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Human movement sonification for motor skill learningDyer, John January 2017 (has links)
Transforming human movement into live sound can be used as a method to enhance motor skill learning via the provision of augmented perceptual feedback. A small but growing number of studies hint at the substantial efficacy of this approach, termed 'movement sonification'. However there has been sparse discussion in Psychology about how movement should be mapped onto sound to best facilitate learning. The current thesis draws on contemporary research conducted in Psychology and theoretical debates in other disciplines more directly concerned with sonic interaction - including Auditory Display and Electronic Music-Making - to propose an embodied account of sonification as feedback. The empirical portion of the thesis both informs and tests some of the assumptions of this approach with the use of a custom bimanual coordination paradigm. Four motor skill learning studies were conducted with the use of optical motion-capture. Findings support the general assumption that effective mappings aid learning by making task-intrinsic perceptual information more readily available and meaningful, and that the relationship between task demands and sonic information structure (or, between action and perception) should be complementary. Both the theoretical and empirical treatments of sonification for skill learning in this thesis suggest the value of an approach which addresses learner experience of sonified interaction while grounding discussion in the links between perception and action.
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Reality by Design: Advertising Image, Music and Sound Design in the Production of CultureKurpiers, Joyce January 2009 (has links)
<p>This dissertation explores creative music, sound design and image production in the context of consumer culture (as defined by how its participants socialize in late-capitalist culture using commodities). Through the stylization of image, music and sound effects, advertisers communicate an abstract concept of a brand, and instantiate the brand through an audience member's heightened experience of the brand via the ad. Facilitated by socialized and mediatized frameworks for brand communications, branding is an embodied practice that relies on the audience member's participation with the brand through her/his real experience with an (audiovisual) advertisement. The effect of making the abstract brand tangible relies on successfully executing advertising objectives to create "impact" through stylized and often hyperreal representations of reality. At the same time, audience members' encounters with ads and branding practices represent bona fide experiences for them within American-capitalist cultural practices, and audience members take part in these practices as part of social participation and general making-sense of their everyday lives.</p><p>In late-capitalist consumer culture, the idea of the "consumer" operates within the liminal space of constructions of hyper-reality and the self. Through advertising, corporate interests mediate how people relate to and through commodities as consumers. Through ads, producers communicate an idea of a brand, that is, the collection and stylistic design of specific visual and sonic symbols, and the associated ideas, values or emotions that project an identity or persona about a company and its products or services. In attempts to increase the efficacy of their ads, ad producers fashion image, music and sound design specifically in ways they believe will generate "impact," that is, a physical, physiological or emotional response to audiovisual stimuli that are infused with symbolic meanings and values. </p><p>In their attempts to create effective ads, ad producers circumscribe identities of people based on demographics, behavior metrics, or a host of other measures intended to define what the industry calls "target audiences." With the belief that target audience members share wants, needs and values, ad producers build constellations of audiovisual signifiers that they believe will resonate with target audience members. These signifiers borrow from cultural narratives and myths to tell stories about brands and products, and communicate how people's lived experiences might be transformed through consumption practices. </p><p>With meticulous formulation of image, music and sound design, ad producers create a "hyperreality," that is exaggerated, heightened or stylized representation of reality. Through these carefully produced audio and visual artifacts, ad producers (re)circulate cultural narratives they believe communicate meaning and ideas of value, and make those abstract beliefs tangible through the audience member's sensorial experiences. With hyperreality grounded in an audience members' body and emotions, ad producers believe they can shape and direct audience members' ideas about their personal identities, and that of others and social groups. Additionally, ad image, music and sound design contribute to the naturalization of the ways people can socialize around branded identities and interconnect through commodities.</p> / Dissertation
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The Influence Of Sound Properties On The Semantic Associations Of Product SoundsVerviers, Claire Juliette 01 July 2010 (has links) (PDF)
To be able to design product sounds that elicit a predetermined expression a study was
performed to find how sound properties influence the experience of their expression. Two
explorative studies using figurative against abstract visual stimuli were performed to
create insight in how people experience sounds and to create a list of usable semantic
associations. This list was ordered in 25 expression categories each under one descriptive
semantic association. A third study using mind mapping was conducted to examine what
sound properties were considered as influences on a few of these categories and to
optimize the categorization. The sound properties that were considered as most influential
were sharpness and noisiness. The final descriptive semantic associations were placed
on a scale with the axes unpleasant-pleasant and calm-active. From these the following
were considered to be most usable: activated, angry, boring, calm, chaotic, cheerful, eerie,
energetic, pleasant, relaxed, trustworthy and unpleasant. In a fourth study the sounds of
six domestic appliances were chosen and adjusted for sharpness, noisiness and their
combination. They were evaluated for their valued expression on the 12 semantic
associations by 30 participants. The results showed that increased sharpness elicited a
more unpleasant and activated expression and decreased sharpness elicited a more
pleasant and calm expression. This indicates that a general influence of sound properties
can be established to design sounds for expression.
