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  • 1
    UID:
    b3kat_BV035080690
    Format: X, 200 S. , Ill., Notenbeisp.
    ISBN: 9780262033787
    Note: Incl. bibliographical references and index, Literaturverz.: S. 189 - 196 ; Game studies / Music
    Language: English
    Subjects: Musicology
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    Keywords: Videospiel ; Begleitung ; Videospiel ; Klangkunst ; Handbooks and manuals
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    UID:
    b3kat_BV040748036
    Format: XII, 185 S. , Ill., graph. Darst.
    ISBN: 9780262018678
    Language: English
    Subjects: General works , Musicology
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    Keywords: Videospiel ; Sound ; Interaktion
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    Book
    Book
    New York, NY [u.a.] : Oxford Univ. Press
    UID:
    b3kat_BV041853751
    Format: XXV, 594 S. , Ill., graph. Darst.
    ISBN: 9780199797226
    Content: 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.
    Note: 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
    Language: English
    Subjects: Musicology
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    Keywords: Interaktive Medien ; Soundverarbeitung ; Musik ; Computerspiel ; Computermusik
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  • 4
    UID:
    b3kat_BV022878120
    Format: XI, 207 S. , Ill., graph. Darst., Notenbeisp.
    ISBN: 9780754662006 , 9780754662112 , 0754662004
    Series Statement: Ashgate popular and folk music series
    Note: 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
    Additional Edition: Erscheint auch als Online-Ausgabe From Pac-Man to pop music
    Language: English
    Subjects: Musicology
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    Keywords: Videospiel ; Musik ; Geschichte ; Popmusik ; Videospiel ; Geschichte ; Aufsatzsammlung
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  • 5
    Book
    Book
    Cambridge, Massachusetts ; London, England : The MIT Press
    UID:
    b3kat_BV046938055
    Format: ix, 235 Seiten , Illustrationen, Diagramme
    ISBN: 9780262044134 , 0262044137
    Content: "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"--
    Note: 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
    Language: English
    Keywords: Sounddesign
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  • 6
    Book
    Book
    New York, NY [u.a.] : Oxford Univ. Press
    UID:
    b3kat_BV044314573
    Format: XXV, 594 Seiten , Ill., graph. Darst.
    ISBN: 9780190651053
    Content: 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.
    Language: English
    Subjects: Musicology
    RVK:
    Keywords: Interaktive Medien ; Soundverarbeitung ; Musik ; Computerspiel ; Computermusik
    Library Location Call Number Volume/Issue/Year Availability
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  • 7
    Online Resource
    Online Resource
    Cambridge, MA : The MIT Press
    UID:
    gbv_1797602209
    Format: 1 Online-Ressource (235 Seiten) , Illustrationen, Diagramme
    ISBN: 9780262362917
    Additional Edition: ISBN 9780262044134
    Additional Edition: Erscheint auch als Druck-Ausgabe Collins, Karen, 1973 - Studying sound Cambridge, MA : The MIT Press, 2020 ISBN 0262044137
    Additional Edition: ISBN 9780262044134
    Language: English
    Keywords: Akustik
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  • 8
    UID:
    gbv_1658588614
    Format: 1 Online-Ressource (xxviii, 594 Seiten)
    ISBN: 9780199983872
    Series Statement: Oxford handbooks
    Content: 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.
    Additional Edition: ISBN 9780199797226
    Additional Edition: Erscheint auch als Druck-Ausgabe The Oxford handbook of interactive audio Oxford [u.a.] : Oxford University Press, 2014 ISBN 9780199797226
    Language: English
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  • 9
    UID:
    kobvindex_ZLB34771843
    ISBN: 9780262312301
    Content: " An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games.In Playing with Sound , Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects8212 which include not only music but also sound effects, ambient sound, dialogue, and interface sounds8212 both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games,the role of interactive sound in creating an emotional experience through immersion and identification with the game character,the ways in which sound acts as a mediator for a variety of performative activities,and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances. "
    Content: Biographisches: "Karen Collins is Associate Professor in the Department of Communication Arts at the University of Waterloo. She is the author of ten books on sound, including Game Sound and Playing with Sound (both published by the MIT Press), and is the director of the film B eep: A Documentary History of Game Sound ."
    Language: English
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  • 10
    UID:
    kobvindex_ZLB35004151
    ISBN: 9780861969388
    Series Statement: Encounters: Explorations in Folklore and Ethnomusicology
    Content: " Essays on the use of music and sound in films from Godzilla to Star Wars and beyond. In recent years, music and sound have been increasingly recognized as an important, if often neglected, aspect of film production and film studies. Off the Planet comprises a lively, stimulating, and diverse collection of essays on aspects of music, sound, and science fiction cinema.Following a detailed historical introduction to the development of sound and music in the genre, individual chapters analyze key films, film series, composers, and directors in the postwar era. The first part of the anthology profiles seminal 1950s productions such as The Day the Earth Stood Still , the first Godzilla film, and Forbidden Planet . Later chapters analyze the work of composer John Williams, the career of director David Cronenberg, the Mad Max series, James Cameron's Terminators, and other notable SF films such as Space Is the Place , Blade Runner , Mars Attacks! , and The Matrix . Off the Planet is an important contribution to the emerging body of work in music and film, with contributors including leading film experts from Australia, Canada, Japan, New Zealand, the United Kingdom, and the United States."
    Content: Biographisches: "Philip Hayward is Professor of Contemporary Music Studies at Macquarie University, Sydney, and co-editor of Perfect Beat8212"
    Language: English
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