You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
This timely new book provides an excellent foundation in the techniques of sound design production for the interactive arts. Coverage ranges from basic acoustics and digital audio theory to creating, mixing, and implementing sound and music in such interactive spaces as Web sites, games, and virtual worlds. Readers are introduced to the essentials of recording and reproduction, the key strategies for successful sound design, and the musical and psychological aspects of sound. The practical and theoretical knowledge presented in this book facilitates the important transition from the techniques of linear sound design used in film and video to the non-linear sound design techniques associated with adaptive audio spaces.
This book constitutes the proceedings of the 6th International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2014. The 8 full papers presented together with 4 special session papers, 4 panels and 6 extended abstracts were carefully selected from 26 submissions. The papers present interdisciplinary research, covering topics such as creativity applied to technology, AI, cognition and models of engagement and play. The special session papers address the topic of humor in intelligent environments.
This book contains a selection of articles from The 2015 World Conference on Information Systems and Technologies (WorldCIST'15), held between the 1st and 3rd of April in Funchal, Madeira, Portugal, a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and challenges of modern Information Systems and Technologies research, technological development and applications. The main topics covered are: Information and Knowledge Management; Organizational Models and Information Systems; Intelligent and Decision Support Systems; Big Data Analytics and Applications; Software Systems, Architectures, Applications and Tools; Multimedia Systems and Applications; Computer Networks, Mobility and Pervasive Systems; Human-Computer Interaction; Health Informatics; Information Technologies in Education; Information Technologies in Radio communications.
Game Audio Fundamentals takes the reader on a journey through game audio design: from analog and digital audio basics to the art and execution of sound effects, soundtracks, and voice production, as well as learning how to make sense of a truly effective soundscape. Presuming no pre-existing knowledge, this accessible guide is accompanied by online resources – including practical examples and incremental DAW exercises – and presents the theory and practice of game audio in detail, and in a format anyone can understand. This is essential reading for any aspiring game audio designer, as well as students and professionals from a range of backgrounds, including music, audio engineering, and game design.
None
This book constitutes the proceedings of the 19th International Conference on Theory and Practice of Digital Libraries, TPDL 2015, held in Poznań, Poland, in September 2015. The 22 full papers and 14 poster and demo papers presented in this volume were carefully reviewed and selected from 61 submissions. They were organized in topical sections named: interoperability and information integration; multimedia information management and retrieval and digital curation; personal information management and personal digital libraries; exploring semantic web and linked data; user studies for and evaluation of digital library systems and applications; applications of digital libraries; digital humanities; and social-technical perspectives of digital information.
None
Godard. Fuller. Rivette. Endfield. Tarr. In his celebrated career as a film critic, Jonathan Rosenbaum has undertaken wide-ranging dialogues with many of the most daring and important auteurs of our time. Cinematic Encounters collects more than forty years of interviews that embrace Rosenbaum's vision of film criticism as a collaboration involving multiple voices. Rosenbaum accompanies Orson Welles on a journey back to Heart of Darkness, the unmade film meant to be Welles's Hollywood debut. Jacques Tati addresses the primacy of décor and soundtrack in his comedic masterpiece PlayTime, while Jim Jarmusch explains the influence of real and Hollywoodized Native Americans in Dead Man. By arranging the chapters chronologically, Rosenbaum invites readers to pursue thematic threads as if the discussions were dialogues between separate interviews. The result is a rare gathering of filmmakers trading thoughts on art and process, on great works and false starts, and on actors and intimate moments.