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Scruton, R. (2009). Sounds as secondary objects and pure events. In M. Nudds & C. O'Callaghan (Eds), Sounds & Perception (pp. 50–68). Oxford: Oxford University Press. |
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Sheridan, T. B. (1999). Descartes, Heidegger, Gibson, and God: Toward an eclectic ontology of presence. Presence: Teleoperators and Virtual Environments, 8(5), 551–559. |
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Sheridan, T. B. (2016). Recollections on Presence beginnings, and some challenges for augmented and virtual reality. Presence: Teleoperators and Virtual Environments, 25(1). |
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Shilling, R., & Krebs, E. 2002, Videogame and entertainment industry standard sound design techniques and architectures for use in videogames, virtual environments and training. Naval Postgraduate School. |
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Shilling, R., Zyda, M., & Wardynski, E. C. 2002, November 30, Introducing emotion into military simulation and videogame design: America’s Army: Operations and VIRTE. Paper presented at GameOn, London. |
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Last edited by: Mark Grimshaw-Aagaard 19/12/2010, 06:19 |
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Shinn-Cunningham, B. 2001, May 26–29, Localizing sound in rooms. Paper presented at ACM SIGGRAPH and Eurographics Campfire: Acoustic Rendering for Virtual Environments, Snowbird, Utah. |
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Shinn-Cunningham, B. G. 2004, April 4–9, The perceptual consequences of creating a realistic, reverberant 3-D audio display. Paper presented at The International Congress on Acoustics, Kyoto, Japan. |
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Shinn-Cunningham, B. G., Lin, I.-F., & Streeter, T. 2005, July 22–27, Trading directional accuracy for realism in virtual auditory display. Paper presented at 1st. International Conference on Virtual Reality. |
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Shinn-Cunningham, B. 2001, August 5–10, Creating three dimensions in virtual auditory displays. Paper presented at International Cognitive Engineering, Intelligent Agents and Virtual Reality. |
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Shotgun sound design deconstructed from Terminator 2. (2018). Retrieved June 21, 2020, from https://www.youtube.com/watch?v=tiq-oBeEn1M |
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