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Displaying 1 - 20  of 26 (Bibliography: WIKINDX Master Bibliography)
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Bridgett, R. (2002). Interactive music. Retrieved November 25, 2021, from http://web.archive.org/ ... .org.uk/interactive.htm   
Last edited by: Mark Grimshaw-Aagaard 25/10/2021, 13:37
Gaver, W. W. (1989). The SonicFinder, a prototype interface that uses auditory icons. Human Computer Interaction, 4(1), 67–94.   
Last edited by: Mark Grimshaw-Aagaard 26/04/2013, 16:41
Grieb, M. (2002). Run lara run. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 157–170). London: Wallflower Press.   
Added by: Mark Grimshaw-Aagaard 04/10/2004, 17:01
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 31/07/2009, 16:58
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: Mark Grimshaw-Aagaard 11/04/2006, 13:42
Krzywinska, T. (2002). Hands-on horror. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 206–223). London: Wallflower Press.   
Added by: Mark Grimshaw-Aagaard 05/10/2004, 12:09
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: Mark Grimshaw-Aagaard 26/09/2005, 11:12
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: Mark Grimshaw-Aagaard 06/05/2008, 10:43
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: Mark Grimshaw-Aagaard 04/09/2006, 15:03
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: Mark Grimshaw-Aagaard 17/09/2004, 07:55
Moll, J., Huang, Y., & Sallnäs, E.-L. (2010). Audio makes a difference in haptic collaborative virtual environments. Interacting with Computers, 22(5).   
Added by: Mark Grimshaw-Aagaard 29/06/2010, 02:37
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: Mark Grimshaw-Aagaard 23/09/2004, 15:57
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: Mark Grimshaw-Aagaard 05/03/2011, 09:13
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, Berlin Heidelberg.   
Last edited by: Deleted user 31/07/2009, 16:50
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: Mark Grimshaw-Aagaard 05/05/2008, 10:41
Noser, H., & Thalmann, D. (1998). Sensor-based synthetic actors in a tennis game simulation. The Visual Computer, 14, 193–205.   
Added by: Mark Grimshaw-Aagaard 02/06/2005, 11:07
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: Mark Grimshaw-Aagaard 17/09/2004, 09:30
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: Mark Grimshaw-Aagaard 18/06/2008, 11:30
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: Mark Grimshaw-Aagaard 04/11/2006, 12:00
Rinman, M.-L., Friberg, A., Bendiksen, B., Cirotteau, D., Dahl, S., & Kjellmo, I., et al. (2004). Ghost in the cave -- an interactive collaborative game using non-verbal communication. Lecture Notes in Artificial Intelligence, 2915, 549–556.   
Added by: Mark Grimshaw-Aagaard 06/06/2005, 12:08
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WIKINDX 6.9.0 | Total resources: 1303 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)