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Displaying 1 - 20 of 82 (Bibliography: WIKINDX Master Bibliography)
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Bailes, F. (2019). Empirical musical imagery beyond the "mind's ear". In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 2, (pp. 445–463). New York: Oxford University Press.  
Added by: sirfragalot 05/19/2021 09:01:58 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: sirfragalot 05/19/2021 08:44:51 AM
Calleja, G. (2014). Immersion in virtual worlds. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 222–236). New York: Oxford University Press.  
Last edited by: sirfragalot 09/11/2018 05:21:52 PM
Campbell, R. H., Grimshaw, M., & Green, G. M. (2009). Relational agents: A critical review. The Open Virtual Reality Journal, 1 Retrieved April 9, 2009, from http://www.bentham.org/open/tovrj/openaccess2.htm  
Added by: sirfragalot 03/28/2013 09:29:19 AM
Collins, K. (2014). Breaking the fourth wall? User-generated sonic content in virtual worlds. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 351–363). New York: Oxford University Press.  
Added by: sirfragalot 01/18/2014 01:01:11 PM
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.  
Last edited by: sirfragalot 05/30/2021 07:59:51 AM
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.  
Added by: sirfragalot 05/19/2021 08:50:43 AM
Farnell, A. (2011). Behaviour, structure and causality in procedural audio. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 313–339). Hershey (PA): IGI.  
Added by: sirfragalot 02/17/2013 03:30:59 PM
Garner, T. A. (2019). Bridging the other-real: Video game sound and the imagination. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 789–808). New York: Oxford University Press.  
Added by: sirfragalot 05/19/2021 09:14:21 AM
Garner, T., & Grimshaw, M. 2011, September 7—9 A climate of fear: Considerations for designing an acoustic ecology for fear. Paper presented at Audio Mostly 2011, New York.  
Last edited by: sirfragalot 07/20/2013 02:18:58 PM
Garner, T. A. (2013). Game sound from behind the sofa: An exploration into the fear potential of sound & psychophysiological approaches to audio-centric, adaptive gameplay. Unpublished PhD Thesis, University of Aalborg, Denmark.  
Added by: sirfragalot 05/13/2013 08:37:05 AM
Garner, T. A., & Grimshaw, M. (2013). The physiology of fear and sound: Working with biometrics toward automated emotion recognition in adaptive gaming systems. IADIS International Journal on WWW/Internet, 11(2). Retrieved February 5, 2014, from http://www.iadisportal. ... i/papers/2013112106.pdf  
Added by: sirfragalot 02/05/2014 02:02:55 PM
Garner, T., Grimshaw, M., & Abdel Nabi, D. 2010, September 14—16 A preliminary experiment to assess the fear value of preselected sound parameters in a survival horror game. Paper presented at Audio Mostly 2010, Piteå, Sweden.  
Added by: sirfragalot 09/22/2010 04:15:53 AM
Garner, T., & Grimshaw, M. 2013, July 22—26 Psychophysiological assessment of fear experience in response to sound during computer video gameplay. Paper presented at IADIS International Conference Interfaces and Human Computer Interaction.  
Last edited by: sirfragalot 10/22/2013 07:13:22 AM
Garner, T. A., & Grimshaw, M. (2014). Sonic virtuality: Understanding audio in a virtual world. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 364–377). New York: Oxford University Press.  
Added by: sirfragalot 01/18/2014 12:55:19 PM
Grimshaw, M. (2007). The acoustic ecology of the first-person shooter. Unpublished thesis PhD, University of Waikato, New Zealand.  
Added by: sirfragalot 05/30/2007 04:07:54 PM
Grimshaw, M. (2008). The acoustic ecology of the first-person shooter: The player experience of sound in the first-person shooter computer game. Saarbrücken: VDM Verlag Dr. Mueller.  
Added by: sirfragalot 08/11/2008 01:42:25 PM
Grimshaw, M. 2009, September 2—3 The audio uncanny valley: Sound, fear and the horror game. Paper presented at Audio Mostly 2009, Glasgow, UK.  
Last edited by: sirfragalot 10/31/2017 06:43:12 AM
Grimshaw, M. 2008, November 12—13 Autopoiesis and sonic immersion: Modelling sound-based player relationships as a self-organizing system. Paper presented at Sixth Annual International Conference in Computer Game Design and Technology, Liverpool.  
Added by: sirfragalot 11/23/2008 04:32:27 AM
Grimshaw, M., Steffens, M., & Pozzi, D. Bibliophile. Retrieved July 30, 2006, from http://bibliophile.sourceforge.net/  
Last edited by: sirfragalot 09/23/2006 08:29:43 AM
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WIKINDX 6.4.9 | Total resources: 1083 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)


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