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Bridgett, R. (2003). The first stage of sound design is ... well ... er ... design. Retrieved November 25, 2021, from http://web.archive.org/ ... esign.org.uk/design.htm  
Last edited by: Mark Grimshaw-Aagaard 10/25/21, 1:34 PM
Bridgett, R. (2003). Off screen sound in interactive media. Retrieved November 25, 2021, from http://web.archive.org/ ... d-design.org.uk/off.htm  
Last edited by: Mark Grimshaw-Aagaard 10/25/21, 1:35 PM
Bridgett, R. (2003). Subtlety and silence. Retrieved September 9, 2003, from http://www3.sympatico.c ... evelop-Oct2002-Pg28.jpg  
Added by: Mark Grimshaw-Aagaard 9/6/04, 5:31 PM
Bridgett, R. (2007). Audio postmortem: Scarface: The world is yours. Gamasutra, Retrieved January 8, 2009, from https://www.gamasutra.c ... ortem_scarface_the_.php  
Added by: Mark Grimshaw-Aagaard 1/8/09, 10:47 AM
Bridgett, R. (2010). From the shadows of film sound: Cinematic production & creative process in video game audio.  
Last edited by: Deleted user 2/1/12, 3:45 PM
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: Mark Grimshaw-Aagaard 7/7/21, 9:26 AM
Bringsjord, S. (2001). Is it possible to build dramatically compelling interactive digital entertainment (in the form, e.g., of computer games). Game Studies, 1(1). Retrieved September 16, 2003, from http://www.gamestudies.org/0101/bringsjord/  
Last edited by: Mark Grimshaw-Aagaard 9/4/06, 3:00 PM
Bromberger, S. (2012). Vagueness, ambiguity, and the "sound" of meaning. In Analysis and Interpretation of the Exact Sciences: Essays in Honour of William Demopoulos Vol. 78, (pp. 75–93). Berlin: Springer.  
Added by: Mark Grimshaw-Aagaard 11/24/14, 2:47 PM
Bronowski, J. (1979). The origins of knowledge and imagination. New Haven and London: Yale University Press. (Original work published 1978).  
Last edited by: Mark Grimshaw-Aagaard 1/8/17, 1:40 PM
Bross, M. (1997). Effective music for games and multimedia. Gamasutra, 1 Retrieved September 6, 2004, from http://www.gamasutra.co ... 497/effective_music.htm  
Added by: Mark Grimshaw-Aagaard 9/6/04, 5:53 PM
Bross, M. (1997). Powerful audio tips for game and multimedia developers. Gamasutra, Retrieved September 6, 2004, from http://www.gamasutra.co ... ./103197/audio_tips.htm  
Added by: Mark Grimshaw-Aagaard 9/6/04, 5:50 PM
Brotons-Mas, J. R., & O'Mara, S. (2006). Neural processing of spatial information: What we know about place cells and what they can tell us about presence. Presence: Teleoperators and Virtual Environments, 15(5), 485–499.  
Added by: Mark Grimshaw-Aagaard 3/9/18, 10:02 AM
Brown, L. A. (2016). This is what the hospital of the future sounds like. Retrieved March 26, 2018, from https://qz.com/769487/hospital-noise-and-health/  
Added by: Mark Grimshaw-Aagaard 3/26/18, 9:19 AM
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 12/22/21, 10:35 AM
Brown, B., Rutherford, P., & Crawford, P. (2015). The role of noise in clinical environments with particular reference to mental health care: A narrative review. International Journal of Nursing Studies, 52(9), 1514–1524.  
Added by: Mark Grimshaw-Aagaard 3/11/18, 9:41 PM
Brug af ultralyd. (2005). Retrieved May 7, 2022, from https://at.dk/regler/at ... er/brug-ultralyd-d-6-6/  
Last edited by: Mark Grimshaw-Aagaard 8/7/23, 4:26 PM
Brumm, H., & Zollinger, S. A. (2011). The evolution of the Lombard effect: 100 years of psychoacoustic research. Behaviour, 148(11/13), 1173–1198.  
Last edited by: Mark Grimshaw-Aagaard 9/19/22, 7:05 PM
Bruner, J. S. (1957). On perceptual readiness. Psychological Review, 64(2), 123–152.  
Added by: Mark Grimshaw-Aagaard 10/21/05, 2:48 PM
Brungart, D. S., & Simpson, B. D. (2007). Cocktail party listening in a dynamic multitalker environment. Perception & Psychophysics, 69(1), 79–91.  
Added by: Mark Grimshaw-Aagaard 4/15/14, 12:59 PM
Bryce, J., & Rutter, J. (2002). Spectacle of the deathmatch: Character and narrative in first-person shooters. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 66–80). London: Wallflower Press.  
Added by: Mark Grimshaw-Aagaard 9/23/04, 2:59 PM
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WIKINDX 6.7.2 | Total resources: 1280 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)