Sound Research WIKINDX

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Bailes, F. (2019). Empirical musical imagery beyond the "mind's ear". In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds.), The Oxford Handbook of Sound and Imagination. Vol. 2, (pp. 445–463). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 19/05/2021, 09:01
Bech, S., & Francombe, J. (2019). Consumer sound. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds.), The Oxford Handbook of Sound and Imagination. Vol. 2, (pp. 321–348). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 19/05/2021, 08:44
Bie, A., & Grimshaw-Aagaard, M. 2026, June 12–14. The producer as puppet. Paper presented at Innovation In Music 2026, Aalborg.   
Added by: Mark Grimshaw-Aagaard   Last edited by: alexb44 08/05/2026, 05:47
Bie, A., & Grimshaw-Aagaard, M. (in press). What is it like to be an AI? In S. O. Irwin, N. Liberati & E. Garrett (Eds.), Palgrave Handbook of Phenomenology and Media. Switzerland: Springer Nature.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/05/2026, 02:56
Calleja, G. (2014). Immersion in virtual worlds. In M. Grimshaw (Ed), The Oxford Handbook of Virtuality. (pp. 222–236). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:21
Campbell, R. H., Grimshaw, M., & Green, G. M. (2009). Relational agents: A critical review. The Open Virtual Reality Journal, 1 Retrieved April 9, 2009, from http://www.bentham.org/open/tovrj/openaccess2.htm   
Added by: Mark Grimshaw-Aagaard 01/02/2022, 18:51
Chalmers, A. (2014). Level of realism: Feel, smell, and taste in virtual environments. In M. Grimshaw (Ed), The Oxford Handbook of Virtuality. (pp. 602–624). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 22/12/2021, 09:54
Collins, K. (2014). Breaking the fourth wall? User-generated sonic content in virtual worlds. In M. Grimshaw (Ed), The Oxford Handbook of Virtuality. (pp. 351–363). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 18/01/2014, 12:01
Collins, K., Tessler, H., Harrigan, K., Dixon, M. J., & Fugelsang, J. (2011). Sound in electronic gambling machines: A review of the literature and its relevance to game sound. In M. Grimshaw (Ed), Game sound technology and player interaction: concepts and developments. (pp. 1–21). Hershey (PA): IGI.   
Added by: Mark Grimshaw-Aagaard 29/09/2021, 07:09
Droumeva, M. (2011). An acoustic communication framework for game sound: Fidelity, verisimilitude, ecology. In M. Grimshaw (Ed), Game sound technology and player interaction: concepts and developments. (pp. 131–152). Hershey (PA): IGI.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 30/05/2021, 07:59
Egermann, H. (2019). Creating a brand image though music: Understanding the psychological mechanisms behind audio branding. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds.), The Oxford Handbook of Sound and Imagination. Vol. 2, (pp. 349–367). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 19/05/2021, 08:50
Farnell, A. (2011). Behaviour, structure and causality in procedural audio. In M. Grimshaw (Ed), Game sound technology and player interaction: concepts and developments. (pp. 313–339). Hershey (PA): IGI.   
Added by: Mark Grimshaw-Aagaard 17/02/2013, 14:30
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.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 20/07/2013, 14:18
Garner, T., Grimshaw, M., & Abdel Nabi, D. 2010, September 14–16. A preliminary experiment to assess the fear value of preselected sound parameters in a survival horror game. Paper presented at Audio Mostly 2010, New York.   
Added by: Mark Grimshaw-Aagaard 22/09/2010, 04:15
Garner, T., & Grimshaw, M. 2013, July 22–26. Psychophysiological assessment of fear experience in response to sound during computer video gameplay. Paper presented at IADIS International Conference Interfaces and Human Computer Interaction, Prague.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 22/10/2013, 07:13
Garner, T. A., & Grimshaw, M. (2013). The physiology of fear and sound: Working with biometrics toward automated emotion recognition in adaptive gaming systems. IADIS International Journal on WWW/Internet, 11(2). Retrieved February 5, 2014, from http://www.iadisportal. ... i/papers/2013112106.pdf   
Added by: Mark Grimshaw-Aagaard 05/02/2014, 13:02
Garner, T. A., & Grimshaw, M. (2014). Sonic virtuality: Understanding audio in a virtual world. In M. Grimshaw (Ed), The Oxford Handbook of Virtuality. (pp. 364–377). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 18/01/2014, 11:55
Garner, T. A. (2013). Game sound from behind the sofa: An exploration into the fear potential of sound & psychophysiological approaches to audio-centric, adaptive gameplay. Unpublished PhD Thesis, University of Aalborg, Denmark.   
Added by: Mark Grimshaw-Aagaard 13/05/2013, 08:37
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
Gibbons, W., & Grimshaw-Aagaard, M. (Eds). (2024). The Oxford handbook of video game music and sound. New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 11/02/2025, 10:46
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WIKINDX 6.17.0 | Total resources: 1525 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA) | Time Zone: Europe/Copenhagen (+02:00)