Sound Research WIKINDX

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Displaying 101 - 120  of 1301 (Bibliography: WIKINDX Master Bibliography)
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Leighton, T. G., Currie, H. A. L., Holgate, A., Dolder, C. N., Jones, S. L., & White, P. R., et al. 2019, July 7–12, Analogies in contextualizing human response to airborne ultrasound and fish response to acoustic noise and deterrents. Paper presented at 5th International Conference on the Effects of Noise on Aquatic Life, Den Haag, The Netherlands.   
Last edited by: Mark Grimshaw-Aagaard 07/11/2023, 13:24
Leighton, T. G. 2019, September 9–13, Ultrasound-in-air: New applications need improved measurement methods and procedures, and appreciation of any adverse effects on humans. Paper presented at 23rd International Congress on Acoustics.   
Last edited by: Mark Grimshaw-Aagaard 29/11/2022, 10:47
Kopanieki, J. (2019). Walking the streets of a virtual metropolis. the audiosphere of the game Grand Theft Auto IV. Interdisciplinary Studies in Musicology, 19, 173–184.   
Last edited by: Mark Grimshaw-Aagaard 05/02/2020, 17:30
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: Mark Grimshaw-Aagaard 22/06/2021, 08:06
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: Mark Grimshaw-Aagaard 25/08/2021, 10:05
Janz, B. B. (2019). Virtual place and virtualized place. In E. Champion (Ed.), The Phenomenology of Real and Virtual Places (pp. 60–75). London: Routledge.   
Added by: Mark Grimshaw-Aagaard 07/03/2019, 15:13
Jaekl, P. 2019, March 13. What is the mysterious 'global Hum' – and is it simply noise pollution? The Guardian.   
Last edited by: Mark Grimshaw-Aagaard 26/05/2021, 17:04
International Maritime Organization. (2019). Common hull fouling invasive species. Retrieved September 11, 2023, from https://www.imo.org/en/ ... g-Invasive-Species.aspx   
Added by: Mark Grimshaw-Aagaard 11/09/2023, 08:19
International Maritime Organization. (2019). Anti-fouling systems. Retrieved September 11, 2023, from https://www.imo.org/en/ ... Pages/Anti-fouling.aspx   
Added by: Mark Grimshaw-Aagaard 11/09/2023, 08:26
Hardach, S. (2019). How your language reflects the senses you use. Retrieved February 27, 2019, from http://www.bbc.com/futu ... ects-the-senses-you-use   
Added by: Mark Grimshaw-Aagaard 27/02/2019, 12:42
Gustafsson, C. (2019). Sonic branding: From brand image to brand imagination. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 359–375). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 19/05/2021, 09:10
Grimshaw-Aagaard, M., Walther-Hansen, M., & Knakkergaard, M. (Eds). (2019). The Oxford handbook of sound and imagination. Vol. 1 & 2. New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 08/11/2018, 07:04
Grimshaw-Aagaard, M. N. (2019). The necessity of vagueness and ambiguity to the imagining of sound. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 105–113). United Kingdom: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 06/02/2023, 13:42
Grimshaw-Aagaard, M. (2019). The necessity of vagueness and ambiguity to the imagining of sound. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 105–113). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 19/05/2021, 08:41
Grimshaw-Aagaard, M. (2019). Presence, environment, and sound and the role of imagination. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 669–681). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 27/11/2021, 12:43
Grimshaw-Aagaard, M. N. (2019). Presence and biofeedback in first-person perspective computer games: The potential of sound. In M. Filimowicz (Ed.), Foundations in Sound Design for Interactive Media (pp. 78–94). New York: Routledge.   
Last edited by: Mark Grimshaw-Aagaard 04/01/2024, 09:27
Grimshaw-Aagaard, M. (2019). Sonic virtuality, environment, and presence. In J. Braga (Ed.), Conceiving Virtuality: From Art To Technology (pp. 69–80). Switzerland: Springer Nature.   
Last edited by: Mark Grimshaw-Aagaard 12/09/2020, 08:40
Grimm, B. (2019). Why women love loud shoes: Our attraction to noisy shoes, as explained by science. Racked, Retrieved April 2, 2019, from https://www.racked.com/ ... 6156/loud-shoes-science   
Added by: Mark Grimshaw-Aagaard 02/04/2019, 15:39
Garner, T. A. (2019). Bridging the other-real: Video game sound and the imagination. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 789–808). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 19/05/2021, 09:14
Ferber, I. (2019). Language and hearing: Heidegger’s Herder. In Language Pangs: On Pain and the Origin of Language (pp. 94–119). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 09/03/2023, 13:08
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WIKINDX 6.8.2 | Total resources: 1301 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)