Collins, K. (2007). An introduction to the participatory and non-linear aspects of video games audio. In S. Hawkins & J. Richardson (Eds), Essays on Sound and Vision Helsinki: Helsinki University Press. |
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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. |
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Cook, P. R. (2002). Sound production and modelling. IEEE Computer Graphics and Applications, 22(4), 23–27. |
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Coward, S. W., & Stevens, C. J. (2004). Extracting meaning from sound: Nomic mappings, everyday listening, and perceiving object size from frequency. The Psychological Record, 54(3), 349–364. |
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Cox, T. J. (2008). Scraping sounds and disgusting noises. Applied Acoustics, 69, 1195–1204. |
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Cunningham, S., Grout, V., & Hebblewhite, R. 2006, October 11–12, Computer game audio: The unappreciated scholar of the Half-Life generation. Paper presented at Audio Mostly 2006, Piteå, Sweden. |
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Designing sound. (n.d.). Retrieved October 27, 2010, from http://designingsound.org/ |
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Dion, L. P. (2017). Game design deep dive: Dynamic audio in destructible levels in Rainbow Six: Siege. Gamasutra, Retrieved July 7, 2021, from https://www.gamasutra.c ... n_Rainbow_Six_Siege.php |
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Dodge, C., & Jerse, T. A. (1985). Computer music: Synthesis, composition, and performance. New York: Schirmer Books. |
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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. |
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Droumeva, M., & Wakkary, R. (2007). AmbientSonic map: Towards a new conceptualization of sound design for games. Loading... 1(1). |
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Edworthy, J., Loxley, S., & Dennis, I. (1991). Improving auditory warning design: Relationship between warning sound parameters and perceived urgency. Human Factors, 33(2), 205–231. |
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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. |
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Added by: Mark Grimshaw-Aagaard 19/05/2021, 08:50 |
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Ekman, I. 2007, September 27–28, Sound-based gaming for sighted audiences: Experiences from a mobile multiplayer location aware game. Paper presented at Audio Mostly 2007. |
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Ekman, I. 2008, October 22–23, Psychologically motivated techniques for emotional sound in computer games. Paper presented at Audio Mostly 2008, Piteå, Sweden. |
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Added by: Mark Grimshaw-Aagaard 08/01/2009, 11:14 |
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Ekman, I., & Kajastila, R. 2009, February 11–13, Localisation cues affect emotional judgements: Results from a user study on scary sound. Unpublished paper presented at AES 35th International Conference, London. |
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Added by: Mark Grimshaw-Aagaard 02/02/2009, 10:39 |
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Ekman, I., Lahti, J., Nummela, J., Lankoski, P., & Mäyrä, F. 2005, June 16–20, Designing sound for a pervasive mobile game. Paper presented at Changing Views -- Worlds in Play, Toronto. |
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Last edited by: Mark Grimshaw-Aagaard 07/01/2019, 13:02 |
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Ewing, K. C., Fairclough, S. H., & Gilleade, K. (2016). Valuation of an adaptive game that uses EEG measures validated during the design process as inputs to a biocybernetic loop. Frontiers in Human Neuroscience, 10. |
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Falconer, L., & Green, J. (2015). Exploring the learning potential of acoustic design in 3D virtual environments. Literacy Information and Computer Education Journal, 6(1), 1267–1273. |
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Farnell, A. J. (2006). Sound synthesis for games. Retrieved December 20, 2007, from http://www.obiwannabe.c ... thetic-games-sound.html |
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Last edited by: Mark Grimshaw-Aagaard 20/12/2007, 06:09 |
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