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A Composer S Guide To Game Music

Music And Game
Author: Winifred Phillips
Publisher:
ISBN: 0262534495
Size: 44.79 MB
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Music in video games is often a sophisticated, complex composition that serves to engage the player, set the pace of play, and aid interactivity. Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. In A Composer's Guide to Game Music, Winifred Phillips--herself an award-winning composer of video game music--provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field. Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business [Publisher description]
Music and Game
Language: en
Pages: 223
Authors: Peter Moormann
Categories: Language Arts & Disciplines
Type: BOOK - Published: 2012-08-11 - Publisher: Springer Science & Business Media
This anthology examines the various facets of video game music. Contributors from the fields of science and practice document its historical development, discuss the music’s composition techniques, interactivity and function as well as attending to its performative aspects.
A Composer's Guide to Game Music
Language: en
Pages: 288
Authors: Winifred Phillips
Categories: Computer game music
Type: BOOK - Published: 2017 - Publisher:
Music in video games is often a sophisticated, complex composition that serves to engage the player, set the pace of play, and aid interactivity. Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. In A Composer's Guide to Game Music, Winifred Phillips--herself an award-winning composer of video game music--provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field. Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business [Publisher description]
Autumn Song
Language: en
Pages: 32
Authors: Anetta Kotowicz
Categories: Juvenile Fiction
Type: BOOK - Published: 2018-09 - Publisher:
A book, a board game, songs, craft inspiration and 4D augmented reality reading experience! Autumn Song is one of the books in the "A Day in the Life of a Kid" series, written and directed by music and dance education specialist and children music composer Anetta Kotowicz. The series takes us for a journey to the world that children love the most - outdoors and adventure. Pictures and lyrics will awake children's senses and how they perceive the world; they'll reach out and observe nature, question the basics, connect with science, inspire their imagination and trigger the process of artistic expression through music, dance and the arts and crafts. Are you an explorer? Are you ready to go? Wait, who would go exploring alone? Every child has this one and only, favorite toy to take along. This time it's a dog - puppy named Pompon. Let's go! When visiting author's website, children will listen to the music and songs arranged in world class music styles, that parents, caregivers or pre-K and early grade teachers will enjoy along with their children. Imitation of sounds and repetitive words in the book that flow as the lyrics of the songs will make children
Advances in Human Factors in Wearable Technologies and Game Design
Language: en
Pages: 437
Authors: Tareq Z. Ahram
Categories: Technology & Engineering
Type: BOOK - Published: 2018-06-23 - Publisher: Springer
This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2018 Conference on Human Factors and Wearable Technologies and the AHFE 2018 Conference on Human Factors in Game Design and Virtual Environments , held on July 21–25, 2018 in Orlando, Florida, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.
Musik und Medien
Language: de
Pages:
Authors: Holger Schramm, Hans-Bredow-Institut
Categories: Allgemeines und Geschichte der Medien
Type: BOOK - Published: 2007 - Publisher:
Abstract Abstract»Musik und Medien« - diese Symbiose ist nicht nur für auditive Medien, sondern mit Blick auf das Gesamtmedienangebot und seiner Nutzung von zentraler Relevanz. Bis zu fünf Stunden täglich hören wir medial vermittelte Musik. Die digitale Musikrevolution der letzten Jahre hat das Angebot und die Nutzung von medialer Musik stark beeinflusst und auch die Forschung neu inspiriert. Dieser Band bietet einen facettenreichen Überblick über aktuelle Forschungsfelder und einen Einblick in die disziplinäre und methodische Vielfalt, mit der »Musik und Medien« zurzeit beforscht werden.Der Herausgeber Dr. Holger Schramm, Oberassistent am Institut für Publizistikwissenschaft und Medienforschung der Universität Zürich (IPMZ), promovierte 2003 mit einer Arbeit über die alltägliche Nutzung von Musik zur Regulierung von Stimmungen und arbeitet hauptsächlich auf den Gebieten Musik und Medien, Rezeptions- und Wirkungsforschung, Unterhaltungs- und Emotionsforschung sowie Sport und Medien.
New Directions in Music and Human-Computer Interaction
Language: en
Pages: 306
Authors: Simon Holland, Tom Mudd, Katie Wilkie-McKenna, Andrew McPherson, Marcelo M. Wanderley
Categories: Computers
Type: BOOK - Published: 2019-02-06 - Publisher: Springer
Computing is transforming how we interact with music. New theories and new technologies have emerged that present fresh challenges and novel perspectives for researchers and practitioners in music and human-computer interaction (HCI). In this collection, the interdisciplinary field of music interaction is considered from multiple viewpoints: designers, interaction researchers, performers, composers, audiences, teachers and learners, dancers and gamers. The book comprises both original research in music interaction and reflections from leading researchers and practitioners in the field. It explores a breadth of HCI perspectives and methodologies: from universal approaches to situated research within particular cultural and aesthetic contexts. Likewise, it is musically diverse, from experimental to popular, classical to folk, including tango, laptop orchestras, composition and free improvisation.
Playing with Audio
Language: en
Pages: 150
Authors: Mark Havryliv
Categories: Computer composition
Type: BOOK - Published: 2005 - Publisher:
Books about Playing with Audio
Game Studies
Language: de
Pages: 402
Authors: Benjamin Beil, Thomas Hensel, Andreas Rauscher
Categories: Social Science
Type: BOOK - Published: 2017-11-06 - Publisher: Springer-Verlag
Das Lehrbuch bietet einen zugänglichen und umfassenden Überblick über die grundlegenden Ansätze der interdisziplinär ausgerichteten Game Studies. Durch die übersichtliche Einteilung in die Themenbereiche Spiele, Schnittstellen und Spieler empfiehlt es sich sowohl als Grundlage für kultur-, medien- und filmwissenschaftliche Seminare wie auch als kompakte Einführung für Quereinsteiger. Die wichtigsten Felder, Ansätze und Methoden dieser neuen, vielschichtigen und hochgradig dynamischen Disziplin werden anhand zentraler Begriffe vorgestellt und anschaulich an ausgewählten Beispielen entwickelt. Einen besonderen aus kultur-, medien- und filmwissenschaftlicher Perspektive relevanten Schwerpunkt bilden die bisher wenig beachteten ästhetischen Zugänge zur audiovisuellen Gestaltung der Videospiele.
Handbuch Funktionale Musik
Language: de
Pages: 503
Authors: Günther Rötter
Categories: Psychology
Type: BOOK - Published: 2017-08-02 - Publisher: Springer-Verlag
Das vorliegende Handbuch gibt nicht nur einen Überblick über den aktuellen Forschungsstand, sondern zeigt außerdem die Möglichkeiten und Grenzen des Einsatzes Funktionaler Musik auf. Neben der Theorie soll insbesondere die gegenwärtige Praxis berücksichtigt werden. Dies wird durch die Auswahl der Autorinnen und Autoren deutlich, die sowohl aus der Wissenschaft, als auch der Industrie und dem therapeutischen sowie künstlerischen Bereich entstammen. Das Werk wendet sich damit zum einen an einen wissenschaftlichen Leserkreis, zum anderen aber auch an Personen, die sich mit der praktischen Anwendung Funktionaler Musik befassen.​
Handbook of Game-Based Learning
Language: en
Pages: 600
Authors: Jan L. Plass, Richard E. Mayer, Bruce D. Homer
Categories: Education
Type: BOOK - Published: 2020-02-04 - Publisher: MIT Press
A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark,