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Reich, W. (1946). The mass psychology of facism T. P. Wolfe, Trans. 3rd ed. New York: Orgone Institute Press.  
Added by: sirfragalot 07/31/2021 12:08:12 PM
Jerath, R., & Beveridge, C. (2019). Multimodal integration and phenomenal spatiotemporal binding: A perspective from the default space theory. Frontiers in Integrative Neuroscience, 13, 2.  
Last edited by: sirfragalot 07/20/2021 05:31:56 PM
Heitz, R. P. (2014). The speed-accuracy tradeoff: History, physiology, methodology, and behavior. Frontiers in Neuroscience, 8, 150.  
Added by: sirfragalot 07/20/2021 04:38:21 PM
Keetels, M., & Vroomen, J. (2012). Perception of synchrony between the senses. In M. M. Murray & M. T. Wallace (Eds), The Neural Bases of Multisensory Processes (pp. 147–177). Boca Raton (FL): CRC Press/Taylor & Francis.  
Last edited by: sirfragalot 07/20/2021 11:22:38 AM
Westerhoff, J. (2011). Reality: A very short introduction. Oxford: Oxford University Press.  
Added by: sirfragalot 07/20/2021 11:22:00 AM
Vroomen, J., & Keetels, M. (2010). Perception of intersensory synchrony: A tutorial review. Attention, Perception, & Psychophysics, 72, 871–884.  
Added by: sirfragalot 07/20/2021 11:21:21 AM
Chalmers, D. J. (2017). The virtual and the real. Disputatio, 9(46), 309–352.  
Last edited by: sirfragalot 07/19/2021 05:59:31 AM
Grimshaw, M. (2015). A brief argument for, and summary of, the concept of sonic virtuality. Danish Musicology Online - Special Issue on Sound and Music Production, 81–98.  
Last edited by: sirfragalot 07/14/2021 06:41:30 AM
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: sirfragalot 07/07/2021 09:26:27 AM
Dion, L. P. (2017). Game design deep dive: Dynamic audio in destructible levels in Rainbow Six: Siege. Gamasutra, Retrieved July 7, 2021, from https://www.gamasutra.c ... n_Rainbow_Six_Siege.php  
Added by: sirfragalot 07/07/2021 09:12:04 AM
McCaren, T., & Goellner, V. (2019). Behind the audio of Total War: Three Kingdoms. Gamasutra, Retrieved July 7, 2021, from https://www.gamasutra.c ... _War_Three_Kingdoms.php  
Added by: sirfragalot 07/07/2021 09:06:54 AM
Melville, T. (2020). Gran Turismo: Realism redefined. Retrieved July 3, 2021, from https://www.mazda.com.a ... ismo-realism-redefined/  
Last edited by: sirfragalot 07/03/2021 01:04:11 PM
Risset, J.-C., & Wessel, D. L. (1999). Exploration of timbre by analysis and synthesis. In D. Deutsch (Ed.), The Psychology of Music Second Edition ed.(pp. 113–169). San Diego: Academic Press.  
Last edited by: sirfragalot 07/03/2021 11:24:17 AM
Poole, S. (2000). Trigger happy: Videogames and the entertainment revolution. New York: Arcade.  
Added by: sirfragalot 07/03/2021 09:23:44 AM
Ward, P. (2002). Videogames as remediated animation. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 122–135). London: Wallflower Press.  
Added by: sirfragalot 07/03/2021 09:04:41 AM
Lee, K. M. (2004). Presence, explicated. Communication Theory, 14(1), 27–50.  
Last edited by: sirfragalot 07/01/2021 07:58:26 AM
Weinel, J. (2018). Inner sound: Altered states of consciousness in electronic music and audio-visual  media. New York: Oxford University Press.  
Added by: sirfragalot 06/22/2021 09:22:15 AM
Kuikkaniemi, K., Laitinen, T., Turpeinen, M., Saari, T., Kosunen, I., & Ravaja, N. 2010, April 10—15 The influence of implicit and explicit biofeedback in first-person shooter games. Paper presented at SIGCHI Conference on Human Factors in Computing Systems.  
Added by: sirfragalot 06/22/2021 08:24:22 AM
Nacke, L. E., Kalyn, M., Lough, C., & Mandryk, R. L. 2011, May 7—12 Biofeedback game design: Using direct and indirect physiological control to enhance game interaction. Paper presented at SIGCHI Conference on Human Factors in Computing Systems.  
Last edited by: sirfragalot 06/22/2021 08:18:31 AM
Jerčić, P., & Sundstedt, V. (2019). Practicing emotion-regulation through biofeedback on the decision-making performance in the context of serious games: A systematic review. Entertainment Computing, 29, 75–86.  
Added by: sirfragalot 06/22/2021 08:06:14 AM
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WIKINDX 6.4.10 | Total resources: 1097 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)


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