Atherton, C. (1993). The Stoics on ambiguity. Cambridge University Press. |
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Barfield, W., & Weghorst, S. 1993, August 8–13, The sense of presence within virtual environments: A conceptual framework. Paper presented at Proceedings of the Fifth International Conference on Human-Computer Interaction, Amsterdam. |
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Bregman, A. S. (1993). Auditory scene analysis: Hearing in complex environments. In S. McAdams & E. Bigand (Eds), Thinking in Sound: The Cognitive Psychology of Human Audition (pp. 10–36). Oxford: Clarendon Press. |
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Crowder, R. G. (1993). Auditory memory. In S. McAdams & E. Bigand (Eds), Thinking in Sound: The Cognitive Psychology of Human Audition (pp. 113–145). Oxford: Clarendon Press. |
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Cyan. (1993). Myst. [Computer game]. Brøderbund. |
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Durlach, N. I., Shinn-Cunningham, B. G., & Held, R. M. (1993). Supernormal auditory localization: I. general background. Presence: Teleoperators and Virtual Environments, 2(2), 89–103. |
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Familant, M. E., & Detweiler, M. C. (1993). Iconic reference: Evolving perspectives and an organizing framework. International Journal of Man-Machine Studies, 39(5), 705–728. |
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Gaver, W. W. (1993). How do we hear in the world? Explorations in ecological acoustics. Ecological Psychology, 5(4), 285–313. |
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Gaver, W. W. (1993). What in the world do we hear? An ecological approach to auditory perception. Ecological Psychology, 5(1), 1–29. |
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Glennie, E. (1993). Hearing essay. Retrieved April 28, 2014, from https://www.evelyn.co.uk/hearing-essay/ |
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id Software. (1993). Doom. [Computer Game]. Activision. |
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Jones, M. R., & Yee, W. (1993). Attending to auditory events: The role of temporal organization. In S. McAdams & E. Bigand (Eds), Thinking in Sound: The Cognitive Psychology of Human Audition (pp. 69–112). Oxford: Clarendon Press. |
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Laurel, B. (1993). Computers as theatre. New York: Addison-Wesley. |
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McAdams, S. (1993). Recognition of sound sources and events. In S. McAdams & E. Bigand (Eds), Thinking in Sound: The Cognitive Psychology of Human Audition (pp. 146–198). Oxford: Clarendon Press. |
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McCloud, S. (1993). Understanding comics: The invisible art. New York: Harper Collins. |
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Negroponte, N. 1993, June 1. Virtual Reality: Oxymoron or pleonasm? Wired. |
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Obrist, M. K., Fenton, B. M., Eger, J. L., & Schlegel, P. A. (1993). What Ears Do For Bats: A Comparative Study Of Pinna Sound Pressure Transformation In Chiroptera. Journal of Experimental Biology, 180(1), 119–152. |
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Sanders, J. T. (1993). Merleau-Ponty, Gibson, and the materiality of meaning. Man and World, 26, 287–302. |
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Slater, M., & Usoh, M. (1993). Representations systems, perceptual position, and presence in immersive virtual environments. Presence: Teleoperators and Virtual Environments, 2(3), 221–223. |
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de Souza, C. S. (1993). The semiotic engineering of user interface languages. International Journal of Man-Machine Studies, 39(5), 753–773. |
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