Sound Research WIKINDX

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Displaying 1 - 12  of 12 (Bibliography: WIKINDX Master Bibliography)
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Collins, K. (2014). Breaking the fourth wall? User-generated sonic content in virtual worlds. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 351–363). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 18/01/2014, 13:01
Garcia, J. M. 2006, October 11–12, From heartland values to killing prostitutes: An overview of sound in the video game Grand Theft Auto Liberty City Stories. Paper presented at Audio Mostly 2006, Piteå, Sweden.   
Last edited by: Mark Grimshaw-Aagaard 17/09/2009, 09:49
Grimshaw, M. 2008, November 12–13, Autopoiesis and sonic immersion: Modelling sound-based player relationships as a self-organizing system. Paper presented at Sixth Annual International Conference in Computer Game Design and Technology, Liverpool.   
Added by: Mark Grimshaw-Aagaard 23/11/2008, 04:32
Grimshaw, M. (2008). Sound and immersion in the first-person shooter. International Journal of Intelligent Games & Simulation, 5(1), 119–124.   
Last edited by: Mark Grimshaw-Aagaard 30/03/2011, 04:25
Grimshaw, M. (2012). Sound and player immersion in digital games. In T. Pinch & K. Bijsterveld (Eds), The Oxford Handbook of Sound Studies (pp. 347–366). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 20/01/2012, 16:28
Grimshaw, M., & Schott, G. 2007, September 24–28, Situating gaming as a sonic experience: The acoustic ecology of first person shooters. Paper presented at Situated Play, University of Tokyo.   
Last edited by: Mark Grimshaw-Aagaard 15/02/2008, 10:41
Hahn, J. K., Fouad, H., Gritz, L., & Lee, J. W. (1998). Integrating sounds and motions in virtual environments. Presence: Teleoperators and Virtual Environments, 7(1), 67–77.   
Last edited by: Mark Grimshaw-Aagaard 30/07/2018, 12:44
Kapralos, B., Jenkin, M., & Milios, E. (2003). Auditory perception and spatial (3D) auditory systems. (Technical Report) No. CS-2003-07. Toronto, Canada: York University.   
Last edited by: Mark Grimshaw-Aagaard 21/05/2008, 16:54
Kopanieki, J. (2019). Walking the streets of a virtual metropolis. the audiosphere of the game Grand Theft Auto IV. Interdisciplinary Studies in Musicology, 19, 173–184.   
Last edited by: Mark Grimshaw-Aagaard 05/02/2020, 17:30
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
Shilling, R., Zyda, M., & Wardynski, E. C. 2002, November 30, Introducing emotion into military simulation and videogame design: America’s Army: Operations and VIRTE. Paper presented at GameOn, London.   
Last edited by: Mark Grimshaw-Aagaard 19/12/2010, 06:19
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
WIKINDX 6.9.0 | Total resources: 1303 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)