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Folmann, T. B. Dimensions of game audio. Retrieved November 23, 2004, from http://www.itu.dk/peopl ... ions-of-game-audio.html   
Added by: Mark Grimshaw-Aagaard 28/03/2006, 16:45
Fong, D. Thresh's quake bible. Retrieved September 23, 2004, from http://www.quaketerminus.com/quakebible/   
Added by: Mark Grimshaw-Aagaard 24/09/2004, 09:55
Forrester, M. A. (2007). Auditory perception and sound as event: Theorising sound imagery in psychology.   
Last edited by: Mark Grimshaw-Aagaard 08/01/2017, 14:25
Foucault, M. (1984). Of other spaces, heterotopias. Architecture, Mouvement, Continuité, 5, 46–49.   
Last edited by: Mark Grimshaw-Aagaard 17/12/2020, 09:52
Francisco, M. A. (2020). Jaquet-Droz's automata: Eerily lifelike 18th century 'robots' (that still work today). Retrieved May 25, 2021, from https://www.flipscience ... -that-still-work-today/   
Last edited by: Mark Grimshaw-Aagaard 26/05/2021, 16:38
Free Software Foundation. (1989). GNU general public license. Retrieved June 8, 2006, from http://www.fsf.org/licensing/licenses/gpl.html   
Last edited by: Mark Grimshaw-Aagaard 08/06/2006, 08:51
Freire, C. (2006). In Japan, Mona Lisa's voice finally heard. Globe and Mail, Retrieved June 21, 2006, from http://www.theglobeandm ... BNStory/Technology/home   
Added by: Mark Grimshaw-Aagaard 21/06/2006, 06:42
Freud, S. (1919). The "uncanny". Imago, V.   
Last edited by: Mark Grimshaw-Aagaard 06/05/2016, 06:37
Friberg, J., & Gärdenfors, D. 2004, June 3–5, Audio games: New perspectives on game audio. Paper presented at Advances in Computer Entertainment Technology '04, Singapore.   
Added by: Mark Grimshaw-Aagaard 04/04/2016, 13:09
Gabor, D. (1947). Acoustical quanta and the theory of hearing. Nature, 159, 591–594.   
Last edited by: Mark Grimshaw-Aagaard 19/10/2023, 09:06
Gallese, V. (2016). The multimodal nature of visual perception: Facts and speculations. Gestalt Theory, 38(2/3), 127–140.   
Added by: Mark Grimshaw-Aagaard 29/09/2020, 10:35
Galloway, A. R. (2004). Social realism in gaming. Game Studies, 4(1). Retrieved November 14, 2021, from http://gamestudies.org/0401/galloway/   
Last edited by: Mark Grimshaw-Aagaard 14/05/2021, 14:12
Gamasutra: The art & business of making games. (n.d.). Retrieved October 20, 2006, from http://www.gamasutra.com/   
Added by: Mark Grimshaw-Aagaard 20/10/2006, 09:08
Gameaudiomix. (n.d.). Retrieved June 25, 2013, from http://gameaudiomix.com/   
Added by: Mark Grimshaw-Aagaard 25/06/2013, 11:16
Gamestudies.org. (n.d.). Retrieved August 31, 2006, from http://www.gamestudies.org   
Last edited by: Mark Grimshaw-Aagaard 23/09/2006, 08:28
Gardenfors, D. (2003). Designing sound-based computer games. Digital Creativity, 14(2), 111–114.   
Added by: Mark Grimshaw-Aagaard 08/01/2007, 07:00
Gardey, G. (2005). BibORB. (Version 1.3.3) [PHP].   
Added by: Mark Grimshaw-Aagaard 30/07/2006, 09:23
Garner, T. A., & Grimshaw, M. (2013). The physiology of fear and sound: Working with biometrics toward automated emotion recognition in adaptive gaming systems. IADIS International Journal on WWW/Internet, 11(2). Retrieved February 5, 2014, from http://www.iadisportal. ... i/papers/2013112106.pdf   
Added by: Mark Grimshaw-Aagaard 05/02/2014, 14:02
Gaver, W. W. (1986). Auditory icons: Using sound in computer interfaces. Human-computer Interaction, 2, 167–177.   
Last edited by: Mark Grimshaw-Aagaard 08/01/2008, 08:51
Gaver, W. W. (1989). The SonicFinder, a prototype interface that uses auditory icons. Human Computer Interaction, 4(1), 67–94.   
Last edited by: Mark Grimshaw-Aagaard 26/04/2013, 16:41
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WIKINDX 6.9.0 | Total resources: 1303 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)