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  • 1
    UID:
    almahu_BV035080690
    Umfang: X, 200 S. : , Ill., Notenbeisp.
    ISBN: 978-0-262-03378-7
    Anmerkung: Incl. bibliographical references and index, Literaturverz.: S. 189 - 196 ; Game studies / Music
    Sprache: Englisch
    Fachgebiete: Musikwissenschaft
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    Schlagwort(e): Videospiel ; Begleitung ; Videospiel ; Klangkunst ; Handbooks and manuals
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    Buch
    Buch
    New York, NY [u.a.] :Oxford Univ. Press,
    UID:
    almahu_BV041853751
    Umfang: XXV, 594 S. : , Ill., graph. Darst.
    ISBN: 978-0-19-979722-6
    Inhalt: What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice. As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches - technological, emotional, psychological, and physical - the book provides a thorough overview of the fascinating experience of interactive sound.
    Anmerkung: Machine generated contents note: SECTION 1 INTERACTIVE SOUND IN PRACTICE -- 1.Spatial Reconfiguration in Interactive Video Art / Holly Rogers -- 2.Navigating Sound: Locative and Translocational Approaches to Interactive Audio / Nye Parry -- 3.Defining Sound Toys: Play as Composition / Andrew Dolphin -- 4.Thinking More Dynamically about Using Sound to Enhance Learning from Instructional Technologies / M. J. Bishop -- 5.Acoustic Scenography and Interactive Audio: Sound Design for Built Environments / Jan Paul Herzer -- SECTION 2 VIDEOGAMES AND VIRTUAL WORLDS -- 6.The Unanswered Question of Musical Meaning: A Cross-domain Approach / Tom Langhorst -- 7.How Can Interactive Music Be Used in Virtual Worlds like World of Warcrafft / Jon Inge Lomeland -- 8.Sound and the Videoludic Experience / Guillaume Roux-Girard -- 9.Designing a Game for Music: Integrated Design Approaches for Ludic Music and Interactivity / Dave Raybould -- , Contents note continued: 10.Worlds of Music: Strategies for Creating Music-based Experiences in Videogames / Melanie Fritsch -- SECTION 3 THE PSYCHOLOGY AND EMOTIONAL IMPACT OF INTERACTIVE AUDIO -- 11.Embodied Virtual Acoustic Ecologies of Computer Games / Tom Garner -- 12.A Cognitive Approach to the Emotional Function of Game Sound / Inger Ekman -- 13.The Sound of Being There: Presence and Interactive Audio in Immersive Virtual Reality / Niels C. Nilsson -- 14.Sonic Interactions in Multimodal Environments: An Overview / Stefania Serafin -- 15.Musical Interaction for Health Improvement / Birgitta Cappelen -- 16.Engagement, Immersion and Presence: The role of Audio Interactivity in Location-aware Sound Design / Fionnuala Conway -- SECTION 4 PERFORMANCE AND INTERACTIVE INSTRUMENTS -- 17.Multisensory Musicality in Dance Central / Kiri Miller -- 18.Interactivity and Liveness in Electroacoustic Concert Music / Mike Frengel -- , Contents note continued: 19.Skill in Interactive Digital Music Systems / Michael Gurevich -- 20.Gesture in the Design of Interactive Sound Models / Benjamin Schroeder -- 21.Virtual Musicians and Machine Learning / Nick Collins -- 22.Musical Behavior and Amergence in Technoetic and Media Arts / Norbert Herber -- SECTION 5 TOOLS AND TECHNIQUES -- 23.Flow of Creative Interaction with Digital Music Notations / Alan F. Blackwell -- 24.Blurring Boundaries: Trends and Implications in Audio Production Software Developments / David Bessell -- 25.Delivering Interactive Experiences through the Emotional Adaptation of Automatically Composed Music / Michael Katchabaw -- 26.A Review of Interactive Sound in Computer Games: Can Sound Affect the Motoric Behavior of a Player? / Stefania Serafin -- 27.Interactive Spectral Processing of Musical Audio / Victor Lazzarini -- SECTION 6 THE PRACTITIONER'S POINT OF VIEW -- , Contents note continued: 28.Let's Mix it Up: Interviews Exploring the Practical and Technical Challenges of Interactive Mixing in Games / Helen Mitchell -- 29.Our Interactive Audio Future / Damian Kastbauer -- 30.For the Love of Chiptune / Leonard J. Paul -- 31.Procedural Audio Theory and Practice / Andy Farnell -- 32.Live Electronic Preparation: Interactive Timbral Practice / Rafal Zapala -- 33.New Tools for Interactive Audio, and What Good they Do / Tim van Geelen
    Sprache: Englisch
    Fachgebiete: Musikwissenschaft
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    Schlagwort(e): Interaktive Medien ; Soundverarbeitung ; Musik ; Computerspiel ; Computermusik
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 3
    Buch
    Buch
    Aldershot [u.a.] :Ashgate,
    UID:
    almahu_BV022878120
    Umfang: XI, 207 S. : , Ill., graph. Darst., Notenbeisp.
