Information Technology Reference
In-Depth Information
Williams, A. (1985). Godard's use of sound . In Weis, E.,
& Belton, J. (Eds.),
Film sound: Theory and practice
.
New York: Columbia University Press.
Wundt, W. (1896).
Grundriss der Psychologie
. Leipzig,
Germany: Alfred Kröner Verlag.
Wurtzler, S. (1992). “She sang live, but the microphone
was turned off”: The live, the recorded and the subject of
representation . In Altman, R. (Ed.),
Sound theory sound
practice
. New York: Routledge.
Williams, L. (2006). Music videogames: The inception,
progression and future of the music videogame. In
Pro-
ceedings of Audio Mostly 2006: A Conference on Sound
in Games
(pp. 5-8). Piteå, Sweden: Interactive Institute,
Sonic Studio Piteå.
Yalch, R. F., & Spangenberg, E. R. (2000). The effects
of music in a retail setting on real and perceived shop-
ping times.
Journal of Business Research
,
49
, 139-147.
doi:10.1016/S0148-2963(99)00003-X
Wingstedt, J. (2008).
Making music mean: On functions
of, and knowledge about, narrative music in multimedia
.
Unpublished doctoral dissertation. Luleå University of
Technology, Sweden.
Yamada, M. (2009, September). Can music change the
success rate in a slot-machine game? Paper presented at
the
Western Pacific Acoustics Conference
, Bejing, China.
Wolf, M. J. P. (2003). Abstraction in the video game . In
Perron, B., & Wolf, M. J. P. (Eds.),
The video game theory
reader
(pp. 47-65). New York: Routledge.
Yee-King, M., & Roth, M. (2008).
Synthbot: An unsu-
pervised software synthesiser programmer.
International
Computer Music Conference.
Wolfson, S., & Case, G. (2000). The effects of sound
and colour on responses to a computer game.
Interact-
ing with Computers
,
13
, 183-192. doi:10.1016/S0953-
5438(00)00037-0
Yoshi's Island. (2007).
Nintendo Japan
. Nintendo.
Yost, W. A. (2007).
Fundamentals of hearing: An intro-
duction
(5th ed.). New York: Academic Press.
Wooller, R. W., & Brown, A. R. (2005). Investigating
morphing algorithms for generative music. In
Proceed-
ings of Third Iteration: Third International Conference
on Generative Systems in the Electronic Arts
. Melbourne,
Australia.
You don't know jack
[Computer game]. (1995). Berkeley
Systems/Jellyvision (Developer). Fresno, CA: Sierra
On-Line.
Young, K. (2006). Recreating reality.
Game Sound
. Re-
trieved February 13, 2009, from http://www.gamesound.
org/articles/RecreatingReality.html
Working Group Noise Eurocities
. (n.d.). Retrieved January
10, 2010, from http://workinggroupnoise.web-log.nl/.
World of Warcraft. (2004).
Blizzard Entertainment
.
Blizzard.
Zahorik, P., & Jenison, R. L. (1998). Presence as being-
in-the-world.
Presence (Cambridge, Mass.)
,
7
(1), 78-89.
doi:10.1162/105474698565541
World of warcraft.
(2005). Blizzard.
Zelda: Phantom Hourglass.
(2007). Nintendo. Nintendo.
World soundscape project
. (n.d.). Retrieved September
31, 2009, from http://www.sfu.ca/~truax/wsp.html
Zemekis, R. (Producer/Director). (2004).
The polar
express
[Motion picture]. California: Castle Rock En-
tertainment.
Woszczyk, W., Bech, S., & Hansen, V. (1995). Interactions
between audio-visual factors in a home theater system:
Definition of subjective attributes.
AES 99th Convention
.
Preprint 4133.
Zemekis, R. (Producer/Director). (2007).
Beowulf
[Motion
picture]. California: ImageMovers.
Wrightson, K. (2000). An introduction to acoustic ecol-
ogy.
Soundscape: The Journal of Acoustic Ecology, I
(I,
Spring 2000), 10-13.
Search WWH ::
Custom Search