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Displaying 1 - 20  of 1301 (Bibliography: WIKINDX Master Bibliography)
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Belton, J. (1992). 1950s magnetic sound: The frozen revolution. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 154–167). New York: Routledge.   
Added by: Mark Grimshaw-Aagaard 26/10/2004, 14:44
Velleman, E., van Tol, R., Huiberts, S., & Verwey, H. (2004). 3d shooting games, multimodal games, sound games and more working examples of the future of games for the blind. Lecture Notes in Computer Science, 3118, 257–263.   
Added by: Mark Grimshaw-Aagaard 23/05/2005, 15:45
Zhou, Z., Cheok, A. D., & Pan, J. (2004). 3d story cube: An interactive tangible user interface for storytelling with 3d graphics and audio. Personal and Ubiquitous Computing, 8(5), 374–376.   
Added by: Mark Grimshaw-Aagaard 19/04/2005, 13:37
Crisinel, A.-S., Cosser, S., King, S., Jones, R., Petrie, J., & Spence, C. (2012). A bittersweet symphony: Systematically modulating the taste of food by changing the sonic properties of the soundtrack playing in the background. Food quality and preference, 24(1), 201–204.   
Last edited by: Mark Grimshaw-Aagaard 23/09/2020, 21:35
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: Mark Grimshaw-Aagaard 14/07/2021, 06:41
McDonald, G. A brief timeline of video game music. Retrieved September 18, 2003, from http://www.gamespot.com ... eatures/video/vg_music/   
Added by: Mark Grimshaw-Aagaard 17/09/2004, 07:52
Cambron, M. A chat with Chance Thomas. Retrieved December 20, 2004, from http://www.gignews.com/goddess/chancethomas.htm   
Last edited by: Mark Grimshaw-Aagaard 22/07/2006, 12:52
Reber, S. A., Nishimura, T., Janisch, J., Robertson, M., & Fitch, W. T. (2020). A chinese alligator in heliox: Formant frequencies in a crocodilian. Journal of Experimental Biology, 218(15), 2442–2447.   
Added by: Mark Grimshaw-Aagaard 18/09/2020, 15:13
A clean energy solution: From cradle to grave. (2021). (Environmental Product Declaration) No. SG 8.0-167 DD. Vizcaya, Spain: Siemens Gamesa Renewable Energy, S.A.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2023, 07:48
Garner, T., & Grimshaw, M. 2011, September 7–9, A climate of fear: Considerations for designing an acoustic ecology for fear. Paper presented at Audio Mostly 2011, Coimbra, PT.   
Last edited by: Mark Grimshaw-Aagaard 20/07/2013, 14:18
Jørgensen, K. (2009). A comprehensive study of sound in computer games: How audio affects player action. Queenston: The Edwin Mellen Press.   
Last edited by: Mark Grimshaw-Aagaard 23/05/2012, 09:02
Grimshaw, M., & Schott, G. (2008). A conceptual framework for the analysis of first-person shooter audio and its potential use for game engines. International Journal of Computer Games Technology, 2008.   
Added by: Mark Grimshaw-Aagaard 30/01/2008, 10:27
Grimshaw, M., & Schott, G. 2007, September 10–11, A conceptual framework for the design and analysis of first-person shooter audio. Paper presented at Third International Conference on Games Research and Development, Manchester.   
Last edited by: Mark Grimshaw-Aagaard 14/09/2007, 19:54
Bystrom, K.-E., Barfield, W., & Hendrix, C. (1999). A conceptual model of the sense of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 8(2), 241–244.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:22
Lessiter, J., Freeman, J., Keogh, E., & Davidoff, J. (2001). A cross-media presence questionnaire: The ITC-sense of presence inventory. Presence: Teleoperators and Virtual Environments, 10(3), 282–297.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:19
Markosian, N. (2004). A defense of presentism. Oxford Studies in Metaphysics, 1, 47–82.   
Last edited by: Mark Grimshaw-Aagaard 09/03/2023, 08:12
Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:17
Koster, R. (2005). A grammar of gameplay. Retrieved February 21, 2006, from http://www.theoryoffun.com/grammar/gdc2005.htm   
Added by: Mark Grimshaw-Aagaard 21/02/2006, 17:12
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
Heeter, C. (2016). A meditation on meditation and embodied presence. Presence: Teleoperators and Virtual Environments, 25(2), 175–183.   
Last edited by: Mark Grimshaw-Aagaard 01/09/2020, 12:38
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WIKINDX 6.8.2 | Total resources: 1301 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)