    ISBN: 978-0-7546-6200-6 , 978-0-7546-6211-2 , 0-7546-6200-4
    Serie: Ashgate popular and folk music series
    Anmerkung: Literaturverz. S. 189 - 202 , Industries and Synergies. The new MTV? Electronic arts and playing music / Holly Tessler ; Marketing music through computer games: the case of Poets of the Fall and Max Payne 2 / Antti-Ville Kärjä -- Ringtones and mobile phones. Could ringtones be more annoying? / Peter Drescher ; Indeterminate adaptive digital audio for games on mobiles / Agnès Guerraz and Jacques Lemordant -- Instruments and interactions. Theoretical approaches to composing dynamic music for video games / Jesper Kaae ; Realising groundbreaking adaptive music / Tim van Geelen ; The composition-instrument: emergence, improvisation, and interaction in games and new media / Norbert Herber -- Techniques and technologies. Dynamic range: subtlety and silence in video game sound / Rob Bridgett ; An introduction to granular synthesis in video games / Leonard Paul -- Audio and audience. Chip music: low-tech data music sharing / Anders Carlsson ; Left in the dark: playing computer games with the sound turned off / Kristine Jørgensen ; Music theory in music games / Peter Shultz
    Weitere Ausg.: Erscheint auch als Online-Ausgabe From Pac-Man to pop music
    Sprache: Englisch
    Fachgebiete: Musikwissenschaft
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    Schlagwort(e): Videospiel ; Musik ; Popmusik ; Videospiel ; Aufsatzsammlung ; Aufsatzsammlung
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 4
    Buch
    Buch
    New York, NY [u.a.] : Oxford Univ. Press
    UID:
    b3kat_BV044314573
    Umfang: XXV, 594 Seiten , Ill., graph. Darst.
    ISBN: 9780190651053
    Inhalt: What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice. As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches - technological, emotional, psychological, and physical - the book provides a thorough overview of the fascinating experience of interactive sound.
    Sprache: Englisch
    Fachgebiete: Musikwissenschaft
    RVK:
    Schlagwort(e): Interaktive Medien ; Soundverarbeitung ; Musik ; Computerspiel ; Computermusik
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 5
    Buch
    Buch
    Cambridge, Mass. [u.a.] :MIT Press,
    UID:
    almahu_BV040748036
    Umfang: XII, 185 S. : , Ill., graph. Darst.
    ISBN: 978-0-262-01867-8
    Sprache: Englisch
    Fachgebiete: Musikwissenschaft , Allgemeines
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    Schlagwort(e): Videospiel ; Sound ; Interaktion
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 6
    Buch
    Buch
    Cambridge, Massachusetts ; London, England : The MIT Press
    UID:
    b3kat_BV046938055
    Umfang: ix, 235 Seiten , Illustrationen, Diagramme
    ISBN: 9780262044134 , 0262044137
    Inhalt: "This book is the first of its kind, in producing a modern text for sound design as a practice independent of visuals. It combines theories from academic research into media (including audio-visual media) with hands-on exercises and practice, scaffolding the skills in each chapter to build a creative, technically proficient sound designer. There are over 175 exercises in total, and there will be supporting video and audio examples and tutorials on the accompanying website that will help a reader with their practice, as well as PowerPoint slides to encourage an instructor to adopt the program. The book will also include a number of interviews with sound designers to provide real-world examples. Studying Sound will begin from the very foundational elements of learning about hearing and listening to the basics of acoustics and psychoacoustics to recording, sound effects, mixing, and then end with a more theoretical exploration of sound design"--
    Anmerkung: Introduction -- Hearing and listening -- Sound -- Recording sounds -- Sounds in space -- Sound effects -- Mixing -- Surround and spatial sound -- Sound and meaning -- Sound for story -- Conclusions and wrap-up
    Sprache: Englisch
    Schlagwort(e): Sounddesign
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 7
    UID:
    almahu_BV042508967
    Umfang: 1 Online-Ressource (x, 216 Seiten).
    ISBN: 978-0-262-27069-4 , 0-262-27069-2 , 978-1-4356-7727-2 , 1-4356-7727-7
    Anmerkung: Includes bibliographical references (p. [189]-196) and index
    Weitere Ausg.: Erscheint auch als Druck-Ausgabe, Hardcover ISBN 978-0-262-03378-7
    Sprache: Englisch
    Fachgebiete: Musikwissenschaft
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    Schlagwort(e): Videospiel ; Klangkunst ; Videospiel ; Begleitung
    URL: Volltext  (URL des Erstveröffentlichers)
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 8
    Online-Ressource
    Online-Ressource
    New York :Oxford University Press,
    UID:
    almahu_9948612057302882
    Umfang: 1 online resource : , illustrations
    ISBN: 9780199983872 (ebook) :
    Inhalt: What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.
    Weitere Ausg.: Print version ISBN 9780199797226
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 9
    Online-Ressource
    Online-Ressource
    Cambridge, MA : The MIT Press
    UID:
    gbv_1797602209
    Umfang: 1 Online-Ressource (235 Seiten) , Illustrationen, Diagramme
    ISBN: 9780262362917
    Weitere Ausg.: ISBN 9780262044134
    Weitere Ausg.: Erscheint auch als Druck-Ausgabe Collins, Karen, 1973 - Studying sound Cambridge, MA : The MIT Press, 2020 ISBN 0262044137
    Weitere Ausg.: ISBN 9780262044134
    Sprache: Englisch
    Schlagwort(e): Akustik
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 10
    Buch
    Buch
    Cambridge, Mass. [u.a.] : MIT Press
    UID:
    b3kat_BV040748036
    Umfang: XII, 185 S. , Ill., graph. Darst.
    ISBN: 9780262018678
    Sprache: Englisch
    Fachgebiete: Allgemeines , Musikwissenschaft
    RVK:
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    Schlagwort(e): Videospiel ; Sound ; Interaktion
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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