The Oxford Handbook of Interactive Audio
Herausgeber: Collins, Karen; Tessler, Holly; Kapralos, Bill
The Oxford Handbook of Interactive Audio
Herausgeber: Collins, Karen; Tessler, Holly; Kapralos, Bill
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What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.
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What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Oxford University Press
- Seitenzahl: 626
- Erscheinungstermin: 1. März 2017
- Englisch
- Abmessung: 244mm x 170mm x 33mm
- Gewicht: 1064g
- ISBN-13: 9780190651053
- ISBN-10: 0190651059
- Artikelnr.: 47870563
- Herstellerkennzeichnung
- Books on Demand GmbH
- In de Tarpen 42
- 22848 Norderstedt
- info@bod.de
- 040 53433511
- Verlag: Oxford University Press
- Seitenzahl: 626
- Erscheinungstermin: 1. März 2017
- Englisch
- Abmessung: 244mm x 170mm x 33mm
- Gewicht: 1064g
- ISBN-13: 9780190651053
- ISBN-10: 0190651059
- Artikelnr.: 47870563
- Herstellerkennzeichnung
- Books on Demand GmbH
- In de Tarpen 42
- 22848 Norderstedt
- info@bod.de
- 040 53433511
Karen Collins is Canada Research Chair in Interactive Audio at the Games Insitute, University of Waterloo. She is the author of Game Sound (2008) and Playing With Sound (2013), and the editor of From Pac-Man to Pop Music (2008). Bill Kapralos is an Associate Professor in the Game Development and Entrepreneurship Program at the University of Ontario Institute of Technology. His research interests include real-time acoustical modeling and 3D (spatial) sound generation for virtual environments, multi-modal interactions, serious games, and the perception of auditory events. Holly Tessler is a Senior Lecturer in Commercial Music in the School of Creative and Cultural Industries at the University of West Scotland. Areas of research interest include the Beatles as industry, music and cultural branding, music industries as cultural industries, interactive audio and music and popular culture.
* Introduction (Karen Collins, Holly Tessler and Bill Kapralos)
* List of Acronyms Commonly Found in the Handbook
* List of Software Found in the Handbook
* List of Games Found in the Handbook
* List of Contributors
* Section 1: Interactive Sound in Practice
* Chapter 1 Spatial Reconfiguration in Interactive Video Art (Holly
Rogers)
* Chapter 2 Navigating Sound: Locative and Translocational Approaches
to Interactive Audio (Nye Parry)
* Chapter 3 Defining Sound Toys: Play as Composition (Andrew Dolphin)
* Chapter 4 Thinking More Dynamically about Using Sound to Enhance
Learning from Instructional Technologies (M.J. Bishop)
* Chapter 5 Acoustic Scenography and Interactive Audio: Sound Design
for Built Environments (Jan Paul Herzer )
* Section 2: Videogames and Virtual Worlds
* Chapter 6 The Unanswered Question of Musical Meaning: A Cross-Domain
Approach (Tom Langhorst)
* Chapter 7 How can Interactive Music be Used in Virtual Worlds like
World of Warcraft? (Jon Inge Lomeland)
* Chapter 8 Sound and the Videoludic Experience (Guillaume Roux-Girard)
* Chapter 9 Designing a Game for Music: Integrated Design Approaches
for Ludic Music and Interactivity. (Richard Stevens and Dave
Raybould)
* Chapter 10 Worlds of music: Strategies for creating music-based
experiences in videogames (Melanie Fritsch)
* Section 3: The Psychology and Emotional Impact of Interactive Audio
* Chapter 11 Embodied Virtual Acoustic Ecologies of Computer Games
(Mark Grimshaw and Tom Garner)
* Chapter 12 A Cognitive Approach to the Emotional Function of Game
Sound (Inger Ekman)
* Chapter 13 The Sound of Being There: Presence and Interactive Audio
in Immersive Virtual Reality (Rolf Nordahl and Niels C. Nilsson)
* Chapter 14 Sonic interactions in multimodal environments: An overview
(Stefania Serafin)
* Chapter 15 Musical Interaction for Health Improvement (Anders-Petter
Andersson and Birgitta Cappelen)
* Chapter 16 Engagement, Immersion and Presence: The role of audio
interactivity in location-aware sound design (Natasa Paterson and
Fionnuala Conway)
* Section 4: Performance and Interactive Instruments
* Chapter 17 Multisensory Musicality in Dance Central (Kiri Miller)
* Chapter 18 Interactivity and Liveness in Electroacoustic Concert
Music (Mike Frengel)
* Chapter 19 Skill in Interactive Digital Music Systems (Michael
Gurevich)
* Chapter 20 Gesture in the Design of Interactive Sound Models (Marc
Ainger and Benjamin Schroeder)
* Chapter 21 Virtual Musicians and Machine Learning (Nick Collins)
* Chapter 22 Musical Behavior and Amergence in Technoetic and Media
Arts (Norbert Herber)
* Section 5 Tools and Techniques
* Chapter 23 Flow of Creative Interaction with Digital Music Notations
(Chris Nash and Alan F. Blackwell)
