Information Technology Reference
In-Depth Information
Seah, M., & Cairns, P. (2008). From immersion to addic-
tion in videogames. In [New York: ACM.]. Proceedings
of BCS HCI , 2008 , 55-63.
Seyama, J., & Nagayama, R. S. (2007). The uncanny
valley: The effect of realism on the impression of artifi-
cial human faces. Presence (Cambridge, Mass.) , 16 (4),
337-351. doi:10.1162/pres.16.4.337
Seeking Alpha , “The Video Game Industry: An $18 Billion
Entertainment Juggernaut” August 05, 2008 http://seek-
ingalpha.com/article/89124-the-video-game-industry-an-
18-billion-entertainment-juggernaut.
Shams, L., Kamitani, Y., & Shimojo, S. (2000).
What you see is what you hear. Nature , 408 , 788.
doi:10.1038/35048669
Sega (2001). Rez [Computer game]. Sega.
Shams, L., Kamitani, Y., & Shimojo, S. (2002). Visual
illusion induced by sound. Brain Research. Cognitive
Brain Research , 14 , 147-152. doi:10.1016/S0926-
6410(02)00069-1
Seitter, W. (2007). Das Spektrum der menschlichen
Schallproduktionen. In H. Schulze & C. Wulf (Eds.),
Paragrana, Internationale Zeitschrift für Historische
Anthropologie, 16 (2), 191-205. Berlin: Akademie Verlag.
Sharpe, L. (2004). Patterns of autonomic arousal in
imaginal situations of winning and losing in problem
gambling. Journal of Gambling Studies , 20 , 95-104.
doi:10.1023/B:JOGS.0000016706.96540.43
Sek, A., & Moore, B. C. (1995). Frequency discrimina-
tion as a function of frequency, measured in several ways.
The Journal of the Acoustical Society of America , 97 (4),
2479-2486. doi:10.1121/1.411968
Sheridan, T. B. (1994). Further Musings on the Psycho-
physics of Presence. Presence (Cambridge, Mass.) , 5 ,
241-246.
Sengers, P., Boehner, K., Mateas, M., & Gay, G. (2008).
The disenchantment of affect. Personal and Ubiquitous
Computing , 12 (5), 347-358. doi:10.1007/s00779-007-
0161-4
Shiffrin, R. M., & Grantham, D. W. (1974). Can atten-
tion be allocated to sensory modalities? Perception &
Psychophysics , 15 , 460-474.
Sengers, P., & Gaver, B. (2006). Staying open to interpre-
tation: Engaging multiple meanings in design and evalu-
ation. Proceedings of the 6th Conference on Designing
Interactive Systems, 2006, 99-108.
Shilling, R., Zyda, M., & Wardynski, E. C. (2002). Intro-
ducing emotion into military simulation and videogame
design: America's Army: Operations and VIRTE. In
Conference GameOn 2002 . Retrieved January 1, 2010,
from http://gamepipe.usc.edu/~zyda/pubs/Shilling-
Gameon2002.pdf.
Sequeira, S. D. S., Specht, K., Hämäläinen, H., & Hug-
dahl, K. (2008). The effects of different intensity levels
of background noise on dichotic listening to consonant-
vowel syllables. Scandinavian Journal of Psychology ,
49 (4), 305-310. doi:10.1111/j.1467-9450.2008.00664.x
Shultz, P. (2008). Music theory in music games . In Col-
lins, K. (Ed.), From Pac-Man to pop music: Interactive
audio in games and new media (pp. 177-188). Hampshire,
UK: Ashgate.
Serafin, S. (2004). Sound design to enhance presence in
photorealistic virtual reality. In Proceedings of the 2004
International Conference on Auditory Display .
Sider, L. (Ed.). (2003). Soundscape: The School of Sound
lectures 1998-2001 . London: Wallflower Press.
Serquera, J., Miranda, E. R. (2010) CA sound synthesis
with an extended version of the multi-type voter model.
AES128 (8029) London, UK.
Sierra (1993). Gabriel Knight: Sins of the Fathers [Com-
puter game]. Sierra Entertainment.
Sevsay, E. (2005). Handbuch der Instrumentationspraxis
(1st ed.). Kassel, Germany: Bärenreiter.
Silent hill 2 . [Computer game]. (2001). KCET (Developer).
Redwood City: Konami of America.
Search WWH ::




Custom Search