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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.
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.
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
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.
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.
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.
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