Journal Articles 2011(1 publication) [publication]Valter Alves and Licinio Roque , "Empowering independent game developers to perform sound design", Revista de Ciências e Tecnologias de Informação e Comunicação do CETAC.MEDIA - Prisma.Com, vol. 14, 2011 [citation][year=2011]Cavalcanti, P. D. L., & Ferreira, J. C. (2011). Análise descritiva do software educacional GCompris. In Anais do Simpósio Brasileiro de Informática na Educação (Vol. 1, No. 1). 2010(1 publication) [publication]Valter Alves and Licinio Roque , "Notes on adopting auditory guidelines in a game design case", Revista de Ciências e Tecnologias de Informação e Comunicação do CETAC.MEDIA - Prisma.Com, vol. 10, 2010 Conference Articles 2014(1 publication) [publication]Pires, D. and Valter Alves and Licinio Roque , "A software architecture for dynamic enhancement of soundscapes in games", in Proceedings of the 9th Audio Mostly: A Conference on Interaction With Sound, Aharus, DK, ACM, 2014 [citation][year=2015]Bouche, D., & Bresson, J. (2015, November). Articulation dynamique de structures temporelles pour l'informatique musicale. In Modélisation des Systèmes Réactifs (MSR 2015). 2013(3 publications) [publication]Valter Alves and Licinio Roque , "Design Patterns in Games: the case for Sound Design", in DPG 2013 - 2nd Workshop on Design Patterns in Games, co-located with FDG 2013 - 8th International Conference on the Foundations of Digital Games, 2013 [publication]Pires, D. and Valter Alves and Licinio Roque , "Dynamic enhancement of videogame soundscapes", in Audio Mostly 2013, the 8th Conference on Interaction with Sound, 2013 [publication]Pires, D. and Valter Alves and Licinio Roque , "Uma Proposta de Arquitectura para Composição Dinâmica de Soundscapes em Videojogos", in Videojogos2013, Conferência de Ciências e Artes dos Videojogos, 2013 2011(2 publications) [publication]Valter Alves and Licinio Roque , "An Inspection on a Deck for Sound Design in Games", in 6th Audio Mostly Conference: A Conference on Interaction with Sound, 2011 [citation][year=2015]McGregor, I. P., & Cunningham, S. (2015). Comparative Evaluation of Radio and Audio Logo Sound Designs. Journal of the Audio Engineering Society, 63(11), 876-888. [citation][year=2014]M Carron, F Dubois, N Misdariis, C Talotte, P Susini (2014). Designing sound identity: providing new communication tools for building brands corporate sound, in Proceedings of the 9th Audio Mostly: A Conference on Interaction With Sound, ACM [citation][year=2014]R Wetzel (2014). Introducing Pattern Cards for Mixed Reality Game Design, in Third Workshop on Design Patterns in Games, 2014 - fdg2014.org [citation][year=2014]J Kwiatkowska, A Szóstek, D Lamas (2014). (Un)structured sources of inspiration: comparing the effects of game-like cards and design cards on creativity in co-design process, in Proceedings of the 13th Participatory Design Conference: Research Papers, 2014 - dl.acm.org [publication]Valter Alves and Licinio Roque , "A Deck for Sound Design in Games - Enhancements based on a Design Exercise", in 8th International Conference on Advances in Computer Entertainment Technology - ACE 2011, 2011 [citation][year=2014]R Wetzel (2014) Introducing Pattern Cards for Mixed Reality Game Design, Third Workshop on Design Patterns in Games, 2014 - fdg2014.org [citation][year=2014]J Kwiatkowska, A Szóstek, D Lamas (2014). (Un)structured sources of inspiration: comparing the effects of game-like cards and design cards on creativity in co-design process, in Proceedings of the 13th Participatory Design Conference: Research Papers - ACM, dl.acm.org [citation][year=2014]D Pires, V Alves, L Roque (2014). A software architecture for dynamic enhancement of soundscapes in games, in Proceedings of the 9th Audio Mostly: A …, 2014 - dl.acm.org [citation][year=2014]LS Ferro, SP Walz, S Greuter (2014). Gamicards-an alternative method for paper-prototyping the design of gamified systems, in Entertainment Computing–ICEC 2014, 2014 - Springer [citation][year=2013]Ng, P., & Nesbitt, K. (2013, September). Informative sound design in video games. In Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death (p. 9). ACM. [citation][year=2013]Wölfel, C., & Merritt, T. (2013). Method Card Design Dimensions: A Survey of Card-Based Design Tools. In Human-Computer Interaction–INTERACT 2013 (pp. 479-486). Springer Berlin Heidelberg. [citation][year=2013]Kristiansen, E. (2013). Design Games for In-Situ Design. International Journal of Mobile Human Computer Interaction (IJMHCI), 5(3), 1-22. 