* Chapter 24 Blurring Boundaries, Trends and Implications in Audio
Production Software Developments. (David Bessell)
* Chapter 25 Delivering Interactive Experiences Through the Emotional
Adaptation of Automatically Composed Music (Maia Hoeberechts, Jeff
Shantz, and Michael Katchabaw)
* Chapter 26 A Review of Interactive Sound in Computer Games: Can Sound
Affect the Motoric Behavior of a Player? (Niels Böttcher and Stefania
Serafin)
* Chapter 27 Interactive Spectral Processing of Musical Audio (Victor
Lazzarini)
* Section 6 The Practitioner's Point of View
* Chapter 28 Let's Mix it up: Interviews Exploring the Practical and
Technical Challenges of Interactive Mixing in Games (Helen Mitchell)
* Chapter 29 Our Interactive Audio Future (Damian Kastbauer)
* Chapter 30 For the Love of Chiptune (Leonard J. Paul)
* Chapter 31 Procedural Audio Theory and Practice (Andy Farnell)
* Chapter 32 Live Electronic Preparation: Interactive Timbral Practice
(Rafal Zapala)
* Chapter 33 New Tools for Interactive Audio, and What Good they Do.
(Tim van Geelen)
* List of Acronyms Commonly Found in the Handbook
* List of Software Found in the Handbook
* List of Games Found in the Handbook
* List of Contributors
* Section 1: Interactive Sound in Practice
* Chapter 1 Spatial Reconfiguration in Interactive Video Art (Holly
Rogers)
* Chapter 2 Navigating Sound: Locative and Translocational Approaches
to Interactive Audio (Nye Parry)
* Chapter 3 Defining Sound Toys: Play as Composition (Andrew Dolphin)
* Chapter 4 Thinking More Dynamically about Using Sound to Enhance
Learning from Instructional Technologies (M.J. Bishop)
* Chapter 5 Acoustic Scenography and Interactive Audio: Sound Design
for Built Environments (Jan Paul Herzer )
* Section 2: Videogames and Virtual Worlds
* Chapter 6 The Unanswered Question of Musical Meaning: A Cross-Domain
Approach (Tom Langhorst)
* Chapter 7 How can Interactive Music be Used in Virtual Worlds like
World of Warcraft? (Jon Inge Lomeland)
* Chapter 8 Sound and the Videoludic Experience (Guillaume Roux-Girard)
* Chapter 9 Designing a Game for Music: Integrated Design Approaches
for Ludic Music and Interactivity. (Richard Stevens and Dave
Raybould)
* Chapter 10 Worlds of music: Strategies for creating music-based
experiences in videogames (Melanie Fritsch)
* Section 3: The Psychology and Emotional Impact of Interactive Audio
* Chapter 11 Embodied Virtual Acoustic Ecologies of Computer Games
(Mark Grimshaw and Tom Garner)
* Chapter 12 A Cognitive Approach to the Emotional Function of Game
Sound (Inger Ekman)
* Chapter 13 The Sound of Being There: Presence and Interactive Audio
in Immersive Virtual Reality (Rolf Nordahl and Niels C. Nilsson)
* Chapter 14 Sonic interactions in multimodal environments: An overview
(Stefania Serafin)
* Chapter 15 Musical Interaction for Health Improvement (Anders-Petter
Andersson and Birgitta Cappelen)
* Chapter 16 Engagement, Immersion and Presence: The role of audio
interactivity in location-aware sound design (Natasa Paterson and
Fionnuala Conway)
* Section 4: Performance and Interactive Instruments
* Chapter 17 Multisensory Musicality in Dance Central (Kiri Miller)
* Chapter 18 Interactivity and Liveness in Electroacoustic Concert
Music (Mike Frengel)
* Chapter 19 Skill in Interactive Digital Music Systems (Michael
Gurevich)
* Chapter 20 Gesture in the Design of Interactive Sound Models (Marc
Ainger and Benjamin Schroeder)
* Chapter 21 Virtual Musicians and Machine Learning (Nick Collins)
* Chapter 22 Musical Behavior and Amergence in Technoetic and Media
Arts (Norbert Herber)
* Section 5 Tools and Techniques
* Chapter 23 Flow of Creative Interaction with Digital Music Notations
(Chris Nash and Alan F. Blackwell)
* Chapter 24 Blurring Boundaries, Trends and Implications in Audio
Production Software Developments. (David Bessell)
* Chapter 25 Delivering Interactive Experiences Through the Emotional
Adaptation of Automatically Composed Music (Maia Hoeberechts, Jeff
Shantz, and Michael Katchabaw)
* Chapter 26 A Review of Interactive Sound in Computer Games: Can Sound
Affect the Motoric Behavior of a Player? (Niels Böttcher and Stefania
Serafin)
* Chapter 27 Interactive Spectral Processing of Musical Audio (Victor
Lazzarini)
* Section 6 The Practitioner's Point of View
* Chapter 28 Let's Mix it up: Interviews Exploring the Practical and
Technical Challenges of Interactive Mixing in Games (Helen Mitchell)
* Chapter 29 Our Interactive Audio Future (Damian Kastbauer)
* Chapter 30 For the Love of Chiptune (Leonard J. Paul)
* Chapter 31 Procedural Audio Theory and Practice (Andy Farnell)
* Chapter 32 Live Electronic Preparation: Interactive Timbral Practice
(Rafal Zapala)
* Chapter 33 New Tools for Interactive Audio, and What Good they Do.