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Pantametoden : En metod som alternativ för att skapa ljuddesignSonesson, Daniel, Öhman, Olle January 2015 (has links)
I detta arbete har vi försökt skapa en metod som skulle kunna hjälpa ljuddesigners inomindieföretag att med begränsade resurser komma fram till en kvalitativ ljuddesign genom attanvända en form av återvinning. Syftet med vår metod, som vi kallar för pantametoden, går utpå att återvinna ljudmaterial med hjälp av effekter för att skapa nya och kreativa ljud som går attanvända i en produktion. Vi kommer att gå igenom de nödvändigaste delarna för att visa hur vitillämpat vår metod, exempelvis vilka verktyg som finns och hur de kan användas för att uppnådet resultat som eftersträvas. Metoden har testats på två stycken spel som vi har varit med ochutvecklat, och där vi har bidragit med ljuddesignen med hjälp av vår metod. Vi kommer attpresentera vilket resultat vi har uppnått, och vilka problem som har uppstått. / In this thesis we have tried to create a method that could help sound designers within the indiecommunity, often having limited resources, to achieve a sound design that holds a good qualityby using a kind of recycling. The purpose of our method, which we call “pantametoden”, isabout reusingsound material with the help of different effects that can help creating new andcreative sounds possible to use in a production. We will demonstrate the necessary parts toillustrate how we have used our method, for example which tools there are and how they can beused in order to achieve desirable results. The method has been tested on two games which wehave participated in developing and where we have contributed with the sound design by usingour method. We will present the results achieved and what kind of problems we have encountered.
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A trilha sonora teatral em pauta : experiências de criadores de trilha sonora em Porto Alegre / Theater sound design in discussion: Porto Alegre sound designers’ experiencesChaves, Marcos Machado January 2011 (has links)
A pesquisa propõe a construção de um possível conceito de trilha sonora no teatro, e a análise das funções dos profissionais responsáveis por ela, bem como das dificuldades encontradas por esses profissionais para a efetiva realização do seu ofício, em particular no que se refere ao seu papel criador e não apenas executor. Através de entrevistas com criadores de trilha sonora teatral que atuam em Porto Alegre, escolhidos por seus trabalhos diferenciados, buscam-se novas abordagens entre o teatro e a música. Ao problematizar a trilha sonora, o trabalho tem como principais referenciais as teorias de Murray Schafer, Giovanni Piana e Lívio Tragtenberg, no que dizem respeito ao som e à sonoridade no teatro. A investigação dialoga com duas acepções sobre trilha sonora teatral: trilha sonora total, em que todos os sons no espetáculo fazem parte do conceito, e trilha sonora musical, quando se trata diretamente das músicas cênicas da montagem teatral. / This research proposes the construction of a different theater sound design concept, and a sound designer function analyze, also difficulty on the creation to execution process, especially to sound designer creator and not just executor. Through interviews with theater sound designers that act in Porto Alegre, chosen by yours different works, we search new ideas between theater and music. Through writers as Murray Schafer, Giovanni Piana and Lívio Tragtenberg, this research dialogues about sound in theater. We learn about two definitions about theater sound design: total sound design, when every sound in the play is in the concept, and musical sound design, when we deal only with the music of the play.
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A trilha sonora teatral em pauta : experiências de criadores de trilha sonora em Porto Alegre / Theater sound design in discussion: Porto Alegre sound designers’ experiencesChaves, Marcos Machado January 2011 (has links)
A pesquisa propõe a construção de um possível conceito de trilha sonora no teatro, e a análise das funções dos profissionais responsáveis por ela, bem como das dificuldades encontradas por esses profissionais para a efetiva realização do seu ofício, em particular no que se refere ao seu papel criador e não apenas executor. Através de entrevistas com criadores de trilha sonora teatral que atuam em Porto Alegre, escolhidos por seus trabalhos diferenciados, buscam-se novas abordagens entre o teatro e a música. Ao problematizar a trilha sonora, o trabalho tem como principais referenciais as teorias de Murray Schafer, Giovanni Piana e Lívio Tragtenberg, no que dizem respeito ao som e à sonoridade no teatro. A investigação dialoga com duas acepções sobre trilha sonora teatral: trilha sonora total, em que todos os sons no espetáculo fazem parte do conceito, e trilha sonora musical, quando se trata diretamente das músicas cênicas da montagem teatral. / This research proposes the construction of a different theater sound design concept, and a sound designer function analyze, also difficulty on the creation to execution process, especially to sound designer creator and not just executor. Through interviews with theater sound designers that act in Porto Alegre, chosen by yours different works, we search new ideas between theater and music. Through writers as Murray Schafer, Giovanni Piana and Lívio Tragtenberg, this research dialogues about sound in theater. We learn about two definitions about theater sound design: total sound design, when every sound in the play is in the concept, and musical sound design, when we deal only with the music of the play.
