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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

Ludonarrative Harmony : Music production through the lens of game design

Westberg, Jacob January 2022 (has links)
This is a study of how game design has influenced my artistic process as a music producer fora video game called Sang: The Desert Blade. The artistic practice is used to explore a conceptin game design called ludonarrative. The experiences gathered from this exploration arepresented with examples of music that have been created and implemented for the gameduring this study. The music examples are contextualized together with video documentationfrom my creative process and video recordings of the game. The study concludes that videogame music is directly interconnected with game design and its aesthetics is directly affectedby the degree to which a music producer is included in the development team. The study alsoshows how unpredictability is a fundamental part of game design and suggests how it can beexplored in future artistic research of video game music. / Det här är en studie om hur speldesign har påverkat min konstnärliga process sommusikproducent för ett dataspel som heter Sang: The Desert Blade. Den konstnärligapraktiken används för att undersöka ett koncept inom speldesign som kallas ludonarrativ.Erfarenheterna från undersökningen presenteras genom musikexempel som har skapats ochimplementerats i spelet under studien. Musikexemplen kontextualiseras tillsammans medvideodokumentation från min kreativa process och med videoinspelningar från spelet. Studiendrar slutsatsen att dataspelsmusik är direkt sammanlänkad med speldesign och dess estetik ärdirekt påverkad av den grad som en musikproducent involveras i spelets utvecklingsteam.Studien visar också hur oförutsägbarhet är en fundamental del av speldesign och föreslår hurdet kan undersökas i framtida konstnärlig forskning av dataspelsmusik.
22

Uplatnění multikulturní výchovy v mateřské škole / Aplication of multicultural education in day nursery school

Navrátilová, Jana January 2013 (has links)
The diploma thesis deals with the possibilities of the application of multicultural education in nursery school through ethnic music. The theoretical part deals with clarifying of basic terms of the multicultural education, it describes personal and interpersonal development of the personality of a child in a pre-school age and possibilities of the development of the cooperation in a child group. it is also focused on the importance of music during accepting of differences of children and people. The practical part analysis statistic information of questionnairies for teachers in nursery schools. It also tries to find out the actors which influence the application of multicultural education in nursery schools in Moravian-Silesian region. It also introduces the pedagogical project focused on the possibility of the use of ethnic music for development of cooperation and accepting the differences by children.
23

The Sounds of "Pac-Man Fever": Intersections of Video Game Culture and Popular Music in America

Rogers, Katherine Linn 28 August 2019 (has links)
No description available.
24

Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes

Plank, Dana Marie January 2018 (has links)
No description available.
25

Towards a more versatile dynamic-music for video games : approaches to compositional considerations and techniques for continuous music

Davies, Huw January 2015 (has links)
This study contributes to practical discussions on the composition of dynamic music for video games from the composer’s perspective. Creating greater levels of immersion in players is used as a justification for the proposals of the thesis. It lays down foundational aesthetic elements in order to proceed with a logical methodology. The aim of this paper is to build upon, and further hybridise, two techniques used by composers and by video game designers to increase further the reactive agility and memorability of the music for the player. Each chapter of this paper explores a different technique for joining two (possibly disparate) types of gameplay, or gamestates, with appropriate continuous music. In each, I discuss a particular musical engine capable of implementing continuous music. Chapter One will discuss a branching-music engine, which uses a precomposed musical mosaic (or musical pixels) to create a linear score with the potential to diverge at appropriate moments accompanying onscreen action. I use the case study of the Final Fantasy battle system to show how the implementation of a branching-music engine could assist in maintaining the continuity of gameplay experience that current disjointed scores, which appear in many games, create. To aid this argument I have implemented a branching-music engine, using the graphical object oriented programming environment MaxMSP, in the style of the battle music composed by Nobuo Uematsu, the composer of the early Final Fantasy series. The reader can find this in the accompanying demonstrations patch. In Chapter Two I consider how a generative-music engine can also implement a continuous music and also address some of the limitations of the branching-music engine. Further I describe a technique for an effective generative music for video games that creates musical ‘personalities’ that can mimic a particular style of music for a limited period of time. Crucially, this engine is able to transition between any two personalities to create musical coincidence with the game. GMGEn (<b>G</b>ame <b>M</b>usic <b>G</b>eneration <b>E</b>ngine) is a program I have created in MaxMSP to act as an example of this concept. GMGEn is available in the Demonstrations_Application. Chapter Three will discuss potential limitations of the branching music engine described in Chapter One and the generative music engine described in Chapter Two, and highlights how these issues can be solved by way of a third engine, which hybridises both. As this engine has an indeterminate musical state it is termed the intermittent-music engine. I go on to discuss the implementation of this engine in two different game scenarios and how emergent structures of this music will appear. The final outcome is to formulate a new compositional approach delivering dynamic music, which accompanies the onscreen action with greater agility than currently present in the field, increasing the memorability and therefore the immersive effect of the video-game music.
26

Techniques for automated and interactive note sequence morphing of mainstream electronic music

