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Displaying 1141 - 1160  of 1303 (Bibliography: WIKINDX Master Bibliography)
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Buehner, M. J. (2010). Temporal binding. In A. C. Nobre & J. T. Coull (Eds), Attention and Time Oxford: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 14/11/2018, 10:15
Buckingham, D. (2006). Studying computer games. In Computer Games: Text, Narrative and Play Cambridge: Polity.   
Added by: Mark Grimshaw-Aagaard 08/09/2006, 12:11
Bryce, J., & Rutter, J. (2002). Spectacle of the deathmatch: Character and narrative in first-person shooters. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 66–80). London: Wallflower Press.   
Added by: Mark Grimshaw-Aagaard 23/09/2004, 14:59
Brunsson, N., Rasche, A., & Seidl, D. (2012). The dynamics of standardization: Three perspectives on standards in organization studies. Organization Studies, 33(5-6), 613–632.   
Last edited by: Mark Grimshaw-Aagaard 14/12/2023, 08:58
Brungart, D. S., & Simpson, B. D. (2007). Cocktail party listening in a dynamic multitalker environment. Perception & Psychophysics, 69(1), 79–91.   
Added by: Mark Grimshaw-Aagaard 15/04/2014, 12:59
Bruner, J. S. (1957). On perceptual readiness. Psychological Review, 64(2), 123–152.   
Added by: Mark Grimshaw-Aagaard 21/10/2005, 14:48
Brumm, H., & Zollinger, S. A. (2011). The evolution of the Lombard effect: 100 years of psychoacoustic research. Behaviour, 148(11/13), 1173–1198.   
Last edited by: Mark Grimshaw-Aagaard 19/09/2022, 19:05
Brug af ultralyd. (2005). Retrieved May 7, 2022, from https://at.dk/regler/at ... er/brug-ultralyd-d-6-6/   
Last edited by: Mark Grimshaw-Aagaard 07/08/2023, 16:26
Brown, B., Rutherford, P., & Crawford, P. (2015). The role of noise in clinical environments with particular reference to mental health care: A narrative review. International Journal of Nursing Studies, 52(9), 1514–1524.   
Added by: Mark Grimshaw-Aagaard 11/03/2018, 21:41
Brown, E., & Cairns, P. 2004, April 24–29, A grounded investigation of game immersion. Paper presented at Human Factors in Computing Systems.   
Last edited by: Mark Grimshaw-Aagaard 22/12/2021, 10:35
Brown, L. A. (2016). This is what the hospital of the future sounds like. Retrieved March 26, 2018, from https://qz.com/769487/hospital-noise-and-health/   
Added by: Mark Grimshaw-Aagaard 26/03/2018, 09:19
Brotons-Mas, J. R., & O'Mara, S. (2006). Neural processing of spatial information: What we know about place cells and what they can tell us about presence. Presence: Teleoperators and Virtual Environments, 15(5), 485–499.   
Added by: Mark Grimshaw-Aagaard 09/03/2018, 10:02
Bross, M. (1997). Powerful audio tips for game and multimedia developers. Gamasutra, Retrieved September 6, 2004, from http://www.gamasutra.co ... ./103197/audio_tips.htm   
Added by: Mark Grimshaw-Aagaard 06/09/2004, 17:50
Bross, M. (1997). Effective music for games and multimedia. Gamasutra, 1 Retrieved September 6, 2004, from http://www.gamasutra.co ... 497/effective_music.htm   
Added by: Mark Grimshaw-Aagaard 06/09/2004, 17:53
Bronowski, J. (1979). The origins of knowledge and imagination. New Haven and London: Yale University Press. (Original work published 1978).   
Last edited by: Mark Grimshaw-Aagaard 08/01/2017, 13:40
Bromberger, S. (2012). Vagueness, ambiguity, and the "sound" of meaning. In Analysis and Interpretation of the Exact Sciences: Essays in Honour of William Demopoulos Vol. 78, (pp. 75–93). Berlin: Springer.   
Added by: Mark Grimshaw-Aagaard 24/11/2014, 14:47
Bringsjord, S. (2001). Is it possible to build dramatically compelling interactive digital entertainment (in the form, e.g., of computer games)? Game Studies, 1(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0101/bringsjord/   
Last edited by: Mark Grimshaw-Aagaard 04/09/2006, 15:00
Bridgett, R., & Paul, L. J. (2006). Establishing an aesthetic in next generation sound design. Gamasutra, Retrieved June 18, 2008, from https://www.gamasutra.c ... _aesthetic_in_next_.php   
Last edited by: Mark Grimshaw-Aagaard 07/07/2021, 09:26
Bridgett, R. (2010). From the shadows of film sound: Cinematic production & creative process in video game audio.   
Last edited by: Deleted user 01/02/2012, 15:45
Bridgett, R. (2007). Audio postmortem: Scarface: The world is yours. Gamasutra, Retrieved January 8, 2009, from https://www.gamasutra.c ... ortem_scarface_the_.php   
Added by: Mark Grimshaw-Aagaard 08/01/2009, 10:47
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