Information Technology Reference
In-Depth Information
Alone in the dark: Inferno . [Computer game]. (2008).
Eden Games S.A.S. (Developer). New York: Atari.
Anderson, P. W. S. (2002). Resident evil [Motion picture].
Munich, Germany: Constantin Film.
Alone in the dark:The new nightmare . [Computer
game]. (2001). DarkWorks (Developer).Villeurbanne:
Infogrames.
Angus, J. A. S, and Caunce A. (2010) A GPGPU ap-
proach to improved acoustic finite difference time domain
calculations. AES 128 (7963) London, UK.
Altman, R. (1992). Sound theory sound practice . London:
Routledge.
Aquaria. (2007). Ambrosia Software.
Aronofsky, D. (1998). Pi . Harvest Filmworks
Altman, R. (1992). General introduction: Cinema as event
. In Altman, R. (Ed.), Sound theory, sound practice (pp.
1-14). New York: Routledge.
Arons, B. (1992, July). A review of the cocktail party ef-
fect. Journal of the American Voice I/O Society, 12 , 35-50.
Arsenault, D., & Perron, B. (2009). In the frame of the
magic cycle: The circle(s) of gameplay . In Perron, B.,
& Wolf, M. J. P. (Eds.), The video game theory reader 2
(pp. 109-132). New York: Routledge.
Altman, R. (1992). Cinema as event . In Altman, R. (Ed.),
Sound theory sound practice . New York: Routledge.
Alves, V., & Roque, L. (2009b). Notes on adopting
auditory guidelines in a game design case . In Veloso,
A., Roque, L., & Mealha, O. (Eds.), Proceedings of
Videojogos2009 - Conferência de Ciências e Artes dos
Videojogos . Aveiro, Portugal.
Arsenault, D., & Picard, M. (2008). Le jeu vidéo en-
tre dépendance et plaisir immersif: les trois formes
d'immersion vidéoludique. Proceedings of HomoLudens:
Le jeu vidéo: un phénomène social massivement pratiqué,
(pp. 1-16). Retrieved from http://www.homoludens.uqam.
ca/index.php?option=com_ content&task=view&id=5
5&Itemid=63.
Alves, V., & Roque, L. (2009a). A proposal of soundscape
design guidelines for user experience enrichment. In
Proceedings of the 4th Conference on Interaction with
Sound, Audio Mostly 2009 (pp. 27-32). Glasgow, UK.
Ashcraft, B. (2008) How gaming is surpassing the
Uncanny Valley. Kotaku . Retrieved April 7, 2009, from
http://kotaku.com/5070250/how-gaming-is-surpassing-
uncanny-valley.
AM3D (2009). AM3D [Computer software]. AM3D A/S
(Developer). Aalborg, Denmark.
Amdel-Meguid, A. A. (2009). Causing fear and anxiety
through sound design in video games. Unpublished
master's thesis. Southern Methodist University, Dallas,
Texas, USA.
Ashmed, D. H., & Wall, R. S. (1999). Auditory percep-
tion of walls via spectral variations in the ambient sound
field. Journal of Rehabilitation Research and Develop-
ment , 36 (4).
Amsel, A. (1962). Frustrative nonreward in partial re-
inforcement and discrimination learning: Some recent
history and a theoretical extension. Psychological Review ,
69 (4), 306-328. doi:10.1037/h0046200
Assassin's Creed 2. (2009). Ubisoft Montreal. Ubisoft.
Association for Computing Machinery. (2010). ACM com-
puting classification system. New York: ACM. Retrieved
February 4, 2010, from http://www.acm.org/about/class/.
Anderson, G., & Brown, R. I. T. (1984). Real and labora-
tory gambling, sensation-seeking and arousal. The British
Journal of Psychology , 75 (3), 401-410.
Atkinson, D. (2009). Lip sync (lip synchronization ani-
mation). Retrieved July 29, 2009, from http://minyos.its.
rmit.edu.au/aim/a_notes/anim_lipsync.html.
Anderson, J. D. (1996). The reality of illusion: An eco-
logical approach to cognitive film theory . Carbondale,
IL: Southern Illinois University Press.
Search WWH ::




Custom Search