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O'Callaghan, C. (2009). Sounds and events. In M. Nudds & C. O'Callaghan (Eds.), Sounds & Perception. (pp. 26–49). Oxford: Oxford University Press.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 27/08/2026, 07:50
"sounds are particular events of a certain kind. They are events in which a moving object disturbs a surrounding medium and sets it moving. The strikings and crashings are not the sounds, but are the causes of sounds. The waves in the medium are not the sounds themselves, but are the effects of sounds."  
"Sounds are events that take place near their sources, not in the intervening space."  
"Sounds are stationary relative to their sources"  
"[T]here is the event of an object or substance setting a medium into periodic motion. This is sound."  

O'Callaghan presents 3 theories of sound:

1. Sounds are properties of bodies. A view held from Locke onwards -- bodies and objects possess sounds when they vibrate at particular frequencies and amplitudes.

2. Classic acoustic theory. Sounds are waves produced by vibrating bodies -- thus, we do not immediately hear the property a body 'possesses' but only hear the sound as a compression wave through a medium.

3. Sounds are events. O'Callaghan arrives at the 'event view' of sound from Aristotle's writings: sound is a movement (as per Aristotle) but O'Callaghan interprets this as -- the movement need not be the medium but can be the event that causes the medium's disturbance/movement. Sound is 'the act of one thing moving another' (p.27). cf Aristotle (Arisotle 350 BCE).

Taylor, L. N. (2002). Video games: Perspective, point-of-view, and immersion. Unpublished thesis master's, University of Florida.    
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 04/11/2006, 11:01
"... as much of the 20th century phenomenology of vision has demonstrated, geometrically accurate space is not equivalent to lived, representational space. A phenomenological awareness of the space must exist ... constructed from the combination of the geometric construction of space, the narrative of the game space, and the character through which the player interacts within the space."
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