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Audio mostly 2008: A conference on interaction with sound. 2008. Piteå, Sweden: Interactive Institute. October 22—22 2008.  
Added by: sirfragalot 06 Nov 2008 06:16:37 Europe/Copenhagen
Sasamoto, R., & Jackson, R. (2015). Onomatopoeia – showing-word or saying-word? Relevance theory, lexis, and the communication of impressions. Lingua,  
Last edited by: sirfragalot 11 Mar 2016 09:18:02 Europe/Copenhagen
Von Uexküll, J. (1992). A stroll through the worlds of animals and men: A picture book of invisible worlds. Semiotica, 89(4), 319–391.  
Last edited by: sirfragalot 06 Dec 2019 18:32:00 Europe/Copenhagen
Jennett, C. I. (2010). Is game immersion just another form of selective attention? An empirical investigation of real world dissociation in computer game immersion. Unpublished thesis PhD, University College London, United Kingdom.  
Last edited by: sirfragalot 21 Sep 2010 09:17:27 Europe/Copenhagen
Canossa, A. (2009). Play-persona: Modeling player behaviour in computer games. Unpublished thesis PhD, Danish Design School of Copenhagen, Denmark.  
Added by: sirfragalot 11 Dec 2009 08:50:41 Europe/Copenhagen
Nilsson, N. C., Nordahl, R., & Serafin, S. (2016). Immersion revisited: A review of existing definitions of immersion and their relation to different theories of presence. Human Technology, 12(2), 108–134.  
Added by: sirfragalot 22 Feb 2018 15:38:58 Europe/Copenhagen
Kull, K. (2001). Jakob von Uexküll: An introduction. Semiotica, 134(1/4), 1–59.  
Last edited by: sirfragalot 02 Dec 2019 16:07:06 Europe/Copenhagen
Collins, K. (2005). From bits to hits: Video games music changes its tune. Film International, 12, 4–19.  
Added by: sirfragalot 24 Sep 2010 08:02:39 Europe/Copenhagen
Jørgensen, K. (2007). ‘What are those grunts and growls over there?’ Computer game audio and player action. Unpublished Dissertation PhD.  
Last edited by: sirfragalot 21 Nov 2008 10:57:14 Europe/Copenhagen
Garner, T. A. (2013). Game sound from behind the sofa: An exploration into the fear potential of sound & psychophysiological approaches to audio-centric, adaptive gameplay. Unpublished PhD Thesis, University of Aalborg, Denmark.  
Added by: sirfragalot 13 May 2013 08:37:05 Europe/Copenhagen
Slater, M., Usoh, M., & Steed, A. (1994). Depth of presence in virtual environments. Presence: Teleoperators and Virtual Environments, 3(2), 130–144.  
Last edited by: sirfragalot 11 Sep 2018 17:17:39 Europe/Copenhagen
Calleja, G. (2007). Digital games as designed experience: Reframing the concept of immersion. Unpublished thesis PhD, Victoria University, Wellington, New Zealand.  
Last edited by: sirfragalot 12 Sep 2008 20:15:37 Europe/Copenhagen
Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators and Virtual Environments, 9(5), 413–434.  
Last edited by: sirfragalot 11 Sep 2018 17:17:27 Europe/Copenhagen
Moore, A. (2013). The spectacular anus of Joseph Pujol: Recovering the Pétomane's unique historic context. French Cultural Studies, 24(1), 27–43.  
Added by: sirfragalot 15 May 2015 12:46:29 Europe/Copenhagen
Bradley, M. M., & Lang, P. J. (2000). Affective reactions to acoustic stimuli. Psychophysiology, 37, 204–215.  
Added by: sirfragalot 19 May 2014 08:30:50 Europe/Copenhagen
Tinwell, A., Grimshaw, M., & Williams, A. (2011). The uncanny wall. International Journal of Arts and Technology, 4(3), 326–341.  
Last edited by: sirfragalot 15 Nov 2011 10:11:14 Europe/Copenhagen
Williams, D., Mears, J., Kirke, A., Miranda, E., Daly, I., & Malik, A., et al. (2016). A perceptual and affective evaluation of an affectively-driven engine for video game soundtracking. ACM Computers in Entertainment, 14(3).  
Last edited by: sirfragalot 20 Feb 2017 09:18:17 Europe/Copenhagen
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: sirfragalot 17 Feb 2013 15:30:59 Europe/Copenhagen
Schafer, D. M., Carbonara, C. P., & Popova, L. (2011). Spatial presence and perceived reality as predictors of motion-based video game enjoyment. Presence: Teleoperators and Virtual Environments, 20(6), 591–619.  
Added by: sirfragalot 17 Oct 2018 12:03:18 Europe/Copenhagen
Tinwell, A., Grimshaw, M., & Williams, A. (2010). Uncanny behaviour in survival horror games. Journal of Gaming and Virtual Worlds, 2(1), 3–25.  
Last edited by: sirfragalot 29 Jun 2010 03:29:01 Europe/Copenhagen
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wikindx 5.8.2 ©2019 | Total resources: 1015 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA) | Database queries: 25 | DB execution: 0.18926 secs | Script execution: 0.31645 secs