Sound Research WIKINDX

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Displaying 1 - 15  of 15 (Bibliography: WIKINDX Master Bibliography)
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Altman, R. (1992). Introduction: Sound/history. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 113–125). New York: Routledge.   
Added by: Mark Grimshaw-Aagaard 26/10/2004, 11:56
Bech, S., & Francombe, J. (2019). Consumer sound. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 2, (pp. 321–348). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 19/05/2021, 08:44
Blumenberg, H. (1983). The legitimacy of the modern age. R. M. Wallace, Trans. Cambridge, Massachusetts: MIT Press.   
Added by: Mark Grimshaw-Aagaard 18/01/2021, 12:32
Böhme, H. (2005). The metaphysics of phenomena: Telescope and microscope in the works of Goethe, Leeuwenhoek, and Hooke. In H. Schramm, L. Schwarte & J. Lazardzig (Eds), Collection, Laboratory, Theater: Scenes of Knowledge in the 17th Century Vol. 1, (pp. 355–393). De Gruyter.   
Last edited by: Mark Grimshaw-Aagaard 18/01/2021, 11:00
Collins, K. (2005). From bits to hits: Video games music changes its tune. Film International, 12, 4–19.   
Added by: Mark Grimshaw-Aagaard 24/09/2010, 08:02
Doane, M. A. (1980). Ideology and the practice of sound editing and mixing. In T. de Lauretis & S. Heath (Eds), The Cinematic Apparatus (pp. 47–56). London: Macmillan.   
Last edited by: Mark Grimshaw-Aagaard 06/06/2023, 14:41
Gomery, D. (1980). Towards an economic history of cinema: The coming of sound to Hollywood. In T. de Lauretis & S. Heath (Eds), The Cinema Apparatus (pp. 38–46). London: Macmillan.   
Last edited by: Mark Grimshaw-Aagaard 16/02/2006, 08:04
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
Grimshaw, M., Tan, S.-L., & Lipscomb, S. D. (2013). Playing with sound: The role of music and sound effects in gaming. In A. Cohen, S.-L. Tan, R. Kendall & S. D. Lipscomb (Eds), Psychology of Music in Multimedia (pp. 289–314). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 25/10/2015, 08:13
Heidegger, M. (1977). The question concerning technology and other essays. W. Lovitt, Trans. New York & London: Garland Publishing.   
Last edited by: Mark Grimshaw-Aagaard 10/05/2023, 09:57
Hug, D. (2011). New wine in new skins: Sketching the future of game sound design. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 384–415). Hershey (PA): IGI.   
Last edited by: Mark Grimshaw-Aagaard 14/05/2021, 08:37
Mactavish, A. (2002). Technological pleasure: The performance and narrative of technology in Half-Life and other high-tech computer games. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 33–49). London: Wallflower Press.   
Last edited by: Mark Grimshaw-Aagaard 13/01/2006, 13:10
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
Špelda, D. (2017). The role of the telescope and microscope in the constitution of the Idea of scientific progress. The Seventeenth Century, 34(1), 107–126.   
Last edited by: Mark Grimshaw-Aagaard 20/02/2021, 12:40
Weske, J. Digital sound and music in computer games. Retrieved December 20, 2007, from http://www.tu-chemnitz. ... l/hypertexte/gamesound/   
Added by: Mark Grimshaw-Aagaard 20/12/2007, 06:24
WIKINDX 6.9.0 | Total resources: 1303 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)