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Carr, D., Buckingham, D., Burn, A., & Schott, G. (2006). Computer games: Text, narrative and play. Cambridge: Polity. |
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Carr, D. (2002). Playing with Lara. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 171–180). London: Wallflower Press. |
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Carter, P. (2004). Ambiguous traces, mishearing, and auditory space. In V. Erlmann (Ed.), Hearing Cultures: Essays on Sound Listening and Modernity (pp. 43–63). Oxford: Berg. |
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Casati, R., Dokic, J., & Di Bona, E. (2005-2020). Sounds. Stanford Encyclopedia of Philosophy. Retrieved October 27, 2021, from http://plato.stanford.edu/entries/sounds/. |
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Casati, R., & Dokic, J. (2009). Some varieties of spatial hearing. In M. Nudds & C. O'Callaghan (Eds), Sounds & Perception (pp. 97–110). Oxford: Oxford University Press. |
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Casey, M. A. (1998). Auditory group theory with applications to statistical basis methods for structured audio. Unpublished PhD Thesis, Massachusetts Institute of Technology, Cambridge, MA. |
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Castellano, D. J. (2003). Does Aristotle really say that bees are deaf? Retrieved August 19, 2015, from http://www.arcaneknowle ... ltheo/aristotlebees.htm |
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Castro, J. B., & Seeley, W. P. (2014). Olfaction, valuation, and action: reorienting perception. Frontiers in Psychology, 5(299), 1–4. |
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Cater, J. P. 1994, October 2–5, Smell/taste: Odors in reality. Paper presented at Proceedings of IEEE International Conference on Systems, Man and Cybernetics, San Antonio, Texas. |
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Cavazza, M., Lugrin, J.-L., & Buehner, M. (2007). Causal perception in virtual reality and its implications for presence factors. Presence: Teleoperators and Virtual Environments, 16(6), 623–642. |
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Chagas, P. C. (2005). Polyphony and embodiment: A critical approach to the theory of autopoiesis. Revista Transcultural de Música, 9 Retrieved July 7, 2006, from http://www.sibetrans.com/trans/trans9/chagas.htm |
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Chalmers, D. J. (2017). The virtual and the real. Disputatio, 9(46), 309–352. |
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Chalmers, D. J. (2022). Reality+: Virtual worlds and the problems of philosophy. New York: W. W. Norton & Company. |
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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. |
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Chanan, M. (1995). Repeated takes: A short history of recording and its effect on music. London: Verso. |
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Chekhov, A. (1986). The telephone. Journal of Alternative Philosophy et Alia Omnia Superna et Inferna, 1(2). Retrieved June 21, 2006, from http://atschool.eduweb. ... hilosophy/chekhov1.html |
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Cheng, K., & Cairns, P. A. 2005, April 2–7, Behaviour, realism and immersion in games. Paper presented at Conference on Human Factors in Computing Systems, Portland, Oregon. |
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Chertoff, D. B., Schatz, S. L., McDaniel, R., & Bowers, C. A. (2008). Improving presence theory through experiential design. Presence: Teleoperators and Virtual Environments, 17(4), 405–413. |
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Last edited by: Mark Grimshaw-Aagaard 27/09/2018, 16:27 |
Mat. 10/10
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Chu, J. (2008). A musical score for disease: Converting genetic activity into music may be a way to monitor health. Technology Review, Retrieved July 24, 2008, from http://www.technologyreview.com/Biotech/21094/?a=f |
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