Sound Research WIKINDX

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Displaying 1 - 20 of 86 (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: Mark Grimshaw-Aagaard 5/19/21, 9:01 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
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: Mark Grimshaw-Aagaard 9/11/18, 5:21 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: Mark Grimshaw-Aagaard 2/1/22, 7:51 PM
Chalmers, A. (2014). Level of realism: Feel, smell, and taste in virtual environments. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 602–624). New York: Oxford University Press.  
Added by: Mark Grimshaw-Aagaard 12/22/21, 10:54 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: Mark Grimshaw-Aagaard 1/18/14, 1:01 PM
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.  
Added by: Mark Grimshaw-Aagaard 9/29/21, 7:09 AM
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: Mark Grimshaw-Aagaard 5/30/21, 7:59 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: Mark Grimshaw-Aagaard 5/19/21, 8:50 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: Mark Grimshaw-Aagaard 2/17/13, 3:30 PM
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, Coimbra, PT.  
Last edited by: Mark Grimshaw-Aagaard 7/20/13, 2:18 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, New York.  
Added by: Mark Grimshaw-Aagaard 9/22/10, 4:15 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, Prague.  
Last edited by: Mark Grimshaw-Aagaard 10/22/13, 7:13 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: Mark Grimshaw-Aagaard 2/5/14, 2:02 PM
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: Mark Grimshaw-Aagaard 1/18/14, 12:55 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: Mark Grimshaw-Aagaard 5/13/13, 8:37 AM
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: Mark Grimshaw-Aagaard 5/19/21, 9:14 AM
Grimshaw, M. (2001). Grim Shores 2: Devil's Island. [Computer Game].  
Last edited by: Mark Grimshaw-Aagaard 7/30/06, 8:59 AM
Grimshaw, M. (2001). Grim Shores 3: Atlantis. [Computer Game].  
Last edited by: Mark Grimshaw-Aagaard 7/30/06, 8:59 AM
Grimshaw, M. (2003-2008). WIKINDX. (Version 3.8.2) [PHP].  
Last edited by: Mark Grimshaw-Aagaard 10/19/08, 3:38 AM
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WIKINDX 6.6.8 | Total resources: 1185 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)