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A practitioner's guide to the basic principles of creating sound effects using easily accessed free software. Designing Sound teaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data—an approach sometimes known as ...
Dreams of taking to the air, serving the war effort, and discovering a world beyond the small family farm where he was raised led Clete Ernster first to Texas, where he was the youngest flight instructor in the Army Air Corps and where he met his beautiful wife, Kathleen, and then to China, where he flew dangerous missions over The Hump. Returning to Texas with numerous decorations for service above and beyond, he began a dedicated mission to become the proverbial American success story. An eager and ambitious visionary, he overcame personal trials and challenges to create, from nothing but an idea and the guts to go for it, a family manufacturing dynasty in the small Texas town that became ...
Modeling Creativity (doctoral thesis, 2013) explores how creativity can be represented using computational approaches. Our aim is to construct computer models that exhibit creativity in an artistic context, that is, that are capable of generating or evaluating an artwork (visual or linguistic), an interesting new idea, a subjective opinion. The research was conducted in 2008–2012 at the Computational Linguistics Research Group of the University of Antwerp. Modeling Creativity examines creativity in a number of different perspectives: from its origins in nature, which is essentially blind, to humans and machines, and from generating creative ideas to evaluating and learning their novelty and usefulness. We will use a hands-on approach with case studies and examples in the Python programming language.
This book presents a collection of exclusively selected manuscripts on current ethical controversies related to professional practices from an interprofessional perspective. Insights are provided into the diversity of practices and viewpoints from different countries are merged in a unique way. The book contributes to the debate on social and legal issues regarding end-of-life practices such as organ donation, medically assisted dying and advance care planning. In addition, joint international author groups contributed exclusive chapters about European comparisons on end-of-life topics. The focus on country- and culture-specific aspects broadens the view on key issues and makes the book attractive for an international readership. The variety of approaches and methods used informs and inspires the development of new research and best-practice projects.
This book constitutes the thoroughly refereed post-proceedings of the International Computer Music Modeling and Retrieval Symposium, CMMR 2003, held in Montpellier, France, in May 2003. The 20 revised full papers were carefully selected during two rounds of reviewing and improvement. Due to the interdisciplinary nature of the area, the papers address a broad variety of topics including information retrieval, programming, human-computer interaction, digital libraries, hypermedia, artificial intelligence, acoustics, signal processing, etc. The book comes with a CD-ROM presenting supplementary material for the papers included.
The first comprehensive introduction to the origins, aspirations, and evolution of live coding. Performative, improvised, on the fly: live coding is about how people interact with the world and each other via code. In the last few decades, live coding has emerged as a dynamic creative practice gaining attention across cultural and technical fields—from music and the visual arts through to computer science. Live Coding: A User’s Manual is the first comprehensive introduction to the practice, and a broader cultural commentary on the potential for live coding to open up deeper questions about contemporary cultural production and computational culture. This multi-authored book—by artists and musicians, software designers, and researchers—provides a practice-focused account of the origins, aspirations, and evolution of live coding, including expositions from a wide range of live coding practitioners. In a more conceptual register, the authors consider liveness, temporality, and knowledge in relation to live coding, alongside speculating on the practice’s future forms.
What is a musical instrument? What are the musical instruments of the future? This anthology presents thirty papers selected from the fifteen year long history of the International Conference on New Interfaces for Musical Expression (NIME). NIME is a leading music technology conference, and an important venue for researchers and artists to present and discuss their explorations of musical instruments and technologies. Each of the papers is followed by commentaries written by the original authors and by leading experts. The volume covers important developments in the field, including the earliest reports of instruments like the reacTable, Overtone Violin, Pebblebox, and Plank. There are also numerous papers presenting new development platforms and technologies, as well as critical reflections, theoretical analyses and artistic experiences. The anthology is intended for newcomers who want to get an overview of recent advances in music technology. The historical traces, meta-discussions and reflections will also be of interest for longtime NIME participants. The book thus serves both as a survey of influential past work and as a starting point for new and exciting future developments.
An art-historical perspective on interactive media art that provides theoretical and methodological tools for understanding and analyzing digital art. Since the 1960s, artworks that involve the participation of the spectator have received extensive scholarly attention. Yet interactive artworks using digital media still present a challenge for academic art history. In this book, Katja Kwastek argues that the particular aesthetic experience enabled by these new media works can open up new perspectives for our understanding of art and media alike. Kwastek, herself an art historian, offers a set of theoretical and methodological tools that are suitable for understanding and analyzing not only ne...