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. |
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Last edited by: Mark Grimshaw-Aagaard 20/07/2013, 14:18 |
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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. |
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Added by: Mark Grimshaw-Aagaard 22/09/2010, 04:15 |
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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. |
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Last edited by: Mark Grimshaw-Aagaard 22/10/2013, 07:13 |
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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 |
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Added by: Mark Grimshaw-Aagaard 05/02/2014, 14:02 |
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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. |
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Added by: Mark Grimshaw-Aagaard 18/01/2014, 12:55 |
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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 Unpublished PhD Thesis, University of Aalborg, Denmark. |
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Added by: Mark Grimshaw-Aagaard 13/05/2013, 08:37 |
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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. |
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Added by: Mark Grimshaw-Aagaard 19/05/2021, 09:14 |
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Garner, T., & Jordanous, A. 2016, June 27, Emergent perception and video games that listen: Applying sonic virtuality for creative and intelligent npc behaviours. Unpublished paper presented at The 2nd Computational Creativity and Games Workshop, Paris. |
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Last edited by: Mark Grimshaw-Aagaard 11/01/2018, 17:08 |
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Garner, T. A. (2016). From sinewaves to physiologically-adaptive soundscapes: The evolving relationship between sound and emotion in video games. In K. Karpouzis & G. N. Yannakakis (Eds), Emotion in Games Vol. 4, (pp. 197–214). Berlin: Springer. |
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Added by: Mark Grimshaw-Aagaard 08/11/2016, 09:37 |
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Grimshaw, M., & Garner, T. A. (2012). The use of sound to represent data and concepts as a means to engender creative thought: Some thoughts on implementation and a research agenda. In Proceedings of the 7th Audio Mostly Conference: A Conference on Interaction with Sound (pp. 9–15). Association for Computing Machinery. |
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Last edited by: Mark Grimshaw-Aagaard 30/09/2012, 08:10 |
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Grimshaw, M., & Garner, T. 2014, October 1–3, Imagining sound. Paper presented at 9th Audio Mostly Conference, Piteå, Sweden. |
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Last edited by: Mark Grimshaw-Aagaard 30/10/2014, 09:00 |
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Grimshaw, M., & Garner, T. A. (2015). Sonic virtuality: Sound as emergent perception. New York: Oxford University Press. |
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Last edited by: Mark Grimshaw-Aagaard 31/05/2015, 15:30 |
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Grimshaw, M., & Garner, T. (2014). Embodied virtual acoustic ecologies of computer games. In K. E. Collins, B. Kapralos & H. Tessler (Eds), The Oxford Handbook of Interactive Audio (pp. 181–195). New York: Oxford University Press. |
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Last edited by: Mark Grimshaw-Aagaard 16/05/2014, 10:08 |
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Grimshaw, M., & Garner, T. 2013, September 18–20, Sonosemantics. Paper presented at Audio Mostly 2013, Piteå, Sweden. |
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Added by: Mark Grimshaw-Aagaard 11/04/2014, 14:00 |
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