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Unpublished doctoral dissertation.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