped pillow in the middle is a great place to lie down and watch various ASMR videos. The overhead lighting throughout the exhibition is also dimmed and lit up like breathing. It was like living in a giant monster’s body.

Immersive exhibitions

I went to the Outernet to see The Summer Palace on screen. It was a 360-degree visualization of The Summer Palace on 8k screens, front, back, side, and top, and at the beginning, before the top screen started, the palace was so realistic on all four walls that I felt the whole audience was immersed in it. One of the interesting points I remember from the pre-show was when the lights went down, and the sound of thunder and lightning, and rain started to appear. As the building was in a windy location, the natural sounds of the wind and the sound design of the piece blended. This makes the initial sequence more immersive, which is something we should learn. In our games, we can also design a simple, immersive sound that allows players to immerse themselves in the game even before a screen quickly.

In March, I also saw another immersive exhibition David Hockney: Bigger&Closer. This venue, like Outernet, had screens on all sides. The only drawback might have been the lack of screens on the ceiling. On the walls, flowing animations set to David’s monologues allow me to feel the passion and love of his paintings. His work reveals his love of life with a lively, dynamic painting style and bright color choices. The words “summer, pool, seasons, meadows, music, photography, etc.” are the best compliment to his work.

The world is very very beautiful if you look at it, but most people don’t look very much. They scan the ground in front of them so they can walk,   they don’t really look at things incredibly well, with an intensity. I do

Creating space in Wwise

In this week’s learning, I have looked at how to do 3D Spatialization in Wwise. Like in reality, the sound in games naturally gets louder as we get closer to the object making the sound. Just like when we hear an ambulance coming from a distance and driving away, the low frequency of the sound increases as we get closer and then decreases until the sound disappears. This is also the Doppler effect.

I created the Attenuation curve in Wwise, which can be seen in the diagram as a table on the xy-axis. The x-axis represents the unit distance specified in the game, and the y-axis represents the attenuation magnitude. With this table, we can change many parameters, such as the volume level and the filter level.

I also looked at Cone Attenuation, which is the change in sound when the player is facing the vocalist but at the same distance from the vocalist. However, when I first adjusted this parameter, I was very confused about the position of the vocalist and the character because I thought that the center of the circle was the listener and the white dot was the vocalist. But in fact, it was the opposite: the white dot was the listener, and the vocalist was placed in the center of the circle to project the sound into the surrounding area.

Earlier, I also looked at audio randomization and space automation exists. For example, when a fragment falls to the ground, it will bounce around but its position will not be fixed. So this is where the Position Editor comes into play. In the image below, points can be added to make the object’s path. For example, in the game, the character’s hand is on the right side of the screen, so the sound of a piece falling on the ground will be more to the right. So you can put the frame on the right side to draw the points.