Sound Research WIKINDX

List Resources

Displaying 1 - 8  of 8 (Bibliography: WIKINDX Master Bibliography)
Parameters
Order by

Ascending
Descending
Use all checked: 
Use all displayed: 
Use all in list: 
Ekman, I. 2005, Meaningful noise: Understanding sound effects in computer games. Paper presented at Digital Arts and Cultures, Kopenhagen.   
Last edited by: Mark Grimshaw-Aagaard 14/10/2008, 01:21
To be diegetic, game sound must be considered real in the context of the story.
A game sound that is a diegetic referent, references or signifies something real inside the game.
Evans, D. (2001). Emotion: A very short introduction. Oxford: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 28/05/2011, 07:52
Remembering is never precise because items in memory are not recorded in their fine details. They are filed under keywords; these are extrcted and "educated guesswork" fills in the blanks. "It is more like reconstrcuting an antique pot from a few broken shards than replaying an old movie" (p.80).
If consciousness depends on the capacity for subjective feelings and subjective feeling depend on the form of body one has, computer programs will always lack consciousness if they remain virtual. Hence 'evolutionary robotics' and 'embodied programs'.
Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and Virtual Environments, 13(4), 494–505.   
Last edited by: Mark Grimshaw-Aagaard 15/11/2018, 11:30
A lack of knowledge of cause-effect structures poses a survival threat.
Noting that, despite knowing that virtual objects and effects are not real, "people keep using their old brains" and so their first reaction is to treat virtuality as real.
Discussing the reason why high fidelity of image is not necessary to presence – much of what we see is actually from peripheral vision and thus out of focus.
Loomis, J. M. (1992). Distal attribution and presence. Presence: Teleoperators and Virtual Environments, 1(1), 113–119.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:19
Acknowledging that the operator of a teleoperation system experiences sensory information from remote/simulated environment and physical environment and that this often conflicts, Loomis makes use of Polyani's notions of subsidiary awareness and focal awareness. Where sensory stimulation from the remote environment is insufficient for true presence, the operator experiences a subsidiary awareness of the physical environment and/or teleoperation system he/she is actually in/using despite a focal awareness of the remote environment.

True telepresence is not possible as it is not possible to present the operator with precisely the same sensory stimulation they would receive were they to be actually in the remote environment.

Mantovani, G., & Riva, G. (1999). "Real" presence: How different ontologies generate different criteria for presence, telepresence, and virtual presence. Presence: Teleoperators and Virtual Environments, 8(5), 540–550.   
Last edited by: Mark Grimshaw-Aagaard 27/02/2022, 19:21

Disputing Schloerb's (1995) "definition of objective presence as success in completing a task" the authors point out that it is possible to be present in an environment attempting to repair an engine but being unable to fix it. (Perhaps lacking the knowledge or tools to do so.)



Schloerb, D. W. (1995). A quantitative measure of telepresence. Presence: Teleoperators and Virtual Environments, 4(1), 64–80.
Mori, S., Ikeda, S., & Saito, H. (2017). A survey of diminished reality: Techniques for visually concealing, eliminating, and seeing through real objects. IPSJ Transactions on Computer Vision and Applications, 9.   
Last edited by: Mark Grimshaw-Aagaard 25/03/2020, 08:35
Four methods for achieving DR:
  • Diminish degrading aspects of the image such as the colour saturation or sharpness
  • See-through replace part of the image with the background that would be seen were that image part not present
  • Replace replace part of the real image with a virtual image
  • Inpaint similar to see-through but the replacement image is generated from the surrounding parts.

 

Superficial mention in a few sentences at the end of the possibility of removing sound waves as a route to DR.
Acknowledges the negative connotations of the word 'diminish.'
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
Has a different take on authenticity than might be expected – one that is subjective rather than objective (i.e. the shotgun in Terminator is not objectively authentic but might be subjectively perceived as authentic).
Slater, M. (2007). If you respond as if it were real, then it is Presence. Starlab, Retrieved September 30, 2010, from http://www.cs.ucl.ac.uk ... ater-June07-STARLAB.pdf   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:16
Presence occurs in virtual environments when you respond to that environment as if it were real.
WIKINDX 6.9.0 | Total resources: 1303 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)