Sound Research WIKINDX

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Breinbjerg, M. (2005). The aesthetic experience of sound: Staging of auditory spaces in 3D computer games. Retrieved January 24, 2006, from http://www.aestheticsofplay.org/breinbjerg.php   
Added by: Mark Grimshaw-Aagaard 8/28/06, 1:30 PM
"In our natural way of listening sound is indexical. It points to the fact that a given event is taking place. Sound occurs only when materials interact... The interaction is to be understood as a source-cause relation... in which a sounding system (the source) resonates as a consequence of a given action (the cause), like when a hammer hits a bell."
Moncrieff, S., Venkatesh, S., & Dorai, C. 2003, July 6–9, Horror film genre typing and scene labelling via audio analysis. Paper presented at International Conference on Multimedia and Expo.   
Added by: Mark Grimshaw-Aagaard 12/15/08, 3:11 AM
Affect events are indexical by nature with a "high level of semantic association between the sound energy and affect events" and this "can be extended to attribute a semantic correlation between affect events and the broader thematic content of the film."
Schafer, R. M. (1994). The soundscape: Our sonic environment and the tuning of the world. Rochester Vt: Destiny Books.   
Added by: Mark Grimshaw-Aagaard   Last edited by: Mark Grimshaw-Aagaard 2/14/14, 4:44 PM
"In onomatopoeic vocabulary, man unites himself with the soundscape about him, echoing back its elements. The impression is taken in; the expression is thrown back in return."
Stockburger, A. (2006). The rendered arena: Modalities of space in video and computer games. Unpublished thesis PhD, University of the Arts, London.   
Added by: Mark Grimshaw-Aagaard 5/15/08, 3:04 PM
Stockburger proposes five spatializing functions of sound objects:

  • Acousmatic function – defines the relation between a sound object and the
    visibility of the related visual element.
  • Indexical function – delivers information that is vital for the gameplay (e.g. ticking sound of bomb).
  • Spatial signature function – is present when the surrounding space affects the qualities of sound objects (e.g. echo, reverb).
  • Motion function – defines the motion of sound objects.
  • Motoric function – simulates movement or motion (motor sounds in racing or
    flying games, footstep sounds in FPS games).