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Audio mostly 2008: A conference on interaction with sound. 2008. Piteå, Sweden: Interactive Institute. October 22—22 2008.  
Added by: Mark Grimshaw-Aagaard 06 Nov 2008 06:16:37 Europe/Copenhagen
Canossa, A. (2009). Play-persona: Modeling player behaviour in computer games. Unpublished thesis PhD, Danish Design School of Copenhagen, Denmark.  
Added by: Mark Grimshaw-Aagaard 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.  
Last edited by: Deleted user 22 Feb 2018 15:38:58 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 Unpublished PhD Thesis, University of Aalborg, Denmark.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: Mark Grimshaw-Aagaard 13 May 2013 08:37:05 Europe/Copenhagen
Slater, M., & Steed, A. (2000). A virtual presence counter. Presence: Teleoperators and Virtual Environments, 9(5), 413–434.  
Last edited by: Mark Grimshaw-Aagaard 11 Sep 2018 17:17:27 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: Mark Grimshaw-Aagaard 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 Unpublished thesis PhD, Victoria University, Wellington, New Zealand.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: Mark Grimshaw-Aagaard 12 Sep 2008 20:15:37 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.  
Last edited by: Deleted user 17 Oct 2018 12:03:18 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 Unpublished thesis PhD, University College London, United Kingdom.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: Mark Grimshaw-Aagaard 21 Sep 2010 09:17:27 Europe/Copenhagen
Grimshaw-Aagaard, M. (2019). The necessity of vagueness and ambiguity to the imagining of sound. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination New York: Oxford University Press.  
Added by: Mark Grimshaw-Aagaard 26 Dec 2017 15:27:59 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: Mark Grimshaw-Aagaard 21 Nov 2008 10:57:14 Europe/Copenhagen
Ryherd, E., Ocku, S., Ackerman, J., Zimring, C., & Persson Waye, K. (2012). Noise pollution in hospitals: Impacts on staff. Journal of Clinical Outcomes Management, 19(11), 491–500.  
Last edited by: Mark Grimshaw-Aagaard 11 Mar 2018 21:42:32 Europe/Copenhagen
Hagerman, I., Rasmanis, G., Blomkvist, V., Ulrich, R., Eriksen, C. A., & Theorell, T. (2005). Influence of intensive coronary care acoustics on the quality of care and physiological state of patients. International Journal of Cardiology, 98(2), 267–270.  
Last edited by: Mark Grimshaw-Aagaard 11 Mar 2018 18:42:12 Europe/Copenhagen
Bradley, M. M., & Lang, P. J. (2000). Affective reactions to acoustic stimuli. Psychophysiology, 37, 204–215.  
Added by: Mark Grimshaw-Aagaard 19 May 2014 08:30:50 Europe/Copenhagen
Collins, K. (2005). From bits to hits: Video games music changes its tune. Film International, 12, 4–19.  
Added by: Mark Grimshaw-Aagaard 24 Sep 2010 08:02:39 Europe/Copenhagen
Benyon, D., Smyth, M., O'Neill, S., McCall, R., & Carroll, F. (2006). The place probe: Exploring a sense of place in real and virtual environments. Presence: Teleoperators and Virtual Environments, 15(6), 668–687.  
Last edited by: Deleted user 16 Sep 2018 15:17:44 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: Mark Grimshaw-Aagaard 15 May 2015 12:46:29 Europe/Copenhagen
Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and Virtual Environments, 13(4), 494–505.  
Last edited by: Mark Grimshaw-Aagaard 15 Nov 2018 11:30:58 Europe/Copenhagen
Sas, C., & O'Hare, G. (2003). The presence equation: An investigation into cognitive factors underlying presence. Presence: Teleoperators and Virtual Environments, 12(5), 523–537.  
Last edited by: Mark Grimshaw-Aagaard 17 Sep 2018 16:41:42 Europe/Copenhagen
Deuel, T. A., Pampin, J., Sundstrom, J., & Darvas, F. (2017). The Encephalophone: A novel musical biofeedback device using conscious control of electroencephalogram (EEG). Frontiers in Human Neuroscience, 11,  
Last edited by: Mark Grimshaw-Aagaard 11 Jan 2018 13:28:50 Europe/Copenhagen
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wikindx 5.7 ©2018 | Total resources: 1007 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: American Psychological Association (APA) | Database queries: 25 | DB execution: 0.11321 secs | Script execution: 0.21551 secs