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Displaying 1 - 20  of 43 (Bibliography: WIKINDX Master Bibliography)
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Audio mostly 2008: A conference on interaction with sound. 2008. Piteå, Sweden: October 22–23 2008.   
Last edited by: Mark Grimshaw-Aagaard 21/10/2021, 21:42
Bach, D. R., Neuhoff, J. G., Perrig, W., & Seifritz, E. (2008). Looming sounds as warning signals: The function of motion cues. International Journal of Psychophysiology, 74(1), 28–33.   
Added by: Mark Grimshaw-Aagaard 27/04/2014, 08:57
Bouchard, S., St-Jacques, J., Robillard, G., & Renaud, P. (2008). Anxiety increases the feeling of presence in virtual reality. Presence: Teleoperators and Virtual Environments, 17(4), 376–391.   
Last edited by: Mark Grimshaw-Aagaard 14/08/2020, 15:36
Bramas, B., Kim, Y.-M., & Kwon, D.-S. 2008, October 14–17, Design of a sound system to increase emotional expression impact in human-robot interaction. Paper presented at International Conference on Control, Automation and Systems, Seoul, Korea.   
Added by: Mark Grimshaw-Aagaard 20/04/2009, 09:30
Chertoff, D. B., Schatz, S. L., McDaniel, R., & Bowers, C. A. (2008). Improving presence theory through experiential design. Presence: Teleoperators and Virtual Environments, 17(4), 405–413.   
Last edited by: Mark Grimshaw-Aagaard 27/09/2018, 16:27  Mat.  10/10
Chu, J. (2008). A musical score for disease: Converting genetic activity into music may be a way to monitor health. Technology Review, Retrieved July 24, 2008, from http://www.technologyreview.com/Biotech/21094/?a=f   
Added by: Mark Grimshaw-Aagaard 24/07/2008, 07:57
Collins, K. (2008). Game sound: An introduction to the history, theory, and practice of video game music and sound design. Cambridge, Massachusetts: MIT Press.   
Added by: Mark Grimshaw-Aagaard 19/10/2008, 03:44
Cox, T. J. (2008). Scraping sounds and disgusting noises. Applied Acoustics, 69, 1195–1204.   
Added by: Mark Grimshaw-Aagaard 17/11/2020, 11:59
Danks, M. September 10, 2008. EAPd/Pure Data. (to: M. Dalgleish). [Email]   
Added by: Mark Grimshaw-Aagaard 10/09/2008, 15:42
van Eijk, R. L. J. (2008). Audio-visual synchrony perception. Unpublished Proefschrift Thesis, Technische Universiteit Eindhoven, Eindhoven.   
Last edited by: Mark Grimshaw-Aagaard 19/09/2016, 21:11
Ekman, I. 2008, October 22–23, Psychologically motivated techniques for emotional sound in computer games. Paper presented at Audio Mostly 2008, Piteå, Sweden.   
Added by: Mark Grimshaw-Aagaard 08/01/2009, 11:14
European Union. 2008. Fire detection and fire alarm systems - part 16: Voice alarm control and indicating equipment. CEN.   
Last edited by: Mark Grimshaw-Aagaard 08/11/2023, 07:05
Ferris, T. K., & Sarter, N. B. (2008). Cross-modal links among vision, audition, and touch in complex environments. Human Factors, 50(1), 17–26.   
Last edited by: Mark Grimshaw-Aagaard 27/03/2017, 12:54
Gee, J. P. (2008). Video games and embodiment. Games and Culture, 3(3-4).   
Last edited by: Mark Grimshaw-Aagaard 23/02/2017, 13:36
Grimshaw, M. 2008, November 12–13, Autopoiesis and sonic immersion: Modelling sound-based player relationships as a self-organizing system. Paper presented at Sixth Annual International Conference in Computer Game Design and Technology, Liverpool.   
Added by: Mark Grimshaw-Aagaard 23/11/2008, 04:32
Grimshaw, M. (2008). Sound and immersion in the first-person shooter. International Journal of Intelligent Games & Simulation, 5(1), 119–124.   
Last edited by: Mark Grimshaw-Aagaard 30/03/2011, 04:25
Grimshaw, M. (2008). The acoustic ecology of the first-person shooter: The player experience of sound in the first-person shooter computer game. Saarbrücken: VDM Verlag Dr. Mueller.   
Added by: Mark Grimshaw-Aagaard 11/08/2008, 13:42
Grimshaw, M. (2008). Per un'analisi comparata del suono nei videogiochi e nel cinema (M. Bittanti, Trans.). In M. Bittanti (Ed.), Schermi interattivi saggi critici su videogiochi e cinema (pp. 95–121). Roma: Meltemi.   
Added by: Mark Grimshaw-Aagaard 11/08/2008, 13:46
Grimshaw, M., Lindley, C. A., & Nacke, L. 2008, October 22–23, Sound and immersion in the first-person shooter: Mixed measurement of the player's sonic experience. Paper presented at Audio Mostly 2008, Piteå, Sweden.   
Last edited by: Deleted user 31/07/2009, 16:58
Grimshaw, M., & Schott, G. (2008). A conceptual framework for the analysis of first-person shooter audio and its potential use for game engines. International Journal of Computer Games Technology, 2008.   
Added by: Mark Grimshaw-Aagaard 30/01/2008, 10:27
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WIKINDX 6.9.0 | Total resources: 1303 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA)