Adorno, T. W., & Horkheimer, M. (2005). The culture industry: Enlightenment as mass deception. Retrieved August 28, 2019, from https://www.marxists.or ... 44/culture-industry.htm |
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Byrne, R. M. J. (2007). The rational imagination: How people create alternatives to reality. Cambridge: The MIT Press. (Original work published 2005). |
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Campbell, D. T. (1974). Evolutionary epistemology. In P. A. Schilpp (Ed), The Philosophy of Karl Popper Vol. XIV Book 1, (pp. 413–463). La Salle, Illinois: Open Court. |
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Chalmers, D. J. (2017). The virtual and the real. Disputatio, 9(46), 309–352. |
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Chalmers, D. J. (2022). Reality+: Virtual worlds and the problems of philosophy. New York: W. W. Norton & Company. |
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Clowes, R. W., & Chrisley, R. (2012). Virtualist representation. International Journal of Machine Consciousness, 4(2), 503–522. |
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Dick, P. K. (1978). How to build a universe that doesn't fall apart two days later. Retrieved January 6, 2008, from http://deoxy.org/pkd_how2build.htm |
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Eliot, T. S. (1936). Burnt Norton. In Four Quartets. |
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Flach, J. M., & Holden, J. G. (1998). The reality of experience: Gibson's way. Presence: Teleoperators and Virtual Environments, 7(1), 90–95. |
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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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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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Gilbert, S. B. (2016). Perceived realism of virtual environments depends on authenticity. Presence: Teleoperators and Virtual Environments, 25(4), 322–324. |
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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. |
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Janz, B. B. (2019). Virtual place and virtualized place. In E. Champion (Ed), The Phenomenology of Real and Virtual Places (pp. 60–75). London: Routledge. |
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Knakkergaard, M. (2014). The music that’s not there. In M. Grimshaw (Ed), The Oxford Handbook of Virtuality (pp. 392–404). New York: Oxford University Press. |
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Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and Virtual Environments, 13(4), 494–505. |
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Lévy, P. (1998). Becoming virtual: Reality in the digital age. R. Bononno, Trans. London: Plenum Trade. |
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Added by: Mark Grimshaw-Aagaard 6/23/06, 1:19 PM |
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Mantovani, G., & Riva, G. (1999). "Real" presence: How different ontologies generate different criteria for presence, telepresence, and virtual presence. Presence: Teleoperators and Virtual Environments, 8(5), 540–550. |
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Mori, S., Ikeda, S., & Saito, H. (2017). A survey of diminished reality: Techniques for visually concealing, eliminating, and seeing through real objects. IPSJ Transactions on Computer Vision and Applications, 9. |
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Planck, M. (1932). Where is science going? The universe in the light of modern physics. J. Murphy, Trans. New York: W. W. Norton & Company. |
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Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 12/13/22, 12:23 PM |
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