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Relações entre o sonoro e o visual : um estudo intersemiótico em torno do trabalho de Marcelo BaldinOliveira, Samira Machado de 11 July 2013 (has links)
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Previous issue date: 2013-07-11 / Conselho Nacional de Desenvolvimento Científico e Tecnológico / The survival and interpersonal relations between human beings depends on the most
diverse factors, including their communication skills and their capability of
understanding messages. These can be transmitted in different ways and by diverse
sensorial stimuli, as contemporary messages are often sctructured from a whole set
of articulated languages, such as television texts or digital media. Thus, in most
cases, the contents are not communicated through a single language, such as
verbal, for instance. With the purpose of offering subsidies to understand these
syncretic messages, as well as a critical reading of audiovisual texts, this present
work describes a serie of possible relationships that can be estabilished between
visual and sound language, grouped into three major dimensions intersemioses,
intertextuality and audiovisual. In the light of some concepts from semiotics, brought
by Teixeira Coelho and Hjelmslev, some of the factors that comprise the languages
are discussed, and then, the specific constitution of aesthetic languages, especially
visual and sound languages, are conceptualized. In a second stage, an attempt to
distinguish the relationships between sound and visual languages under two
particular dimensions: the intersemioses, that is, the relationships between
languages as systems, common phenomena among the constitutive elements and
relational procedures of each language; and intertextuality, that is, relationships that
can be established between specific texts of each language, such as paintings,
symphonies and posters. The third dimension, the audiovisual, is discussed next,
observing the articulations and juxtapositions between languages that can occur in
such syncretic manifestations. An audiovisual piece, whose sound design was
produced by Marcelo Baldin, is analyzed according to a method proposed by Chion.
By comparing theory and analysis, it is possible to see the correspondences
established between the expression plan and the content levels, as well as the
mutual influence that the languages have on each other, merging into the structuring
of meaning and expression in an audiovisual piece. / A sobrevivência e a convivência entre os seres humanos depende dos mais diversos
fatores, entre eles, sua capacidade de comunicação e compreensão de mensagens.
Estas podem ser transmitidas de diferentes modos e estímulos sensoriais, sendo
que mensagens da contemporaneidade frequentemente são construídas a partir de
um todo de linguagens articuladas, como os textos televisivos ou as mídias digitais.
Na maioria das vezes, os conteúdos não são comunicados através de uma única
linguagem, como a verbal. Na busca de oferecer subsídios para a compreensão
dessas mensagens sincréticas e para uma leitura crítica das manifestações
audiovisuais, o presente trabalho descreve uma série de possíveis relações
passíveis de serem estabelecidas entre linguagem visual e linguagem sonora,
agrupadas em três principais dimensões as intersemioses, as intertextualidades e
o audiovisual. Através de conceitos da semiótica, trazidos por Teixeira Coelho e
Hjelmslev, discorre-se sobre os fatores que constituem as linguagens, para em
seguida conceituar a constituição específica das linguagens estéticas, destacandose
entre elas a linguagem visual e a linguagem sonora. Procurou-se distinguir as
relações entre linguagens visual e sonora sob duas dimensões particulares: as
intersemioses, ou relações entre as linguagens como sistemas, fenômenos comuns
entre os elementos constitutivos e os procedimentos relacionais de cada linguagem;
e as intertextualidades, ou relações que podem se estabelecer entre textos
específicos de cada linguagem, como pinturas, sinfonias e cartazes. A terceira
dimensão, o audiovisual, é abordada observando-se as articulações e as
justaposições que podem ocorrer entre essas manifestações sincréticas. A partir de
um método de análise proposto por Chion, é feita análise de uma peça audiovisual,
cujo sound design foi produzido por Marcelo Baldin. Confrontando teoria e análise,
pode-se perceber as correspondências que se estabelecem entre o plano de
expressão e o plano de conteúdo, bem como a influência que cada linguagem
exerce na outra, participando mutuamente da construção de sentido e de expressão
em uma peça audiovisual.
