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Clair, R. (1929). The art of sound. Retrieved September 10, 2021, from https://web.archive.org ... ne/575/art-of-sound.htm   
Last edited by: Mark Grimshaw-Aagaard 10/09/2021, 10:17
For Clair, hearing clapping if one can see clapping is a redundant and unnecessary use of sound.
Parker, J. R., & Heerema, J. (2008). Audio interaction in computer mediated games. International Journal of Computer Games Technology, 2008 Retrieved December 31, 2007, from http://www.hindawi.com/ ... doi=10.1155/2008/178923   
Added by: Mark Grimshaw-Aagaard 31/12/2007, 06:36
In multimedia narratives [i.e. virtual worlds and digital games], sound can generate more fear than can vision. If the sound source is on screen, it is probably less threatening than if it is acousmatic. This is instinctive.
Scruton, R. (2009). Sounds as secondary objects and pure events. In M. Nudds & C. O'Callaghan (Eds), Sounds & Perception (pp. 50–68). Oxford: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 07/02/2014, 14:10
Scruton supports his view that sounds are separate from the objects that emit them with examples such as radio and recording -- acousmatic sound. In such a case, sounds can be grouped (streamed) together coherently without reference to their physical origin.
Stockburger, A. 2003, November 4–6, The game environment from an auditive perspective. Paper presented at Level Up, Utrecht Universiteit.   
Last edited by: Mark Grimshaw-Aagaard 15/05/2008, 10:09
Acousmatic is a Pythagorean term that describes the distance between the point of hearing and the point of origin of sound, specifically to the distance separating disciples from an intoning priest hidden behind a curtain. It later became a part of the electro-acoustic and Musique Concrète tradition in its first sense above. Michel Chion uses it, and transforms its meaning somewhat, to describe particular relationships between sound and vision in film.
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