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Showing 1 - 12 of 12 matches in All Departments

The Oxford Handbook of Interactive Audio (Hardcover): Karen Collins, Bill Kapralos, Holly Tessler The Oxford Handbook of Interactive Audio (Hardcover)
Karen Collins, Bill Kapralos, Holly Tessler
R4,994 Discovery Miles 49 940 Ships in 12 - 19 working days

As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches - technological, emotional, psychological, and physical - the book provides a thorough overview of the fascinating experience of interactive sound.

From Pac-Man to Pop Music - Interactive Audio in Games and New Media (Hardcover): Karen Collins From Pac-Man to Pop Music - Interactive Audio in Games and New Media (Hardcover)
Karen Collins
R5,829 Discovery Miles 58 290 Ships in 12 - 19 working days

Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.

KS3 Science Now Learn and Practice Book (Paperback): Tracey Baxter, Amanda Clegg, Karen Collins, Ed Walsh KS3 Science Now Learn and Practice Book (Paperback)
Tracey Baxter, Amanda Clegg, Karen Collins, Ed Walsh
R719 Discovery Miles 7 190 Ships in 9 - 17 working days

Enrich and update your KS3 Science curriculum and prepare today's pupils for GCSE 9-1 Science with this engaging and flexible student book. Empower students to engage with science by providing an inspiring science education with this new KS3 Science student book. * Review and revisit knowledge and make connections between topics with knowledge organisers for each unit * Check understanding and consolidate learning with thousands of high-quality differentiated questions and answers * Encourage pupils to track their own progress and grow in confidence and sense of achievement with pupil road maps * Provide rich cultural capital and cultivate a sense of science identity and engagement with application of science in varied careers, reviewed by the WISE campaign * Help pupils in the transition from KS2 and after disruption to schooling with accessible, visually-appealing content as well as supportive worked examples and scaffolding throughout the questions * Build maths and practical skills in a variety of contexts with questions integrated into each unit * Ideal complement to the Collins KS3 Lab Book

From Pac-Man to Pop Music - Interactive Audio in Games and New Media (Paperback, New Ed): Karen Collins From Pac-Man to Pop Music - Interactive Audio in Games and New Media (Paperback, New Ed)
Karen Collins
R1,583 Discovery Miles 15 830 Ships in 12 - 19 working days

Digital interactive audio is the future of audio in media - most notably video games, but also web pages, theme parks, museums, art installations and theatrical events. Despite its importance to contemporary multi-media, this is the first book that provides a framework for understanding the history, issues and theories surrounding interactive audio. Karen Collins presents the work of academics, composers and sound programmers to introduce the topic from a variety of angles in order to provide a supplementary text for music and multimedia courses. The contributors cover practical and theoretical approaches, including historical perspectives, emerging theories, socio-cultural approaches to fandom, reception theory and case study analyses. The book offers a fresh perspective on media music, one that will complement film studies, but which will show the necessity of a unique approach when considering games music.

Beep - Interviews from the documentary (Paperback): Karen Collins Beep - Interviews from the documentary (Paperback)
Karen Collins
R544 Discovery Miles 5 440 Ships in 10 - 15 working days
From Ashes to Altar Book of Poems (Paperback): Karen Collins From Ashes to Altar Book of Poems (Paperback)
Karen Collins
R195 Discovery Miles 1 950 Ships in 10 - 15 working days
Above Sea Level - Manage Depression (Paperback): Karen Collins Msw Above Sea Level - Manage Depression (Paperback)
Karen Collins Msw
R542 Discovery Miles 5 420 Ships in 10 - 15 working days
The Oxford Handbook of Interactive Audio (Paperback): Karen Collins, Bill Kapralos, Holly Tessler The Oxford Handbook of Interactive Audio (Paperback)
Karen Collins, Bill Kapralos, Holly Tessler
R1,571 Discovery Miles 15 710 Ships in 12 - 19 working days

As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches - technological, emotional, psychological, and physical - the book provides a thorough overview of the fascinating experience of interactive sound.

In The Pink - Developing Healthy Relationships (Paperback): Karen Collins Msw In The Pink - Developing Healthy Relationships (Paperback)
Karen Collins Msw
R579 Discovery Miles 5 790 Ships in 10 - 15 working days

Fulfilling and healthy relationships should be the norm not the exception. You can develop an amazing relationship. If you are searching for that great partner or you are already in a relationship, this book will assist you in identifying the relationship that you want and need to develop a plan of action to get you there. You will develop skills to be the best partner that you can be. You will learn how to write your own love story and get excited about the love and relationship that you can create together. Define your wants and needs in a fun and playful way that brings you amazingly close to your partner.

The Bridge Troll and the Church Lady (Paperback): Karen Collins The Bridge Troll and the Church Lady (Paperback)
Karen Collins
R409 Discovery Miles 4 090 Ships in 10 - 15 working days
The Bridge Troll and the Water Nymphs (Paperback): Karen Collins The Bridge Troll and the Water Nymphs (Paperback)
Karen Collins
R362 R330 Discovery Miles 3 300 Save R32 (9%) Ships in 10 - 15 working days
Game Sound - An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design (Paperback): Karen... Game Sound - An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design (Paperback)
Karen Collins
R944 Discovery Miles 9 440 Ships in 9 - 17 working days

An examination of the many complex aspects of game audio, from the perspectives of both sound design and music composition. A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources-including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves-to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music.

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