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En posthumanistisk animerad framtidAhlqvist, Robin, Raymond, Djerf January 2018 (has links)
Detta kandidatarbete undersöker hur man med animering och ljuddesign i en designprocess kan illustrera en jämställd och ansvarsfull teknologisk framtid utifrån posthumanistiska teorier och filosofier. Under arbetets gång har vi undersökt animationsmetoder, deltagande design, ljuddesign och teknik samt den teknologiska utvecklingen. I detta kandidatarbetet presenterar vi processen och de metoder vi använt oss av för att skapa vår gestaltning som är en animerad kortfilm. / This Bachelor Thesis examines how animation and sound design in a design process can illustrate an equal and responsible technological future, based on post-humanist theories and philosophies. During the work we have examined animation methods, participatory design, sound design and technology as well as technological developments. In this thesis, we present the processes and methods we used to create our conformation, which is an animated short film.
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Is there a connection between experienced realism, rate of fire and loop length on fully automatic rifles in a first-person shooter game in first-person?Klang, Marcus January 2017 (has links)
This thesis aims to test if there is a connection between modern day fully automatic rifles rate of fire, used loop length in implementation and experienced realism in a first-person shooter game in first-person, fired by the players own character. With a background consisting of papers, books and lectures/conferences given by experienced people and other experts in the game industry regarding first person shooter games, a listening test was conducted and carried out on a computer using headphones with both trained and untrained subjects since players can be both. A simple firing-range was constructed in Unreal Engine 4 (Epic Games, 2017) where the subjects could switch between two weapons with different rates of fire and three versions of each with different loop lengths, 4, 8 and 16. The sounds were divided into layers, e.g. body, mechanical and bottom, played back using looping as implementation. The subjects were also asked to rate the sounds regarding gameplay and preference to see if the results would differ between the three categories. The results showed a tendency to choose the longer loop for all categories, but only four comparisons gave a significant result when doing t-tests.
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Historiskt LjudlandskapSkarpemo, Simon January 2017 (has links)
“Ditt ljud är mitt ljud är vårt ljud.” - Brandon Labelle(2010) Allt ljud i vår omgivning bidrar och bildar en massa olika akustiska ljud ekologier, från naturliga ljud i en natur akustisk omgivning som består utav ljud från djur, vind & förändringar i vädret, till konstgjort ljud skapad av människor. Dessa ljud kan vara genom musikaliska sånger & konster, reklam, TV & andra vanliga aktiviteter som konversationer, arbetsljud & ljud ifrån mekanisk skapande apparater som används inom industrin & samhälle. Denna ljudmiljö som vi alla lever i, kallar vi för ljudlandskap. Syftet med det här arbetet är att undersöka ljudets betydelse för förståelsen av vår historia med fokus på den lokala historien. Kandidatarbetet består av en teoretisk del och en praktisk del. Till den teoretiska delen har jag använt mig av en litteraturstudie, där jag använt artiklar, både vetenskapliga och relevanta tidningsartiklar inom ämnet för få fram fakta och analysera mina frågeställningar. Till den praktiska delen har jag gjort en ljudmiljö som består av original inspelningar och modifierade ljud. Jag har visat på hur en ljudvandring kan hjälpa till och vara ett viktigt komplement till att få en fördjupad förståelse över vår lokalhistoria. Mitt val att göra en ljudvandring över Hestras historia föll sig naturligt då det är min hemort. / “Your sound is my sound is our sound.” - Brandon Labelle(2010) All the sounds in our surroundings contribute to a lot of different acoustic sound ecologies, from natural sounds in a natural acoustic environment that consist of the sounds of animals, winds and changes in the weather. To sound artificial created by us people, through musical songs & arts, advertising, TV & other common activities like conversations, work sounds & sounds from mechanically-creating devices used in industry & society. This sound environment we all live in we call for soundscapes. The purpose of this work is to investigate the importance of sound for understanding our history, focusing on local history. The candidate's work consists of a theoretical part and a practical part. To the theoretical part I have used a literature study, where I used articles, both scientific and relevant newspaper articles on the subject to get facts and analyze my questions. For the practical part, I have made an audio environment that consists of original recordings and modified sounds. I have shown how an audio migration can help and be an important complement to gaining a deeper understanding of our local history. My choice to make a soundtrack over Hestras history fell naturally, as it is my hometown.
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