Adams, E. W. 2003, November 4–6, The construction of ludic space. Paper presented at Level Up. |
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Altman, R. (1992). Sound space. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 46–64). New York: Routledge. |
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Added by: Mark Grimshaw-Aagaard 16/02/2006, 08:28 |
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Fernández-Vara, C., Zagal, J. P., & Mateas, M. 2005, June 16–20, Evolution of spatial configurations in videogames. Paper presented at Changing Views -- Worlds in Play, Toronto. |
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Last edited by: Mark Grimshaw-Aagaard 05/08/2005, 10:48 |
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Gallese, V. (2016). The multimodal nature of visual perception: Facts and speculations. Gestalt Theory, 38(2/3), 127–140. |
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Added by: Mark Grimshaw-Aagaard 29/09/2020, 10:35 |
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Güttler, C., & Johansson, T. D. Spatial principles of level-design in multi-player first-person shooters. Paper presented at Proceedings of the 2nd workshop on Network and system support for games, Redwood City, California. |
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Last edited by: Mark Grimshaw-Aagaard 14/01/2005, 12:29 |
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King, G., & Krzywinska, T. 2003, November 4–6, Gamescapes: Exploration and virtual presence in game-worlds. Paper presented at Level Up, Utrecht Universiteit. |
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Last edited by: Mark Grimshaw-Aagaard 20/09/2005, 10:14 |
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Lastra, J. (2000). Sound technology and the American cinema: Perception, representation, modernity. New York: Columbia University Press. |
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Added by: Mark Grimshaw-Aagaard 13/03/2006, 10:16 |
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Lindquist, M. W. (2014). The impact of sound on virtual landscape perception: An empirical evaluation of aural-visual interaction for 3d visualization. Unpublished Doctoral Thesis, University of Sheffield, United Kingdom. |
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Added by: Mark Grimshaw-Aagaard 16/09/2014, 10:53 |
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More, G., Harvey, L., Moloney, J., & Burry, M. Implementing nonlinear sound strategies within spatial design: Learning sound and spatial design within a collaborative virtual environment. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne. |
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Added by: Mark Grimshaw-Aagaard 14/09/2004, 09:57 |
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Murphy, D., & Pitt, I. (2001). Spatial sound enhancing virtual story telling. Lecture Notes in Computer Science, 2197, 20–29. |
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Added by: Mark Grimshaw-Aagaard 08/06/2012, 14:59 |
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Rheingold, H. (1991). Virtual reality: The revolutionary technology of computer-generated artificial worlds -- and how it promises and threatens to transform business and society. New York: Summit Books. |
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Last edited by: Mark Grimshaw-Aagaard 28/04/2005, 20:58 |
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Truppin, A. (1992). And then there was sound: The films of Andrei Tarkovsky. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 235–248). New York: Routledge. |
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Last edited by: Mark Grimshaw-Aagaard 11/01/2006, 02:08 |
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Whalen, Z. (2004). Play along -- an approach to videogame music. Game Studies, 4(1). Retrieved February 20, 2005, from http://www.gamestudies.org/0401/whalen/ |
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Added by: Mark Grimshaw-Aagaard 06/12/2015, 19:50 |
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Wolf, M. J. P. (2001). Space in the video game. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 51–75). Austin: University of Texas Press. |
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Added by: Mark Grimshaw-Aagaard 08/10/2004, 17:10 |
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