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Nature soundscapes: an audio augmented reality experience., , and . Audio Mostly Conference, page 85-92. ACM, (2020)Deep Subjectivity and Empathy in Virtual Reality: A Case Study on the Autism TMI Virtual Reality Experience., , and . New Directions in Third Wave Human-Computer Interaction (1), Springer, (2018)The Sound of the Smell (and taste) of my Shoes too: Mapping the Senses using Emotion as a Medium., and . Audio Mostly Conference, page 28-33. ACM, (2016)High-Level Analysis of Audio Features for Identifying Emotional Valence in Human Singing., , and . Audio Mostly Conference, page 37:1-37:4. ACM, (2018)Auditory Masking and the Precedence Effect in Studies of Musical Timekeeping., and . Audio Mostly Conference, page 25:1-25:4. ACM, (2018)Worlds apart? Finance and investment in creative industries in the People's Republic of China and Latin America., , and . Telematics Informatics, 22 (4): 309-331 (2005)Statistical Models for Predicting Results in Professional League of Legends., and . ArtsIT, volume 422 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 138-152. Springer, (2021)Lundheim: Exploring Affective Audio Techniques in an Action-Adventure Video Game., , and . Audio Mostly Conference, page 155-158. ACM, (2022)Waveform Analysis for High-Quality Loop-Based Audio Distribution.. CATA, page 19-25. ISCA, (2005)Mozart to Metallica: A Comparison of Musical Sequences and Similarities., , and . CAINE, page 332-339. ISCA, (2005)