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Ruoff, J. K. (1992). Conventions of sound in documentary. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 217–234). New York: Routledge. |
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Schrimshaw, W. (2013). Non-cochlear sound: On affect and exteriority. In M. Thompson & I. Biddle (Eds), Sound, Music, Affect: Theorizing Sonic Experience (pp. 27–43). New York: Bloomsbury Academic. |
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Schubert, E. D. (1975). The role of auditory perception in language processing. In D. D. Duane & M. B. Rawson (Eds), Reading, Perception and Language: Papers from the World Congress on Dyslexia (pp. 97–130). Baltimore: York Press. |
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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. |
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Sloboda, J. A., & Juslin, P. N. (2002). Psychological perspectives on music and emotion. In P. N. Juslin & J. A. Sloboda (Eds), Music and Emotion: Theory and Research (pp. 71–104). Oxford: Oxford University Press. (Original work published 2001). |
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Slovin, R. (2001). Hot circuits: Reflections on the 1989 video game exhibition of the american museum of the moving image. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 137–154). Austin: University of Texas Press. |
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Smith, B. R. (2004). Listening to the wild blue yonder: The challenges of acoustic ecology. In V. Erlmann (Ed.), Hearing Cultures: Essays on Sound Listening and Modernity (pp. 21–41). Oxford: Berg. |
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Smith, S. D., Nixon, C. W., & Von Gierke, H. E. (2006). Damage risk criteria for hearing and human body vibration. In I. L. Vér & L. L. Beranek (Eds), Noise and Vibration Control Engineering: Principles and Applications 2nd ed. (pp. 857–886). Wiley Online Library. (Original work published 2005). |
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Sterne, J. (2012). Sonic imaginations. In J. Sterne (Ed.), The Sound Studies Reader (pp. 1–17). London: Routledge. |
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Tews, R. R. (2001). Archetypes on acid: Video games and culture. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 169–182). Austin: University of Texas Press. |
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Thompson, E. (2004). Wiring the world: Acoustical engineers and the empire of sound in the motion picture industry, 1927-1930. In V. Erlmann (Ed.), Hearing Cultures: Essays on Sound Listening and Modernity (pp. 191–209). Oxford: Berg. |
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Tinwell, A., Grimshaw, M., & Abdel Nabi, D. (2014). The uncanny valley and nonverbal communication in virtual characters. In J. Tanenbaum, M. Seif El-Nasr & M. Nixon (Eds), Nonverbal Communication in Virtual Worlds: Understanding and Designing Epressive Characters (pp. 325–341). ETC Press. |
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Tinwell, A., Grimshaw, M., & Williams, A. (2011). Uncanny speech. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 213–234). Hershey (PA): IGI. |
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Trippett, D. (2021). Human sounds and the obscenity of information. In A. Hennion & C. Levaux (Eds), Rethinking Music through Science and Technology Studies, London: Routledge. |
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Truppin, A. (1992). And then there was sound: The films of Andrei Tarkovsky. In R. Altman (Ed.), Sound Theory Sound Practice (pp. 235–248). New York: Routledge. |
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Virtual, adj. and n. (2013). In Oxford English Dictionary 3rd ed. Oxford: Oxford University Press. |
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Walther-Hansen, M. (2019). Sound quality, language, and cognitive metaphors. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 459–472). New York: Oxford University Press. |
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Ward, P. (2002). Videogames as remediated animation. In G. King & T. Krzywinska (Eds), Screenplay: Cinema/Videogames/Interfaces (pp. 122–135). London: Wallflower Press. |
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