Wooller, René William January 2007 (has links)
Note sequence morphing is the combination of two note sequences to create a ‘hybrid transition’, or ‘morph’. The morph is a ‘hybrid’ in the sense that it exhibits properties of both sequences. The morph is also a ‘transition’, in that it can segue between them. An automated and interactive approach allows manipulation in realtime by users who may control the relative influence of source or target and the transition length. The techniques that were developed through this research were designed particularly for popular genres of predominantly instrumental electronic music which I will refer to collectively as Mainstream Electronic Music (MEM). The research has potential for application within contexts such as computer games, multimedia, live electronic music, interactive installations and accessible music or “music therapy”. Musical themes in computer games and multimedia can morph adaptively in response to parameters in realtime. Morphing can be used by electronic music producers as an alternative to mixing in live performance. Interactive installations and accessible music devices can utilise morphing algorithms to enable expressive control over the music through simple interface components. I have developed a software application called LEMorpheus which consists of software infrastructure for morphing and three alternative note sequence morphing algorithms: parametric morphing, probabilistic morphing and evolutionary morphing. Parametric morphing involves converting the source and target into continuous envelopes, interpolation, and converting the interpolated envelopes back into note sequences. Probabilistic morphing involves converting the source and target into probability matrices and seeding them on recent output to generate the next note. Evolutionary morphing involves iteratively mutating the source into multiple possible candidates and selecting those which are judged as more similar to the target, until the target is reached. I formally evaluated the probabilistic morphing algorithm by extracting qualitative feedback from participants in a live electronic music situation, benchmarked against a live, professional DJ. The probabilistic algorithm was competitive, being favoured particularly for long morphs. The evolutionary morphing algorithm was formally evaluated using an online questionnaire, benchmarked against a human composer/producer. For particular samples, the morphing algorithm was competitive and occasionally seen as innovative; however, the morphs created by the human composer typically received more positive feedback, due to coherent, large scale structural changes, as opposed to the forced continuity of the morphing software.
27

The digital revolution : how technology changed the workflow of composers for media = La révolution numérique : comment les technologies ont changé les méthodologies de travail pour les compositeurs à l'image

Alantar, Tristan 12 1900 (has links)
Les technologies ont façonné et façonnent les méthodes de travail des compositeurs de musique à l’image : en termes de communications, de méthodologie et au niveau des compétences requises. De La Planète Interdite au Covid-19, nous examinerons comment les méthodologies de travail des compositeurs de musique à l’image ont changé au fil des ans. / Technologies have shaped, and still do so, the way music composers for screen work: communication-wise, in their creative workflow and in their skill sets. From Forbidden Planet to Covid-19, we will examine how and in what way the workflows of music composers have changed throughout the years.
28

Återbruk och återgivning : Om att finna det nya i det gamla och det imaginära ur det materiella

Hillborg, Linus January 2021 (has links)
Detta arbete består av ett antal verk skapade med olika återbrukade teknologier och de kompositionsmetoder som uppstår till följd av deras begränsningar, samt en text som behandlar verken utifrån några definitioner av mediearkeologisk konstnärlig praktik som föreslagits av medieteoretikern Jussi Parikka. Verken – Orphan Works, Magelungsverket och Temporal Canons: No. 1 - 3 – utgör den konstnärliga delen av arbetet. Texten tar även upp tankar om bl.a. mitt eget användande av teknik och betydelsen det haft för mitt skapande, att finna det suggestiva genom att utforska det materiella i skapandet, sociala och ekologiska aspekter av automatisering och moderna musikteknologier, olika nivåer av återbruk i konstnärligt syfte, alternativa historier och imaginära medier, konstverks livslängd under snabb teknikutveckling samt ljudåtergivning i relation till dessa.
29

La décroissance appliquée à la musique des jeux vidéo

Viricel, Josselin 07 1900 (has links)
Mon mémoire portera sur la musique des jeux vidéo dans le cadre d’un effondrement systémique ou d’une autre forme de décroissance de l’économie. C’est dans ce cadre que j’exposerai mes idées quant aux différentes formes que pourraient prendre l’industrie vidéo-ludique et sa musique dans un contexte qui semble difficile à envisager. Quelles sont les sources de créativité dans un monde où les indicateurs liés aux sociétés modernes auront vraisemblablement changé du tout au tout ? Comment envisager que le jeu vidéo puisse rester attrayant, intéressant et passionnant dans un modèle économique décroissant ? Ce sont les problématiques auxquelles je vais tenter d’apporter des réponses ici. / My thesis consists on confronting video-game music with a case of systemic collapse or economical degrowth. Regarding these environmental and societal problematics, I’ll suggest ideas concerning the way we could look at the future of video-games, by thinking on the form the medium and its music could take in a context that we often fail to contemplate. How can creativity still emerge in a world where common society’s indicators will most likely be totally different from what they are today? Could we find ways for video-games and video-game music to be as interesting and inspiring as it is today in a context of economical degrowth? Those are problematics that I’ll specifically address in my thesis, by trying to find an approach and potential answers that suits a realistic future state of the world.

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