17 results

How does Term-time Paid Work Affect Higher Education Students’ Studies, and What can be Done to Minimise any Negative Effects?

Journal Article
McGregor, I. P. (2015)
How does Term-time Paid Work Affect Higher Education Students’ Studies, and What can be Done to Minimise any Negative Effects?. Journal of Perspectives in Applied Academic Practice, 3(2), 3-14. https://doi.org/10.14297/jpaap.v3i2.127
This study aims to investigate the effects of term-time paid work on undergraduate students’ studies and what can be done to minimise any negative effects. Two studies were co...

What Do Robots Sound Like? Ep 01 - Dr Iain McGregor

Digital Artefact
McGregor, I. (2024)
What Do Robots Sound Like? Ep 01 - Dr Iain McGregor. [Podcast]
Interviews on the topic of sound for human-robot interactions. Game audio designer Ali Tocher enjoys long form conversations with a wide range of guests. This episode’s guest ...

The digital Foley: what Foley artists say about using audio synthesis

Conference Proceeding
Di Donato, B., & McGregor, I. (2024)
The digital Foley: what Foley artists say about using audio synthesis. In Proceedings of the 2024 AES 6th International Conference on Audio for Games
Foley is a sound production technique where organicity and authenticity in sound creation are key to fostering creativity. Audio synthesis, Artificial Intelligence (AI) and In...

Everyday listening to auditory displays: lessons from acoustic ecology.

Conference Proceeding
Droumeva, M., & McGregor, I. (2012)
Everyday listening to auditory displays: lessons from acoustic ecology. In Proceedings of The 18th International Conference on Auditory Display (ICAD2012)
In order to design auditory displays that function well within the cultural, informational and acoustic ecology of everyday situations designers as well as researchers in psyc...

Listening loudspeakers: a quieter and more intelligible world

Digital Artefact
McGregor, I. (2017)
Listening loudspeakers: a quieter and more intelligible world. [Website]
Loudspeakers can now truly be described as ubiquitous, being part of many portable and fixed technologies. They are an important part of everyday life, providing both entertai...

Sound Design

Book
McGregor, I. (2019)
Sound Design. (2nd
This book explores the underlying principles of sound design for linear and interactive media, and specifically how they apply to theatre and radio. The focus of the text is a...

Sound Stories: A Context-Based Study of Everyday Listening to Augmented Soundscapes

Journal Article
Droumeva, M., & McGregor, I. (2019)
Sound Stories: A Context-Based Study of Everyday Listening to Augmented Soundscapes. Interacting with Computers, 31(3), 336-347. https://doi.org/10.1093/iwc/iwz024
With an increasing number of everyday operations and communications becoming both automated and autonomous, ambient intelligent soundscapes are transforming to accommodate add...

CymaSense: a real-time 3D cymatics-based sound visualisation tool

Conference Proceeding
McGowan, J., Leplâtre, G., & McGregor, I. (2017)
CymaSense: a real-time 3D cymatics-based sound visualisation tool. In DIS '17 Companion Proceedings of the 2017 ACM Conference Companion Publication on Designing Interactive Systems (270-274). https://doi.org/10.1145/3064857.3079159
What does music look like? Representation of music has taken many forms over time, from musical notation [16], through to random algorithm-based visualisations based on the am...

Sound Design

Book
McGregor, I. (2020)
Sound Design. (3rd
This book explores the underlying principles of sound design for linear and interactive media, and specifically how they apply to theatre, radio and film. The focus of the tex...

Mapping workplace soundscapes: Reifying Office Auditory Environments

Conference Proceeding
McGregor, I., Crerar, A., Benyon, D., & LePlâtre, G. (2006)
Mapping workplace soundscapes: Reifying Office Auditory Environments. In World Forum on Acoustic Ecology Conference (334-344
This paper reports an empirical study to investigate how individuals perceive and classify elements of their workplace auditory environments. The participants were 18 universi...

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