Sound Research WIKINDX

List Resources

Displaying 1 - 20  of 191 (Bibliography: WIKINDX Master Bibliography)
Parameters
Order by

Ascending
Descending
Use all checked: 
Use all displayed: 
Use all in list: 
Active sound design. (2014–2021). Wikipedia. Retrieved September 14, 2021, from https://en.wikipedia.org/wiki/Active_sound_design.   
Added by: Mark Grimshaw-Aagaard 9/14/21, 12:12 PM
Alten, S. R. (2002). Audio in media. 6th ed. Belmont CA: Wadsworth/Thomson Learning.   
Added by: Mark Grimshaw-Aagaard 3/7/06, 1:22 PM
Altman, R. (Ed.). (1992). Sound theory sound practice. New York: Routledge.   
Added by: Mark Grimshaw-Aagaard 12/14/04, 9:18 PM
Altman, R. (1992). Afterword: A baker's dozen terms for sound analysis. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 249–253). New York: Routledge.   
Added by: Mark Grimshaw-Aagaard 11/4/04, 12:57 PM
Altman, R. (1992). Introduction: Four and a half film fallacies. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 35–45). New York: Routledge.   
Added by: Mark Grimshaw-Aagaard 4/23/07, 9:17 PM
Altman, R. (1992). The material heterogeneity of recorded sound. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 15–31). New York: Routledge.   
Added by: Mark Grimshaw-Aagaard 10/14/04, 12:19 PM
Audio Mostly 2007: 2nd Conference on interaction with sound. 2007. Röntgenbau, Ilmenau: Fraunhofer Institute for Digital Media Technology. September 27–28 2007.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 5/6/08, 3:30 PM
Audio mostly 2008: A conference on interaction with sound. 2008. Piteå, Sweden: October 22–23 2008.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 10/21/21, 9:42 PM
Back, M., & Des, D. (1996). Micro-narratives in sound design: Context and caricature in waveform manipulation. Retrieved January 7, 2008, from http://www.icad.org/web ... ICAD96/proc96/back5.htm   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 1/7/08, 1:54 PM
Ballas, J. A. (1994). Delivery of information through sound. In G. Kramer (Ed.), Auditory Display: Sonification, Audification, and Auditory Interfaces (pp. 79–94). Reading MA: Addison-Wesley.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 4/28/09, 6:34 AM
Bather, N. (2004). The darkness of Mordor: The sound of evil in The Lord of the Rings. Screen Education, 37, 167–170.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 4/11/06, 10:47 AM
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 5/19/21, 8:44 AM
Bernstein, D. (1997). Creating an interactive audio environment. Gamasutra, Retrieved September 6, 2004, from http://www.gamasutra.co ... 971114/bernstein_01.htm   
Added by: Mark Grimshaw-Aagaard 1/28/08, 3:33 PM
Blaszczak, D. 2007, September 28–29, Practical aspects of audio design for virtual environments. Paper presented at Audio Mostly 2007, Röntgenbau, Ilmenau.   
Added by: Mark Grimshaw-Aagaard 1/14/09, 10:14 AM
Blattner, M. M., Sumikawa, D. A., & Greenberg, R. M. (1989). Earcons and icons: Their structure and common design principles. Human-computer Interaction, 4, 11–44.   
Added by: Mark Grimshaw-Aagaard 1/18/16, 4:54 PM
Bovermann, T., Tünnermann, R., & Hermann, T. (2010). Auditory augmentation. International Journal of Ambient Computing and Intelligence, 2(2), 27–42.   
Added by: Mark Grimshaw-Aagaard 7/5/13, 9:54 AM
Boyd, A. (2003). When worlds collide: Sound and music in films and games. Gamasutra, Retrieved September 6, 2004, from http://www.gamasutra.co ... /20030204/boyd_01.shtml   
Added by: Mark Grimshaw-Aagaard 3/11/06, 11:23 AM
Bramas, B., Kim, Y.-M., & Kwon, D.-S. 2008, October 14–17, Design of a sound system to increase emotional expression impact in human-robot interaction. Paper presented at International Conference on Control, Automation and Systems, Seoul, Korea.   
Added by: Mark Grimshaw-Aagaard 4/20/09, 9:30 AM
Brandon, A. (2005). Audio for games: Planning, process, and production. Berkeley: New Riders.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 1/14/09, 10:40 AM
Breinbjerg, M. (2005). The aesthetic experience of sound: Staging of auditory spaces in 3D computer games. Retrieved January 24, 2006, from http://www.aestheticsofplay.org/breinbjerg.php   
Added by: Mark Grimshaw-Aagaard 8/28/06, 1:30 PM
1 - 20  |  21 - 40  |  41 - 60  |  61 - 80  |  81 - 100  |  101 - 120  |  121 - 140  |  141 - 160  |  161 - 180  |  181 - 191