Belton, J. (1992). 1950s magnetic sound: The frozen revolution. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 154–167). New York: Routledge. |
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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. |
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Added by: Mark Grimshaw-Aagaard 23/05/2005, 15:45 |
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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. |
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Added by: Mark Grimshaw-Aagaard 19/04/2005, 13:37 |
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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. |
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Last edited by: Mark Grimshaw-Aagaard 23/09/2020, 21:35 |
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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. |
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Last edited by: Mark Grimshaw-Aagaard 14/07/2021, 06:41 |
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McDonald, G. A brief timeline of video game music. Retrieved September 18, 2003, from http://www.gamespot.com ... eatures/video/vg_music/ |
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Added by: Mark Grimshaw-Aagaard 17/09/2004, 07:52 |
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Cambron, M. A chat with Chance Thomas. Retrieved December 20, 2004, from http://www.gignews.com/goddess/chancethomas.htm |
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Last edited by: Mark Grimshaw-Aagaard 22/07/2006, 12:52 |
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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. |
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Added by: Mark Grimshaw-Aagaard 18/09/2020, 15:13 |
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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. |
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Last edited by: Mark Grimshaw-Aagaard 11/09/2023, 07:48 |
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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. |
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Last edited by: Mark Grimshaw-Aagaard 20/07/2013, 14:18 |
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Jørgensen, K. (2009). A comprehensive study of sound in computer games: How audio affects player action. Queenston: The Edwin Mellen Press. |
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Last edited by: Mark Grimshaw-Aagaard 23/05/2012, 09:02 |
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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. |
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Added by: Mark Grimshaw-Aagaard 30/01/2008, 10:27 |
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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. |
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Last edited by: Mark Grimshaw-Aagaard 14/09/2007, 19:54 |
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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. |
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Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:22 |
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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. |
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Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:19 |
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Markosian, N. (2004). A defense of presentism. Oxford Studies in Metaphysics, 1, 47–82. |
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Last edited by: Mark Grimshaw-Aagaard 09/03/2023, 08:12 |
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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. |
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Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:17 |
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Koster, R. (2005). A grammar of gameplay. Retrieved February 21, 2006, from http://www.theoryoffun.com/grammar/gdc2005.htm |
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Added by: Mark Grimshaw-Aagaard 21/02/2006, 17:12 |
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Brown, E., & Cairns, P. 2004, April 24–29, A grounded investigation of game immersion. Paper presented at Human Factors in Computing Systems. |
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Last edited by: Mark Grimshaw-Aagaard 22/12/2021, 10:35 |
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Heeter, C. (2016). A meditation on meditation and embodied presence. Presence: Teleoperators and Virtual Environments, 25(2), 175–183. |
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Last edited by: Mark Grimshaw-Aagaard 01/09/2020, 12:38 |
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