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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 Unpublished thesis PhD, Danish Design School of Copenhagen, Denmark.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
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 Unpublished PhD Thesis, University of Aalborg, Denmark.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
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
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 Unpublished thesis PhD, Victoria University, Wellington, New Zealand.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
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
Wesson, D. W., & Wilson, D. A. (2010). Smelling sounds: Olfactory–auditory sensory convergence in the olfactory tubercle. The Journal of Neuroscience, 30(8), 3013–3021.  
Last edited by: Mark Grimshaw-Aagaard 28 Sep 2015 10:44:53 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
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 Unpublished thesis PhD, University College London, United Kingdom.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
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 Unpublished Dissertation PhD.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
Abbate, C. (2004). Music: Drastic or gnostic? Critical Inquiry, 30(3), 505–536.  
Last edited by: Deleted user 18 May 2016 12:03:01 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
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
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
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
Zatorre, R. J., Belin, P., & Penhune, V. B. (2002). Structure and function of auditory cortex: Music and speech. Trends in Cognitive Science, 6(1), 37–46.  
Added by: Mark Grimshaw-Aagaard 30 May 2016 10:36:35 Europe/Copenhagen
Garner, T., & Jordanous, A. 2016, June 27 Emergent perception and video games that listen: Applying sonic virtuality for creative and intelligent npc behaviours. Unpublished paper presented at The 2nd Computational Creativity and Games Workshop, Paris.  
Last edited by: Mark Grimshaw-Aagaard 11 Jan 2018 17:08:19 Europe/Copenhagen
Schulkin, J., & Raglan, G. B. (2014). The evolution of music and human social capability. Frontiers in Neuroscience, 8,  
Added by: Mark Grimshaw-Aagaard 30 May 2016 10:41:53 Europe/Copenhagen
Grimshaw, M., Tan, S.-L., & Lipscomb, S. D. (2013). Playing with sound: The role of music and sound effects in gaming. In A. Cohen, S.-L. Tan, R. Kendall & S. D. Lipscomb (Eds), Psychology of Music in Multimedia (pp. 289–314). New York: Oxford University Press.  
Last edited by: Mark Grimshaw-Aagaard 25 Oct 2015 08:13:13 Europe/Copenhagen
Clark, A. (2013). Expecting the world: Perception, prediction, and the origins of human knowledge. Journal of Philosophy, CX(9), 469–496.  
Last edited by: Mark Grimshaw-Aagaard 26 Jul 2018 10:36:16 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: 26 | DB execution: 0.11962 secs | Script execution: 0.20700 secs