Information Technology Reference
In-Depth Information
Hansen, S. H., & Jensenius, A. R. (2006). The Drum Pants.
In Proceedings of Audio Mostly 2006: A Conference on
Sound in Games (pp. 60-63). Piteå, Sweden: Interactive
Institute/Sonic Studio.
Hauntedhouse. [Computer game]. (1981). Atari (Devel-
oper).Sunnyvale: Atari.
Haze. (2008). Free Radical Design.
Hazlett, R. L. (2006). Measuring emotional valence during
interactive experiences: Boys at video game play. In Pro-
ceedings of CHI'06 (pp. 1023 - 1026). New York: ACM.
Hanson, D. (2006). Exploring the aesthetic range for hu-
manoid robots. In Proceedings of the ICCS/CogSci-2006
Long Symposium: Toward Social Mechanisms of Android
Science , 16-20.
Healy, A. F., Proctor, R. W., & Weiner, I. B. (2004).
Handbook of psychology: Vol. 4 . Experimental psychol-
ogy . Hoboken, NJ: Wiley.
Harmonix (2003). Amplitude [Computer game]. Harmonix
(Developer), Sony.
Heavenly sword. (2007). Sony.
Harmonix (2006-2009). Guitar Hero series [Computer
games]. Harmonix, Neversoft, Vicarious Visions, Budcat
Creations, RedOctane (Developers), Activision.
Hébert, S., Béland, R., & Dionne-Fournelle, O. (2005).
Physiological stress response to video-game playing:
the contribution of built-in music. Life Sciences , 76 ,
2371-2380. doi:10.1016/j.lfs.2004.11.011
Harrigan, K. A. (2009). Slot machines: Pursuing respon-
sible gaming practices for virtual reels and near misses.
International Journal of Mental Health and Addiction ,
7 (1), 68-83. doi:10.1007/s11469-007-9139-8
Herber, N. (2006). The Composition-Instrument: Musical
emergence and interaction. In Proceedings of Audio Mostly
2006: A Conference on Sound in Games (pp. 53-59).
Piteå, Sweden: Interactive Institute/Sonic Studio Piteå.
Harrigan, K. A., & Dixon, M. (2009). PAR sheets, prob-
abilities, and slot machine play: Implications for problem
and non-problem gambling. Journal of Gambling Issues ,
23 , 81-110. doi:10.4309/jgi.2009.23.5
Hermann, T., & Hunt, A. (2005). Guest Editors' Introduc-
tion: An Introduction to Interactive Sonification. IEEE
MultiMedia , 12 (2), 20-24. doi:10.1109/MMUL.2005.26
Harry Potter and the Chamber of Secrets. (2002). Euro-
com . Electronic Arts.
Hermann, T., & Ritter, H. (1999). Listen to your data:
Model-based sonification for data analysis . In Advances
in intelligent computing and multimedia systems (pp.
189-194). Baden-Baden.
Harvey, A., & Samyn, M. (2006). Realtime art manifesto.
Retrieved June 6, 2009, from http://tale-of-tales.com/
tales/RAM.html
Hiller, L. A., & Isaacsons, L. M. (1959). Experimental
music: Composing with an electronic computer . New
York: McGraw Hill.
Hassanpour, A. (2009). Dubbing. The Museum of Broad-
cast Communications . Retrieved July 14, 2009, from,
http://www.museum.tv/archives/etv/D/htmlD/dubbing/
dubbing.htm.
Hiller, L. and Ruiz, P. (1971). Synthesizing musical sounds
by solving the wave equation for vibrating objects. Journal
of the Audio Engineering Society.
Hassenzahl, M., & Roto, V. (2007). Being and doing: A
perspective on User Experience and its measurement.
Interfaces , 72 , 10-12.
Hirokawa, E. (2004). Effects of music, listening, and re-
laxation instructions on arousal changes and the working
memory task in older adults. Journal of Music Therapy ,
41 (2), 107-127.
Hassenzahl, M., & Tractinsky, N. (2006). User
Experience—a research agenda [Editorial]. Be-
haviour & Information Technology , 25 (2), 91-97.
doi:10.1080/01449290500330331
Search WWH ::




Custom Search