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Displaying 1 - 20  of 31 (Bibliography: WIKINDX Master Bibliography)
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Brumm, H., & Zollinger, S. A. (2011). The evolution of the Lombard effect: 100 years of psychoacoustic research. Behaviour, 148(11/13), 1173–1198.   
Last edited by: Mark Grimshaw-Aagaard 19/09/2022, 19:05
Collins, K., Tessler, H., Harrigan, K., Dixon, M. J., & Fugelsang, J. (2011). Sound in electronic gambling machines: A review of the literature and its relevance to game sound. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 1–21). Hershey (PA): IGI.   
Added by: Mark Grimshaw-Aagaard 29/09/2021, 07:09
Droumeva, M. (2011). An acoustic communication framework for game sound: Fidelity, verisimilitude, ecology. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 131–152). Hershey (PA): IGI.   
Last edited by: Mark Grimshaw-Aagaard 30/05/2021, 07:59
van Elferen, I. (2011). ¡un forastero! Issues of virtuality and diegesis in videogame music. Music and the Moving Image, 4(2), 30–39.   
Added by: Mark Grimshaw-Aagaard 10/07/2012, 11:28
Farnell, A. (2011). Behaviour, structure and causality in procedural audio. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 313–339). Hershey (PA): IGI.   
Added by: Mark Grimshaw-Aagaard 17/02/2013, 15:30
Garner, T., & Grimshaw, M. 2011, September 7–9, A climate of fear: Considerations for designing an acoustic ecology for fear. Paper presented at Audio Mostly 2011, Coimbra, PT.   
Last edited by: Mark Grimshaw-Aagaard 20/07/2013, 14:18
Gillon, B. (2011-2023). Logic in classical Indian philosophy. Stanford Encyclopedia of Philosophy. Retrieved October 3, 2023, from https://plato.stanford.edu/entries/logic-india/.   
Last edited by: Mark Grimshaw-Aagaard 03/10/2023, 09:59
Grimshaw, M. (Ed.). (2011). Game sound technology and player interaction: Concepts and developments. Hershey (PA): IGI.   
Last edited by: Mark Grimshaw-Aagaard 29/10/2010, 04:26
Grimshaw, M., Charlton, J., & Jagger, R. (2011). First-person shooters: Immersion and attention. Eludamos. Journal for Computer Game Culture, 5(1), 19–34.   
Added by: Mark Grimshaw-Aagaard 11/07/2011, 03:27
Hermann, T., Hunt, A., & Neuhoff, J. G. (Eds). (2011). The sonification handbook. Berlin: Logos Verlag.   
Added by: Mark Grimshaw-Aagaard 10/02/2015, 14:54
Hug, D. (2011). New wine in new skins: Sketching the future of game sound design. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 384–415). Hershey (PA): IGI.   
Last edited by: Mark Grimshaw-Aagaard 14/05/2021, 08:37
Hugues, O., Fuchs, P., & Nannipieri, O. (2011). New augmented reality taxonomy: Technologies and features of augmented environment. In B. Furht (Ed.), Handbook of Augmented Reality (pp. 47–63). New York: Springer.   
Added by: Mark Grimshaw-Aagaard 13/04/2020, 09:56
Kirkpatrick, G. (2011). Aesthetic theory and the video game. Manchester: Manchester University Press.   
Last edited by: Mark Grimshaw-Aagaard 26/10/2015, 11:58
Liljedahl, M. (2011). Sound for fantasy and freedom. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 22–43). Hershey (PA): IGI.   
Added by: Mark Grimshaw-Aagaard 14/05/2021, 08:06
Liu, Y., Sourina, O., & Nguyen, M. K. (2011). Real-time EEG-based emotion recognition and its applications. In M. L. Gavrilova, C. J. K. Tan, A. Sourin & O. Sourina (Eds), Transactions on Computational Science: Special Issue on Cyberworlds Vol. XII, (pp. 256–277). Berlin: Springer.   
Last edited by: Mark Grimshaw-Aagaard 23/04/2014, 08:09
Marco, E. J., Hinkley, L. B. N., Hill, S. S., & Nagarajan, S. S. (2011). Sensory processing in autism: A review of neurophysiologic findings. Pediatric Research, 69(5 Pt 2), 48R–54R.   
Last edited by: Mark Grimshaw-Aagaard 29/03/2020, 18:04
Nacke, L., & Grimshaw, M. (2011). Player-game interaction through affective sound. In M. Grimshaw (Ed.), Game sound technology and player interaction: concepts and developments (pp. 264–285). Hershey (PA): IGI.   
Added by: Mark Grimshaw-Aagaard 14/07/2011, 09:33
Nacke, L. E., Kalyn, M., Lough, C., & Mandryk, R. L. 2011, May 7–12, Biofeedback game design: Using direct and indirect physiological control to enhance game interaction. Paper presented at SIGCHI Conference on Human Factors in Computing Systems, Vancouver BC Canada.   
Last edited by: Mark Grimshaw-Aagaard 22/06/2021, 08:18
Niazi, A. M. 2011. Effect of music tempo in first-person shooter on arousal and aggression. Netherlands: Department of Electrical Engineering, Mathematics & Computer Science, University of Twente.   
Added by: Mark Grimshaw-Aagaard 30/03/2014, 18:17
Nishimoto, S., Vu, A. T., Naselaris, T., Benjamini, Y., Yu, B., & Gallant, J. L. (2011). Reconstructing visual experiences from brain activity evoked by natural movies. Current Biology, 21, 1641–1646.   
Added by: Mark Grimshaw-Aagaard 26/03/2014, 12:45
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