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Displaying 41 - 60  of 96 (Bibliography: WIKINDX Master Bibliography)
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Grimshaw, M. (2016). The privatization of sound space. In V. Meelberg, M. Cobussen & B. Truax (Eds), The Routledge Companion to Sounding Art (pp. 463–472). London: Routledge.   
Last edited by: Mark Grimshaw-Aagaard 26/12/2017, 15:00
Grimshaw, M. (2016). Computer game sound: From diegesis to immersion to sonic emotioneering. In J. G. Papenburg & H. Schulze (Eds), Sound as Popular Culture: A Research Companion Cambridge, Massachusetts: MIT Press.   
Last edited by: Mark Grimshaw-Aagaard 12/10/2015, 08:05
Grimshaw, M. (2012). Sound and player immersion in digital games. In T. Pinch & K. Bijsterveld (Eds), The Oxford Handbook of Sound Studies (pp. 347–366). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 20/01/2012, 16:28
Grimshaw, M., & Schott, G. 2007, September 10–11, A conceptual framework for the design and analysis of first-person shooter audio. Paper presented at Third International Conference on Games Research and Development, Manchester.   
Last edited by: Mark Grimshaw-Aagaard 14/09/2007, 19:54
Grimshaw, M., & Schott, G. 2007, September 24–28, Situating gaming as a sonic experience: The acoustic ecology of first person shooters. Paper presented at Situated Play, University of Tokyo.   
Last edited by: Mark Grimshaw-Aagaard 15/02/2008, 10:41
Grimshaw, M., & Schott, G. (2008). A conceptual framework for the analysis of first-person shooter audio and its potential use for game engines. International Journal of Computer Games Technology, 2008.   
Added by: Mark Grimshaw-Aagaard 30/01/2008, 10:27
Grimshaw, M., Steffens, M., & Pozzi, D. Bibliophile. Retrieved July 30, 2006, from http://bibliophile.sourceforge.net/   
Last edited by: Mark Grimshaw-Aagaard 23/09/2006, 08:29
Grimshaw, M., Tan, S.-L., & Lipscomb, S. D. (2013). Playing with sound: The role of music and sound effects in gaming. In A. Cohen, S.-L. Tan, R. Kendall & S. D. Lipscomb (Eds), Psychology of Music in Multimedia (pp. 289–314). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 25/10/2015, 08:13
Grimshaw, M., & Walther-Hansen, M. 2015, October 7–9, The sound of the smell of my shoes. Paper presented at The 10th Audio Mostly Conference, Thessaloniki.   
Last edited by: Mark Grimshaw-Aagaard 04/11/2015, 11:46
Grimshaw, M. (2023). Sound. In M. J. P. Wolf & B. Perron (Eds), The Routledge Companion to Video Game Studies 2nd ed. (pp. 188–195). London: Routledge.   
Last edited by: Mark Grimshaw-Aagaard 10/01/2024, 12:45
Grimshaw, M. (2017). Presence through sound. In C. Wöllner (Ed.), Body, Sound and Space in Music and Beyond: Multimodal Explorations (pp. 279–298). London: Routledge.   
Last edited by: Mark Grimshaw-Aagaard 28/08/2020, 21:07
Grimshaw-Aagaard, M., & Bemman, B. 2022, September 6–9, An exploratory study on ultrasound presence in urban spaces. Paper presented at Audio Mostly 2022, St. Pölten, Austria.   
Last edited by: Mark Grimshaw-Aagaard 05/12/2022, 07:05
Grimshaw-Aagaard, M., & Bemman, B. (2024). Ultrasonics and urban greening: An exploratory study on ultrasound presence in urban spaces. Personal and Ubiquitous Computing.   
Added by: Mark Grimshaw-Aagaard 09/04/2024, 21:36
Grimshaw-Aagaard, M. 2016, October 27–29, Sonic virtuality, environment, and presence. Paper presented at International Conference on the Virtual, Coimbra, Portugal.   
Last edited by: Mark Grimshaw-Aagaard 16/02/2024, 16:18
Grimshaw-Aagaard, M. (2019). Sonic virtuality, environment, and presence. In J. Braga (Ed.), Conceiving Virtuality: From Art To Technology (pp. 69–80). Switzerland: Springer Nature.   
Last edited by: Mark Grimshaw-Aagaard 12/09/2020, 08:40
Grimshaw-Aagaard, M. (2018). What is sound (studies)? In M. Bull (Ed.), The Sound Studies Companion New York: Routledge.   
Added by: Mark Grimshaw-Aagaard 27/12/2017, 10:20
Grimshaw-Aagaard, M. N. (2019). Presence and biofeedback in first-person perspective computer games: The potential of sound. In M. Filimowicz (Ed.), Foundations in Sound Design for Interactive Media (pp. 78–94). New York: Routledge.   
Last edited by: Mark Grimshaw-Aagaard 04/01/2024, 09:27
Grimshaw-Aagaard, M. N. (2024). Ambiguity and vagueness in video game sound. In W. Gibbons & M. Grimshaw-Aagaard (Eds), The Oxford Handbook of Video Game Music and Sound (pp. 271–286). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 10/03/2024, 10:38
Grimshaw-Aagaard, M. (2024). The importance of sound to the formation of presence. In W. Gibbons & M. Grimshaw-Aagaard (Eds), The Oxford Handbook of Video Game Music and Sound (pp. 916–928). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 10/03/2024, 10:37
Grimshaw-Aagaard, M. (2024). Video game sound design and the fetish of realism. In W. Gibbons & M. Grimshaw-Aagaard (Eds), The Oxford Handbook of Video Game Music and Sound (pp. 861–874). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 10/03/2024, 10:35
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WIKINDX 6.9.0 | Total resources: 1303 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)