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Mestre, D. R. 2005. Immersion and presence. France: Movement & Perception, CNRS & University of the Mediterranean. [Article]   
Last edited by: Mark Grimshaw-Aagaard 29/01/2018, 15:29
Murphy, D., & Pitt, I. (2001). Spatial sound enhancing virtual story telling. Lecture Notes in Computer Science, 2197, 20–29.   
Added by: Mark Grimshaw-Aagaard 08/06/2012, 14:59
Murray, J. H. (1997). Hamlet on the holodeck: The future of narrative in cyberspace. Cambridge: The MIT Press.   
Last edited by: Mark Grimshaw-Aagaard 21/08/2006, 15:46
Murray, C. D., Arnold, P., & Thornton, B. (2000). Presence accompanying induced hearing loss: Implications for immersive virtual environments. Presence: Teleoperators and Virtual Environments, 9(2), 137–148.   
Last edited by: Mark Grimshaw-Aagaard 14/11/2018, 10:55
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
Nilsson, N. C., Nordahl, R., & Serafin, S. (2016). Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence. Human Technology, 12(2), 108–134.   
Added by: Mark Grimshaw-Aagaard 22/02/2018, 15:38
Nowak, K. L., Krcmer, M., & Farrar, K. M. (2008). The causes and consequences of presence: Considering the influence of violent video games on presence and aggression. Presence: Teleoperators and Virtual Environments, 17(3), 256–268.   
Added by: Mark Grimshaw-Aagaard 09/03/2018, 12:15
Pace, S. 2008, May 12–15, Immersion, flow and the experiences of game players. Paper presented at Simulation Technology and Training Conference, Melbourne.   
Added by: Mark Grimshaw-Aagaard 27/11/2009, 05:22
Parés, N., & Parés, R. (2006). Towards a model for a virtual reality experience: The virtual subjectiveness. Presence: Teleoperators and Virtual Environments, 15(5), 524–538.   
Added by: Mark Grimshaw-Aagaard 09/03/2018, 10:06
Patrick, E., Cosgrove, D., Slavkovie, A., Rode, J. A., Verratti, T., & Chiselko, G. 2000, April 1–6, Using a large projection screen as an alternative to head-mounted displays for virtual environments. Paper presented at Proceedings of the SIGCHI conference on Human Factors in Computing Systems, The Hague.   
Added by: Mark Grimshaw-Aagaard 08/05/2016, 11:33
Perkis, A., Timmerer, C., Barakovic, S., Barakovic Husic, J., Bech, S., & Bosse, S., et al. (2020). QUALINET white paper on definitions of immersive media experience (IMEx). Norwegian University of Science and Technology, Sense IT.   
Last edited by: Mark Grimshaw-Aagaard 23/08/2020, 08:17
Pine, B. J., & Gilmore, J. H. (1999). The experience economy: Work is theatre & every business a stage. Boston: Harvard Business School Press.   
Added by: Mark Grimshaw-Aagaard 05/03/2006, 10:41
Purwins, H., Treder, M., Sturm, I., Miklody, D., & Blankertz, B. 2011, May 7–12, EEG alpha band power and immersion into music. Paper presented at Conference on Human Factors in Computing Systems.   
Last edited by: Mark Grimshaw-Aagaard 07/10/2015, 15:54
Ravaja, N., Saari, T., Turpeinen, M., & Laarni, J. (2006). Spatial presence and emotions during video game playing: Does it matter with whom you play? Presence: Teleoperators and Virtual Environments, 15(4), 381–392.   
Added by: Mark Grimshaw-Aagaard 09/03/2018, 09:56
Reeve, C. (2000). Presence in virtual theater. Presence: Teleoperators and Virtual Environments, 9(2), 209–213.   
Last edited by: Mark Grimshaw-Aagaard 02/08/2018, 13:20
Reeves Timmins, L., & Lombard, M. (2005). When "real" seems mediated: Inverse presence. Presence: Teleoperators and Virtual Environments, 14(4), 492–500.   
Added by: Mark Grimshaw-Aagaard 06/03/2018, 12:06
Regenbrecht, H., & Schubert, T. (2002). Real and illusory interactions enhance presence in virtual environments. Presence: Teleoperators and Virtual Environments, 11(4), 425–434.   
Added by: Mark Grimshaw-Aagaard 01/03/2018, 12:44
Reiner, M., & Hecht, D. (2009). Behavioral indications of object-presence in haptic virtual environments. Cyberpsychology & Behavior, 12(2), 183–186.   
Last edited by: Mark Grimshaw-Aagaard 04/09/2020, 14:46
Ribbens, W., & Malliet, S. (2010). Perceived digital game realism: A quantitative exploration of its structure. Presence: Teleoperators and Virtual Environments, 19(6), 585–600.   
Last edited by: Mark Grimshaw-Aagaard 17/10/2018, 13:57
Riva, G., Davide, F., & IJsselsteijn, W. A. (Eds). (2003). Being there: Concepts, effects and measurements of user presence in synthetic environments. Vol. 5. Amsterdam: IOS Press.   
Added by: Mark Grimshaw-Aagaard 08/10/2018, 12:55
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