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"Computer music"
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The Cambridge companion to video game music
Video game music has been permeating popular culture for over forty years. Now, reaching billions of listeners, game music encompasses a diverse spectrum of musical materials and practices. This book provides a comprehensive, up-to-date survey of game music, featuring contributions from a diverse group of scholars and industry professionals.
Technology and the Gendering of Music Education
by
Armstrong, Victoria
in
Computer composition
,
Computer music
,
Gender and Sexuality in Popular Music
2011,2016,2013
Critical of technologically determinist assumptions underpinning current educational policy, Victoria Armstrong argues that this growing technicism has grave implications for the music classroom where composition is often synonymous with the music technology suite. The use of computers and associated compositional software in music education is frequently decontextualized from cultural and social relationships, thereby ignoring the fact that new technologies are used and developed within existing social spaces that are always already delineated along gender lines. Armstrong suggests these gender-technology relations have a profound effect on the ways adolescents compose music as well as how gendered identities in the technologized music classroom are constructed. Drawing together perspectives from the sociology of science and technology studies (STS) and the sociology of music, Armstrong examines the gendered processes and practices that contribute to how students learn about technology, the repertoire of teacher and student talk, its effect on student confidence and the issue of male control of technological knowledge. Even though girls and female teachers have technological knowledge and skill, the continuing material and symbolic associations of technology with men and masculinity contribute to the perception of women as less able and less interested in all things technological. In light of the fact that music technology is now central to many music-making practices across all sectors of education from primary, secondary through to higher education, this book provides a timely critical analysis that powerfully demonstrates why the relationship between gender and music technology should remain an important empirical consideration.
Ripped : how the wired generation revolutionized music
Tells the story of how the laptop generation created a new grassroots music industry, with the fans and bands rather than the corporations in charge.
Sonic Technologies
2017
Awarded a Certificate of Merit at the ARSC Awards for Excellence 2018 In the past two decades digital technologies have fundamentally changed the way we think about, make and use popular music. From the production of multimillion selling pop records to the ubiquitous remix that has become a marker of Web 2.0, the emergence of new music production technologies have had a transformative effect upon 21st Century digital culture. Sonic Technologies examines these issues with a specific focus upon the impact of digitization upon creativity; that is, what musicians, cultural producers and prosumers do. For many, music production has moved out of the professional recording studio and into the home. Using a broad range of examples ranging from experimental electronic music to more mainstream genres, the book examines how contemporary creative practice is shaped by the visual and sonic look and feel of recording technologies such as Digital Audio Workstations.
Playing with Sound
2013,2019
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound , Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.
Automated Sound Design
2022
Sound design is a ubiquitous subject for electronic musicians working across a staggering array of contemporary musical styles and practices. There is an extensive literature covering the creation of Foley effects, and another body of literature addressing domain-specific applications of sound design technique, e.g., how to make bass sounds for Dubstep or how to produce drum sounds for Trap. There is also a computer music literature that focuses on the mathematics of digital signal processing as it pertains to implementing classic digital synthesis and processing techniques. Automated Sound Design addresses the topic from a different perspective, demonstrating the power of sound design when enhanced by automated structures implemented with computer programming. Through the techniques and projects developed in this book, the reader will learn how to create sound design scenarios that generate classes of sounds with controlled unpredictability and unlimited variety of output. This adventure will reveal new ways to work with additive synthesis, frequency modulation, analysis-transformation synthesis, drum machines, Black MIDI, and spatialization for binaural listening.
Research on Music Education Model by Using Computer Music Technology in Colleges
2020
Against the background of new teaching conditions and the rapid development of computer technology, computer music technology serves as the important method in modern music teaching. The object of this article is to have a study of the methods and models of university music education under the reform of technology in computer music. In this article, students majoring music majors and non-music majors of the Art University are the subject of the survey. They are divided into professional classes (N=50) and non-professional classes (N=50). The professional classes use computer music technology for practical teaching, and Non-professional classes use traditional music to teach. After the experiment, the degree of mastery of the music professional knowledge of the two classes and the acceptance of computer music teaching and traditional music teaching methods were investigated and analyzed. The results of the study show that the introduction of computer music production technology can motivate students to participate in learning, allowing students to experience the charm of music and enrich the content of music knowledge in an intuitive and vivid situation.
Journal Article