@proceedings {2567,
	title = {q3osc: or How I Learned To Stop Worrying and Love The Game},
	journal = {International Computer Music Conference},
	year = {2008},
	address = {Belfast, Ireland},
	abstract = {<p>\&nbsp;q3osc is a heavily modified version of the open-sourced ioquake3  gaming engine featuring an integrated Oscpack implementation of Open  Sound Control for bi-directional communication between a game server and  one or more external audio servers. By combining ioquake3\&rsquo;s internal  physics engine and robust multiplayer network code with a full-featured  OSC packet manipulation library, the virtual actions and motions of game  clients and previously one-dimensional in-game weapon projectiles can  be repurposed as independent and behavior-driven OSC emitting  sound-objects for real-time networked performance and spatialization  within a multi-channel audio environment. This paper details the  technical and aesthetic decisions made during the development and  initial implementations of q3osc and introduces specific mapping and  spatialization paradigms currently in use for sonification.</p>},
	keywords = {q3osc, virtual worlds},
	author = {Rob Hamilton}
}
