Sound Research WIKINDX

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Blesser, B., & Salter, L.-R. (2007). Spaces speak, are you listening? Experiencing aural architecture. Cambridge, Massachusetts: MIT Press.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 10/23/23, 3:11 PM
Local embellishments (fountain and alcove) affect only part of a larger area and are only heard close up whereas global embellishments affect all of that larger space e.g. reverberation). Typically, visual objects are local whereas acoustic objects are global.
Kromand, D. 2008, October 22, Sound and the diegesis in survival-horror games. Paper presented at Audio Mostly 2008, Piteå, Sweden.   
Added by: Mark Grimshaw-Aagaard 11/24/08, 11:12 AM
Debating Jørgensen's 'trans-diegetic' sound terminology: sound that crosses the barrier between diegetic and nondiegetic worlds (cf Count Basie's orchestra in Blazing Saddles at first seems nondiegetic until the hero comes across the orchestra playing in the desert at which point the music becomes diegetic.

Trans-diegesis is a short transgression of the barrier between diegetic/nondiegetic, not a breakdown.

The trans-diegetic sound transfers information to the player from the game. Two types, 'reactive sound affirming player input or as a proactive sound informing the player of an altered game state (Jørgensen 2007; 116).'
Luhmann, N. (1995). Social systems. J. Bednarz Jr. & D. Baecker, Trans. Stanford: Stanford University Press.   
Added by: Mark Grimshaw-Aagaard 5/1/08, 1:15 PM
Autopoietic reproduction is confined to the elements defined in the system -- systems comprised of events reproduce only events.