Sound Research WIKINDX

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Displaying 1 - 20  of 36 (Bibliography: WIKINDX Master Bibliography)
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Bailes, F. (2019). Empirical musical imagery beyond the "mind's ear". In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 2, (pp. 445–463). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 19/05/2021, 09:01
Barfield, W., Zeltzer, D., Sheridan, T. B., & Slater, M. (1995). Presence and performance within virtual environments. In W. Barfield & T. A. Furness III (Eds), Virtual Environments and Advanced Interface Design (pp. 473–513). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 06/07/2020, 09:01
Bech, S., & Francombe, J. (2019). Consumer sound. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 2, (pp. 321–348). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 19/05/2021, 08:44
Calleja, G. (2014). Immersion in virtual worlds. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 222–236). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 11/09/2018, 17:21
Chalmers, A. (2014). Level of realism: Feel, smell, and taste in virtual environments. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 602–624). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 22/12/2021, 10:54
Cohen, M., & Wenzel, E. M. The design of multimodal sound interfaces. In W. Barfield & T. A. Furness III (Eds), Virtual Environments and Advanced Interface Design (pp. 291–346). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 22/07/2020, 15:07
Collins, K. (2014). Breaking the fourth wall? User-generated sonic content in virtual worlds. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 351–363). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 18/01/2014, 13:01
Cross, I. (2005). Music and meaning, ambiguity and emotion. In D. Miell, R. MacDonald & D. J. Hargreaves (Eds), Musical Communication New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 29/11/2021, 16:08
Egermann, H. (2019). Creating a brand image though music: Understanding the psychological mechanisms behind audio branding. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 2, (pp. 349–367). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 19/05/2021, 08:50
Ferber, I. (2019). Language and hearing: Heidegger’s Herder. In Language Pangs: On Pain and the Origin of Language (pp. 94–119). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 09/03/2023, 13:08
Garner, T. A., & Grimshaw, M. (2014). Sonic virtuality: Understanding audio in a virtual world. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 364–377). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 18/01/2014, 12:55
Garner, T. A. (2019). Bridging the other-real: Video game sound and the imagination. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 789–808). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 19/05/2021, 09:14
Gibbons, W., & Grimshaw-Aagaard, M. (2024). Introduction: A hub world for game audio. In W. Gibbons & M. Grimshaw-Aagaard (Eds), The Oxford Handbook of Video Game Music and Sound (pp. 1–13). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 10/03/2024, 09:40
Grimshaw, M., & Garner, T. A. (2015). Sonic virtuality: Sound as emergent perception. New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 31/05/2015, 15:30
Grimshaw, M., & Garner, T. (2014). Embodied virtual acoustic ecologies of computer games. In K. E. Collins, B. Kapralos & H. Tessler (Eds), The Oxford Handbook of Interactive Audio (pp. 181–195). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 16/05/2014, 10:08
Grimshaw, M. (2012). Sound and player immersion in digital games. In T. Pinch & K. Bijsterveld (Eds), The Oxford Handbook of Sound Studies (pp. 347–366). New York: Oxford University Press.   
Added by: Mark Grimshaw-Aagaard 20/01/2012, 16:28
Grimshaw, M., Tan, S.-L., & Lipscomb, S. D. (2013). Playing with sound: The role of music and sound effects in gaming. In A. Cohen, S.-L. Tan, R. Kendall & S. D. Lipscomb (Eds), Psychology of Music in Multimedia (pp. 289–314). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 25/10/2015, 08:13
Grimshaw-Aagaard, M. N. (2024). Ambiguity and vagueness in video game sound. In W. Gibbons & M. Grimshaw-Aagaard (Eds), The Oxford Handbook of Video Game Music and Sound (pp. 271–286). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 10/03/2024, 10:38
Grimshaw-Aagaard, M. (2024). The importance of sound to the formation of presence. In W. Gibbons & M. Grimshaw-Aagaard (Eds), The Oxford Handbook of Video Game Music and Sound (pp. 916–928). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 10/03/2024, 10:37
Grimshaw-Aagaard, M. (2024). Video game sound design and the fetish of realism. In W. Gibbons & M. Grimshaw-Aagaard (Eds), The Oxford Handbook of Video Game Music and Sound (pp. 861–874). New York: Oxford University Press.   
Last edited by: Mark Grimshaw-Aagaard 10/03/2024, 10:35
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WIKINDX 6.8.2 | Total resources: 1301 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)