2010(2 publications) [publication]Valter Alves and Licinio Roque , "A Pattern Language for Sound Design in Games", in 5th Audio Mostly Conference: A Conference on Interaction with Sound, 2010 [citation][year=2015]McGregor, I. P., & Cunningham, S. (2015). Comparative Evaluation of Radio and Audio Logo Sound Designs. Journal of the Audio Engineering Society, 63(11), 876-888. [citation][year=2015]Erkut, C., Serafin, S., Hoby, M., & Sårde, J. (2015, October). Product Sound Design: Form, Function, and Experience. In Proceedings of the Audio Mostly 2015 on Interaction With Sound (p. 10). ACM. [citation][year=2015]Robb, J. (2015). Beyond the noise: an exploration of informative sound design in video games (Doctoral dissertation). [citation][year=2014]Babarinow, M. (2014). Computerspiele für Gamer mit Sehschwäche: Konzept für standardisierte Implementierung. Diplomica Verlag. [citation][year=2013]Ng, P., & Nesbitt, K. (2013, September). Informative sound design in video games. In Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death (p. 9). ACM. [publication]Valter Alves and Licinio Roque , "Empowering independent game developers to perform sound design", in Videojogos2010 - 3ª Conferência de Ciências e Artes dos Videojogos, 2010 2009(2 publications) [publication]Valter Alves and Licinio Roque , "A Proposal of Soundscape Design Guidelines for User Experience Enrichment", in 4th Audio Mostly Conference: A Conference on Interaction with Sound, 2009 [citation][year=2013]Garner, T. A., & Grimshaw, M. (2013). The Physiology of Fear and Sound: Working with Biometrics toward Automated Emotion Recognition in Adaptive Gaming Systems. IADIS International Journal on WWW/Internet, 11(2). [citation][year=2013]Garner, T. A., & Grimshaw, M. (2013). Psychophysiological Assessment Of Fear Experience In Response To Sound During Computer Video Gameplay. In International Conference Interfaces and Human Computer Interaction (pp. 45-53). [citation][year=2011]Psarras, V., Floros, A., Drosos, K., & Strapatsakis, M. (2011). Emotional control and visual representation using advanced audiovisual interaction. International Journal of Arts and Technology, 4(4), 480-498. [citation][year=2011]Johansson, K. (2011). Opålitliga ljud i skräckspel: Att öka rädslan med slumpmässiga ljud (Doctoral dissertation, University of Skövde). [citation][year=2011]UNRELIABLE SOUNDS IN SURVIVAL HORROR GAMES - Increasing fear with random sounds, Kristian Johansson (Examensarbete inom huvudområdet Medier, estetik och berättande) Hogskolan Skovde, 2011 [citation][year=2010]Liljedahl, M. (2010). Awesome-a tool for simulating sound environments. [citation][year=2010]Garner, T., Grimshaw, M., & Nabi, D. A. (2010, September). A preliminary experiment to assess the fear value of preselected sound parameters in a survival horror game. In Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with Sound (p. 10). ACM. [publication]Valter Alves and Licinio Roque , "Notes on adopting auditory guidelines in a game design case", in Videojogos2009 - 2ª Conferência de Ciências e Artes dos Videojogos, 2009 Edited Books 2011(1 publication) [publication]Licinio Roque and Valter Alves , "Proceedings of the 6th Audio Mostly Conference: a Conference on Interaction with Sound", 2011 Book Chapters 2011(2 publications) [publication]Valter Alves and Licinio Roque , "Guidelines for Sound Design in Computer Games", in Game sound technology and player interaction: Concepts and developments, pp. 362-383, 2011 [citation][year=2015]Enns, M. (2015). Game Scoring: Towards a Broader Theory (Doctoral dissertation, The University of Western Ontario). [citation][year=2012]Garner, T. A. (2012). Game Sound from Behind the Sofa: An Exploration into the Fear Potential of Sound & Psychophysiological Approaches to Audio-centric, Adaptive Gameplay (Doctoral dissertation, Videnbasen for Aalborg UniversitetVBN, Aalborg UniversitetAalborg University, Det Humanistiske FakultetThe Faculty of Humanities). [publication]Valter Alves and Cunningham, S. and Droumeva, M. and Grimshaw, M. and Hug, D. and Liljedahl, M. and O'Keeffe, L. and Wilhelmsson, U. , "Appendix", in Game sound technology and player interaction: Concepts and developments, pp. 416-426, 2011 PhD Theses 2013(1 publication) [publication]Valter Alves , "Sound design guidance as a contribution towards the empowerment of indie game developers", 2013