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Displaying 141 - 160  of 166 (Bibliography: WIKINDX Master Bibliography)
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Slater, M., & Garau, M. (2007). The use of questionnaire data in presence studies: Do not seriously likert. Presence: Teleoperators and Virtual Environments, 16(4), 447–456.   
Last edited by: Mark Grimshaw-Aagaard 17/09/2018, 15:23
Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators and Virtual Environments, 9(5), 413–434.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:17
Slater, M., & Usoh, M. (1993). Representations systems, perceptual position, and presence in immersive virtual environments. Presence: Teleoperators and Virtual Environments, 2(3), 221–223.   
Added by: Mark Grimshaw-Aagaard 18/07/2018, 11:51
Slater, M., Usoh, M., & Steed, A. (1994). Depth of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 3(2), 130–144.   
Last edited by: Mark Grimshaw-Aagaard 03/05/2021, 13:28
Slater, M., & Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 6(6), 603–616.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:17
Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of Communication, 42(4), 73–93.   
Added by: Mark Grimshaw-Aagaard 25/07/2018, 09:14
Sweetser, P., & Wyeth, P. 2005, July, GameFlow: A model for evaluating player enjoyment in games. Paper presented at Computers in Entertainment.   
Added by: Mark Grimshaw-Aagaard 05/08/2009, 05:06
Taylor, L. N. (2002). Video games: Perspective, point-of-view, and immersion. Unpublished thesis master's, University of Florida.   
Last edited by: Mark Grimshaw-Aagaard 04/11/2006, 12:01
Turner, P., & Turner, S. (2006). Place, sense of place, and presence. Presence: Teleoperators and Virtual Environments, 15(2), 204–217.   
Added by: Mark Grimshaw-Aagaard 09/03/2018, 09:50
Usoh, M., Catena, E., Arman, S., & Slater, M. (2000). Using presence questionnaires in reality. Presence: Teleoperators and Virtual Environments, 9(9), 497–503.   
Added by: Mark Grimshaw-Aagaard 23/08/2018, 11:41
Väljamäe, A., Larsson, P., Västfjäll, D., & Kleiner, M. (2008). Sound representing self-motion in virtual environments enhances linear vection. Presence: Teleoperators and Virtual Environments, 17(1), 43–56.   
Added by: Mark Grimshaw-Aagaard 09/03/2018, 12:09
Wagner, I., Broll, W., Jacucci, G., Kuutii, K., McCall, R., & Morrison, A., et al. (2009). On the role of presence in mixed reality. Presence: Teleoperators and Virtual Environments, 18(4), 249–276.   
Added by: Mark Grimshaw-Aagaard 27/09/2018, 11:10
Waller, D., & Bachmann, E. R. (2006). The borderline of science: On the value of factor analysis for understanding presence. Presence: Teleoperators and Virtual Environments, 15(2), 235–244.   
Added by: Mark Grimshaw-Aagaard 09/03/2018, 09:47
Walther-Hansen, M., & Grimshaw, M. 2016, October 2–4, Being in a virtual world: Presence, environment, salience, sound. Paper presented at Audio Mostly 2016, Piteå, Sweden.   
Last edited by: Mark Grimshaw-Aagaard 28/08/2020, 21:08
Ward, M. (2010). Voice, videogames, and the technologies of immersion. In N. Neumark, R. Gibson & T. van Leeuwen (Eds), {VOICE} Vocal Aesthetics in Digital Arts and Media (pp. 265–277). Cambridge, Massachusetts: MIT Press.   
Added by: Mark Grimshaw-Aagaard 21/07/2011, 10:38
Waterworth, J. A., & Waterworth, E. L. (2003). Being and time: Judged presence and duration as a function of media form. Presence: Teleoperators and Virtual Environments, 12(5), 495–511.   
Last edited by: Mark Grimshaw-Aagaard 04/09/2020, 15:00
Weibel, D., & Wissmath, B. (2011). Immersion in computer games: The role of spatial presence and flow. International Journal of Computer Games Technology, 2011.   
Added by: Mark Grimshaw-Aagaard 11/04/2016, 09:06
Welch, R. B., Blackmon, T. T., Liu, A., Mellors, B. A., & Stark, L. W. (1996). The effects of pictorial realism, delay of visual feedback, and observer interactivity on the subjective sense of presence. Presence: Teleoperators and Virtual Environments, 5(3), 263–273.   
Added by: Mark Grimshaw-Aagaard 17/09/2018, 18:28
Wenzel, E. M. (1992). Localization in virtual acoustic displays. Presence: Teleoperators and Virtual Environments, 1(1), 80–107.   
Last edited by: Mark Grimshaw-Aagaard 28/02/2018, 09:15
Wilcox-Netepczuk, D. 2013, July 30–August 1, Immersion and realism in video games: The confused moniker of video game engrossment. Paper presented at The 18th International Conference on Computer Games.   
Last edited by: Mark Grimshaw-Aagaard 28/07/2017, 11:30
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