Sound Research WIKINDX

List Resources

Displaying 1 - 20 of 26 (Bibliography: WIKINDX Master Bibliography)
Parameters
Keyword:  Interaction
Order by:

Ascending
Descending
Use all checked: 
Use all displayed: 
Use all in list: 
Selectparks: Sonichima. (2005). Retrieved October 24, 2006, from http://www.selectparks. ... e=News&new_topic=29  
Last edited by: sirfragalot 10/24/2006 11:46:08 AM
Bridgett, R. (2002). Interactive music. Retrieved August 3, 2003, from http://www3.sympatico.ca/qualish/interactive.htm  
Added by: sirfragalot 09/06/2004 05:16:13 PM
Gaver, W. W. (1989). The SonicFinder, a prototype interface that uses auditory icons. Human Computer Interaction, 4(1), 67–94.  
Last edited by: sirfragalot 04/26/2013 04:41:21 PM
Grieb, M. (2002). Run lara run. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 157–170). London: Wallflower Press.  
Added by: sirfragalot 10/04/2004 05:01:57 PM
Grimshaw, M., Lindley, C. A., & Nacke, L. 2008, October 22—23 Sound and immersion in the first-person shooter: Mixed measurement of the player's sonic experience. Paper presented at Audio Mostly 2008, Piteå, Sweden.  
Last edited by: Deleted user 07/31/2009 04:58:36 PM
King, G., & Krzywinska, T. (2002). Cinema/videogames/interfaces. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 1–32). London: Wallflower Press.  
Added by: sirfragalot 04/11/2006 01:42:10 PM
Krzywinska, T. (2002). Hands-on horror. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 206–223). London: Wallflower Press.  
Added by: sirfragalot 10/05/2004 12:09:13 PM
Lindley, C. A. (2002). Conditioning, learning and creation in games: Narrative, the gameplay gestalt and generative simulation. Retrieved May 24, 2004, from http://zerogame.tii.se/pdfs/NILE.pdf  
Last edited by: sirfragalot 09/26/2005 11:12:45 AM
Lindley, C. A., & Sennersten, C. C. (2008). Game play schemas: From player analysis to adaptive game mechanics. International Journal of Computer Games Technology, 2008,  
Added by: sirfragalot 05/06/2008 10:43:37 AM
Manninen, T. (2003). Interaction forms and communicative actions in multiplayer games. Game Studies, 3(1). Retrieved September 16, 2004, from http://www.gamestudies.org/0301/manninen/  
Last edited by: sirfragalot 09/04/2006 03:03:14 PM
McGonigal, J. , 'this is not a game': Immersive aesthetics and collective play. Paper presented at 5th International Digital Arts and Culture Conference, RMIT, Melbourne.  
Added by: sirfragalot 09/17/2004 07:55:08 AM
Moll, J., Huang, Y., & Sallnäs, E.-L. (2010). Audio makes a difference in haptic collaborative virtual environments. Interacting with Computers, 22(5).  
Added by: sirfragalot 06/29/2010 02:37:44 AM
Morris, S. (2002). First person shooters -- a game apparatus. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 81–97). London: Wallflower Press.  
Added by: sirfragalot 09/23/2004 03:57:54 PM
Nacke, L., Lindley, C. A., & Stellmach, S. 2008, October 20—21 Log who's playing: Psychophysiological game analysis made easy through event logging. Paper presented at Fun and Games, Eindhoven.  
Last edited by: Deleted user 07/31/2009 04:50:40 PM
Nacke, L., Grimshaw, M., & Lindley, C. A. (2010). More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game. Interacting with Computers, 22(5), 336–343.  
Last edited by: sirfragalot 03/05/2011 09:13:38 AM
Nordahl, R., Serafin, S., Böttcher, N., & Gelineck, S. 2006, October 11—12 Physically based sonic interaction synthesis for computer games. Paper presented at Audio Mostly 2006, Piteå, Sweden.  
Added by: sirfragalot 05/05/2008 10:41:24 AM
Noser, H., & Thalmann, D. (1998). Sensor-based synthetic actors in a tennis game simulation. The Visual Computer, 14, 193–205.  
Added by: sirfragalot 06/02/2005 11:07:05 AM
Paul, L. J. (2003). Audio prototyping with pure data. Gamasutra, Retrieved September 15, 2003, from http://www.gamasutra.co ... /20030528/paul_01.shtml  
Added by: sirfragalot 09/17/2004 09:30:29 AM
Paul, L. J. (2007). Video game audio prototyping with pure data. Retrieved June 18, 2008, from http://www.sfu.ca/~leon ... PureData-LPaul-2007.pdf  
Last edited by: sirfragalot 06/18/2008 11:30:19 AM
Primentas, G. (2003). The musical aspects of sound (pitch, dynamics, timbre) as the core element for interaction in sound based computer games. Unpublished thesis master's, The London Institute.  
Last edited by: sirfragalot 11/04/2006 12:00:59 PM
1 - 20  |  21 - 26
WIKINDX 6.4.10 | Total resources: 1097 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)


PHP execution time: 0.07548 s
SQL execution time: 0.03218 s
TPL rendering time: 0.00355 s
Total elapsed time: 0.11121 s
Peak memory usage: 9.2051 MB
Memory at close: 9.0549 MB
Database queries: 55