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Kromand, D. 2008, October 22, Sound and the diegesis in survival-horror games. Paper presented at Audio Mostly 2008, Piteå, Sweden. |
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LaBelle, B. (2006). Background noise: Perspectives on sound art. New York: Continuum. |
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Larsson, P., Västfjäll, D., Olsson, P., & Kleiner, M. 2007, January, When what you hear is what you see: Presence and auditory-visual integration in virtual environments. Paper presented at Proceedings of the 10th annual international workshop on presence. |
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Lastra, J. (2000). Sound technology and the American cinema: Perception, representation, modernity. New York: Columbia University Press. |
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Liljedahl, M. (2011). Sound for fantasy and freedom. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 22–43). Hershey (PA): IGI. |
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LoBrutto, V. (1994). Sound-on-film: Interviews with creators of film sound. Westport, CT: Praeger. |
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Lord, M. Why is that thing beeping? A sound design primer. Retrieved August 17, 2009, from http://www.boxesandarro ... g_a_sound_design_primer |
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Lutz, O. H.-M., Kröger, J. L., Schneiderbauer, M., Kopankiewicz, J. M., Hauswirth, M., & Hermann, T. 2020, September 15–17, That password doesn't sound right: Interactive password strength sonification. Paper presented at The 15th International Conference on Audio Mostly, New York. |
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Marks, A. (2001). The complete guide to game audio: For composers, musicians, sound designers, and game developers. Lawrence, Kansas: CMP Books. |
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McCaren, T., & Goellner, V. (2019). Behind the audio of Total War: Three Kingdoms. Gamasutra, Retrieved July 7, 2021, from https://www.gamasutra.c ... _War_Three_Kingdoms.php |
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Mendels, P. (2007). The audio adventurer. Unpublished thesis Master's, Eindhoven University of Technology. |
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Moll, J., Huang, Y., & Sallnäs, E.-L. (2010). Audio makes a difference in haptic collaborative virtual environments. Interacting with Computers, 22(5). |
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Moncrieff, S., Dorai, C., & Venkatesh, S. 2001, Affect computing in film through sound energy dynamics. Paper presented at The ninth ACM international conference on Multimedia. |
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Last edited by: Mark Grimshaw-Aagaard 27/04/2014, 08:45 |
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More, G., Harvey, L., Moloney, J., & Burry, M. Implementing nonlinear sound strategies within spatial design: Learning sound and spatial design within a collaborative virtual environment. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne. |
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Murphy, D., & Pitt, I. (2001). Spatial sound enhancing virtual story telling. Lecture Notes in Computer Science, 2197, 20–29. |
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Mustonen, M.-S. (2007). Introducing timbre to design of semi-abstract earcons: The role of timbre in meaning creation of non-speech interface sounds. Saarbrücken: VDM Verlag Dr. Mueller. |
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Narayanan, S., & Potamianos, A. (2002). Creating conversational interfaces for children. Ieee Transactions on Speech and Audio Processing, 10(2), 65–78. |
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Nordahl, R., Serafin, S., Böttcher, N., & Gelineck, S. 2006, October 11–12, Physically based sonic interaction synthesis for computer games. Paper presented at Audio Mostly 2006, Piteå, Sweden. |
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Added by: Mark Grimshaw-Aagaard 05/05/2008, 10:41 |
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Ntalampiras, S. (2017). A transfer learning framework for predicting the emotional content of generalized sound events. Journal of the Acoustical Society of America, 141(3). |
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Added by: Mark Grimshaw-Aagaard 16/03/2017, 11:59 |
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