From Pac-Man to pop music : interactive audio in games and new media
著者
書誌事項
From Pac-Man to pop music : interactive audio in games and new media
(Ashgate popular and folk music series)
Ashgate, c2008
- : pbk
- : hbk
大学図書館所蔵 件 / 全4件
-
該当する所蔵館はありません
- すべての絞り込み条件を解除する
注記
Includes bibliographical references (p. [195]-202) and index
内容説明・目次
- 巻冊次
-
: hbk ISBN 9780754662006
内容説明
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multimedia, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.
目次
- Introduction, Karen Collins
- Part 1 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 Karja.
- Part 2 Ringtones and Mobile Phones: Could ringtones be more annoying?, Peter Drescher
- Indeterminate adaptive digital audio for games on mobiles, Agnes Guerraz and Jacques Lemordant.
- Part 3 Instruments and Interactions: Theoretical approaches to composing dynamic music for games, Jesper Kaae
- Realising groundbreaking adaptive music, Tim van Geelen
- The composition-instrument: emergence, improvisation, and interaction in games and new media, Norbert Herber.
- Part 4 Techniques and Technologies: Dynamic range: subtlety and silence in video game sound, Rob Bridgett
- An introduction to granular synthesis in video games, Leonard Paul.
- Part 5 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 Jorgensen
- Music theory in music games, Peter Schultz
- Annotated bibliography and resources, Erica Kudisch and Tim van Geelen
- Bibliography
- Index.
- 巻冊次
-
: pbk ISBN 9780754662112
内容説明
Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.
目次
- Introduction, Karen Collins
- Part 1 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 Karja.
- Part 2 Ringtones and Mobile Phones: Could ringtones be more annoying?, Peter Drescher
- Indeterminate adaptive digital audio for games on mobiles, Agnes Guerraz and Jacques Lemordant.
- Part 3 Instruments and Interactions: Theoretical approaches to composing dynamic music for games, Jesper Kaae
- Realising groundbreaking adaptive music, Tim van Geelen
- The composition-instrument: emergence, improvisation, and interaction in games and new media, Norbert Herber.
- Part 4 Techniques and Technologies: Dynamic range: subtlety and silence in video game sound, Rob Bridgett
- An introduction to granular synthesis in video games, Leonard Paul.
- Part 5 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 Jorgensen
- Music theory in music games, Peter Schultz
- Annotated bibliography and resources, Erica Kudisch and Tim van Geelen
- Bibliography
- Index.
「Nielsen BookData」 より