Information Technology Reference
In-Depth Information
Pulman, A. (2007). Investigating the potential of Nintendo
DS Lite handheld gaming consoles and Dr. Kawashima's
Brain Training software as a study support tool in numeracy
and mental arithmetic.
JISC TechDis HEAT Scheme Round
1 Project Reports.
Retrieved June 6, 2009, from http://
www.techdis.ac.uk/index.php?p=2_1_7_9.
Recommendation ITU-T P.911. (1998/1999).
Subjective
audiovisual quality assessment methods for multimedia
applications
. Geneva: International Telecommunication
Union.
Reeves, B., & Voelker, D. (1993).
Effects of audio-video
asynchrony on viewer's memory, evaluation of content
and detection ability. (Research Report prepared for Pixel
Instruments, CA)
. Palo Alto, CA: Standford University,
Department of Communication.
Quilitch, H. R., & Risley, T. R. (1973). The effects of
play materials on social play.
Journal of Applied Behavior
Analysis
,
6
(4), 573-578. doi:10.1901/jaba.1973.6-573
Raghuvanshi, N., Lauterbach, C., Chandak, A., Manocha,
D., & Lin, M. C. (2007). Real-time sound synthesis and
propagation for games.
Communications of the ACM
,
50
(7), 67-73. doi:10.1145/1272516.1272541
Reid, J., Geelhoed, E., Hull, R., Cater, K., & Clayton,
B. (2005). Parallel worlds: Immersion in location-based
experiences. In
CHI '05 Extended Abstracts on Human
Factors in Computing Systems
.
Raghuvanshi, N., & Lin, M. C. (2006). Interactive sound
synthesis for large scale environments. In
Proceedings
of the 2006 symposium on Interactive 3D graphics and
games
(pp. 101-108). New York: ACM.
Reiter, U. (2011). Perceived quality in game audio . In
Grimshaw, M. (Ed.),
Game sound technology and player
interaction: Concepts and developments
. Hershey, PA:
IGI Global.
Rand, A. (1971).
Art and cognition. The Romantic Mani-
festo. 78
. Signet.
Reiter, U., & Jumisko-Pyykkö, S. (2007). Watch, press
and catch—Impact of divided attention on requirements of
audiovisual quality . In Jacko, J. (Ed.),
Human-Computer
Interaction, Part III, HCI 2007
(pp. 943-952). Berlin:
Springer Verlag.
Rault, J. B., Emerit, M., Warusfel, O., & Jot, J. M. (1998).
Audio rendering of virtual room acoustics and perceptual
description of the auditory scene.
TCI/SC29/WG11
.
Reiter, U. (2009).
Bimodal audiovisual perception in
interactive application systems of moderate complexity
.
Unpublished doctoral dissertation. TU Ilmenau, Germany.
Ravaja, N. (2004). Contributions of psychophysiology
to media research: Review and recommendations.
Media
Psychology
,
6
(2), 193-235. doi:10.1207/s1532785x-
mep0602_4
Reiter, U., & Weitzel, M. (2007).
Influence of interaction
on perceived quality in audiovisual applications: Evalu-
ation of cross-modal influence.
In Proceedings of 13th
International Conference on Auditory Displays (ICAD).
Ravaja, N., Turpeinen, M., Saari, T., Puttonen, S., &
Keltikangas-Järvinen, L. (2008). The psychophysiology
of James Bond: Phasic emotional responses to violent
video game events.
Emotion (Washington, D.C.)
,
8
(1),
114-120. doi:10.1037/1528-3542.8.1.114
Resident evil 3: Nemesis
. [Computer game]. (1999).
Capcom (Developer). Sunnyvale: Capcom USA.
Ravaja, N., Saari, T., Laarni, J., Kallinen, K., Salminen,
M., Holopainen, J., & Järvinen, A. (2005). The psycho-
physiology of video gaming: Phasic emotional responses
to game events. In
Proceedings of DiGRA 2005 Confer-
ence: Changing Views - Worlds in Play
.
Resident evil 4
. [Computer game]. (2004). Capcom Pro-
duction Studio 4 (Developer). Sunnyvale: Capcom USA.
Resident evil 5
. [Computer game]. (2009). Capcom
Production Studio 4 (Developer). Sunnyvale: Capcom
USA. Cardinal, S. (1994). Occurrences sonores et espace
filmique. Unpublished master's thesis. University of
Montréal, Montréal.
Search WWH ::
Custom Search