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Displaying 21 - 35  of 35 (Bibliography: WIKINDX Master Bibliography)
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Lindquist, M. W. (2014). The impact of sound on virtual landscape perception: An empirical evaluation of aural-visual interaction for 3d visualization. Unpublished Doctoral Thesis, University of Sheffield, United Kingdom.   
Added by: Mark Grimshaw-Aagaard 16/09/2014, 10:53
McCaren, T., & Goellner, V. (2019). Behind the audio of Total War: Three Kingdoms. Gamasutra, Retrieved July 7, 2021, from https://www.gamasutra.c ... _War_Three_Kingdoms.php   
Added by: Mark Grimshaw-Aagaard 07/07/2021, 09:06
McMahan, A. (2003). Immersion, engagement, and presence: A new method for analyzing 3-D video games. In M. J. P. Wolf & B. Perron (Eds), The Video Game Theory Reader (pp. 67–87). New York: Routledge.   
Last edited by: Mark Grimshaw-Aagaard 01/02/2018, 15:16
Melville, T. (2020). Gran Turismo: Realism redefined. Retrieved July 3, 2021, from https://www.mazda.com.a ... ismo-realism-redefined/   
Last edited by: Mark Grimshaw-Aagaard 03/07/2021, 13:04
PainBerry. Realism: Is it possible in any quake game? Retrieved June 2, 2006, from http://planetquake.game ... ditorials.Detail&id=110   
Added by: Mark Grimshaw-Aagaard 02/06/2006, 07:43
Planck, M. (1932). Where is science going? The universe in the light of modern physics. J. Murphy, Trans. New York: W. W. Norton & Company.   
Last edited by: Mark Grimshaw-Aagaard 13/12/2022, 12:23
Renoir, J. (1974). My life and my films. N. Denny, Trans. London: Collins.   
Added by: Mark Grimshaw-Aagaard 08/02/2006, 07:43
Ribbens, W., & Malliet, S. 2009, May 21–25, Realism in digital games: A quantitative exploration. Unpublished paper presented at The 8th International Conference of the International Communication Association.   
Last edited by: Mark Grimshaw-Aagaard 28/05/2021, 08:44
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
Sakellariou, A. (2020). How RDR2 prioritizes realism at the expense of playability. Retrieved May 28, 2021, from https://screenrant.com/ ... xtreme-boring-controls/   
Last edited by: Mark Grimshaw-Aagaard 28/05/2021, 12:49
Tan, M. Lifelike machines. WOW, 45 Retrieved May 25, 2021, from https://www.magzter.com ... apore/Lifelike-Machines   
Added by: Mark Grimshaw-Aagaard 25/05/2021, 08:12
Voskuhl, A. (2007). Producing objects, producing texts: Accounts of android automata in late eighteenth-century Europe. Studies in History and Philosophy of Science Part A, 38(2), 422–444.   
Added by: Mark Grimshaw-Aagaard 25/05/2021, 08:02
Ward, P. (2002). Videogames as remediated animation. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 122–135). London: Wallflower Press.   
Added by: Mark Grimshaw-Aagaard 03/07/2021, 09:04
Young, K. (2006). Recreating reality. Retrieved March 9, 2009, from http://www.gamesound.or ... /RecreatingReality.html   
Added by: Mark Grimshaw-Aagaard 09/03/2009, 10:47
Zlobin, D. September 19, 2020. Denis Zlobin emails. (to: M. Grimshaw-Aagaard). [Email]   
Last edited by: Mark Grimshaw-Aagaard 14/05/2021, 13:20
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WIKINDX 6.9.0 | Total resources: 1303 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)