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M. Grimshaw-Aagaard, "Sonic Virtuality, Environment, and Presence," in Proc. Conceiving Virtuality, ser. Numanities - Arts and Humanities in Progress, J. Braga, Ed. Coimbra, PT, Oct. 26–28, 2016, pp. 69–80. 
Added by: Mark Grimshaw-Aagaard (02/06/2025, 08:20)   Last edited by: Mark Grimshaw-Aagaard (02/06/2025, 08:21)
Resource type: Proceedings Article
Peer reviewed
DOI: 10.1007/978-3-030-24751-5_4
ID no. (ISBN etc.): 978-3-030-24750-8
BibTeX citation key: GrimshawAagaard2011
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Categories: Presence & Immersion, Sensation & Perception
Keywords: Biofeedback, Computer games, Environment, Presence, Sonic virtuality
Creators: Braga, Grimshaw-Aagaard
Publisher: Coimbra University (Coimbra, PT)
Collection: Conceiving Virtuality
Views: 21/21
Attachments   978-3-030-24751-5(1).pdf [2/2] URLs   https://link.sprin ... 78-3-030-24751-5_4
Abstract
The article presents a brief introduction to the concept of sonic virtuality, a view of sound as a multi-modal, emergent perception that provides a framework that has since been used to provide an explanation of the formation of environments. Additionally, the article uses such concepts to explain the phenomenon of presence, not only in virtual worlds but also in actual worlds. The view put forward is that environment is an emergent perception, formed from the hypothetical modelling of salient worlds of sensory things, and it is in the environment that we feel present. The article ends with some thoughts on the use of biofeedback in computer games as part of the immersive technology designed to facilitate presence in such worlds.
Added by: Mark Grimshaw-Aagaard  Last edited by: Mark Grimshaw-Aagaard
WIKINDX 6.11.0 | Total resources: 153 | Username: -- | Bibliography: WIKINDX Master Bibliography | Style: Institute of Electrical and Electronics Engineers (IEEE) | Time Zone: Asia/Hong_Kong (+08:00)


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