(Tim van Geelen)
* Introduction (Karen Collins, Holly Tessler and Bill Kapralos)
* List of Acronyms Commonly Found in the Handbook
* List of Software Found in the Handbook
* List of Games Found in the Handbook
* List of Contributors
* Section 1: Interactive Sound in Practice
* Chapter 1 Spatial Reconfiguration in Interactive Video Art (Holly
Rogers)
* Chapter 2 Navigating Sound: Locative and Translocational Approaches
to Interactive Audio (Nye Parry)
* Chapter 3 Defining Sound Toys: Play as Composition (Andrew Dolphin)
* Chapter 4 Thinking More Dynamically about Using Sound to Enhance
Learning from Instructional Technologies (M.J. Bishop)
* Chapter 5 Acoustic Scenography and Interactive Audio: Sound Design
for Built Environments (Jan Paul Herzer )
* Section 2: Videogames and Virtual Worlds
* Chapter 6 The Unanswered Question of Musical Meaning: A Cross-Domain
Approach (Tom Langhorst)
* Chapter 7 How can Interactive Music be Used in Virtual Worlds like
World of Warcraft? (Jon Inge Lomeland)
* Chapter 8 Sound and the Videoludic Experience (Guillaume Roux-Girard)
* Chapter 9 Designing a Game for Music: Integrated Design Approaches
for Ludic Music and Interactivity. (Richard Stevens and Dave
Raybould)
* Chapter 10 Worlds of music: Strategies for creating music-based
experiences in videogames (Melanie Fritsch)
* Section 3: The Psychology and Emotional Impact of Interactive Audio
* Chapter 11 Embodied Virtual Acoustic Ecologies of Computer Games
(Mark Grimshaw and Tom Garner)
* Chapter 12 A Cognitive Approach to the Emotional Function of Game
Sound (Inger Ekman)
* Chapter 13 The Sound of Being There: Presence and Interactive Audio
in Immersive Virtual Reality (Rolf Nordahl and Niels C. Nilsson)
* Chapter 14 Sonic interactions in multimodal environments: An overview
(Stefania Serafin)
* Chapter 15 Musical Interaction for Health Improvement (Anders-Petter
Andersson and Birgitta Cappelen)
* Chapter 16 Engagement, Immersion and Presence: The role of audio
interactivity in location-aware sound design (Natasa Paterson and
Fionnuala Conway)
* Section 4: Performance and Interactive Instruments
* Chapter 17 Multisensory Musicality in Dance Central (Kiri Miller)
* Chapter 18 Interactivity and Liveness in Electroacoustic Concert
Music (Mike Frengel)
* Chapter 19 Skill in Interactive Digital Music Systems (Michael
Gurevich)
* Chapter 20 Gesture in the Design of Interactive Sound Models (Marc
Ainger and Benjamin Schroeder)
* Chapter 21 Virtual Musicians and Machine Learning (Nick Collins)
* Chapter 22 Musical Behavior and Amergence in Technoetic and Media
Arts (Norbert Herber)
* Section 5 Tools and Techniques
* Chapter 23 Flow of Creative Interaction with Digital Music Notations
(Chris Nash and Alan F. Blackwell)
* Chapter 24 Blurring Boundaries, Trends and Implications in Audio
Production Software Developments. (David Bessell)
* Chapter 25 Delivering Interactive Experiences Through the Emotional
Adaptation of Automatically Composed Music (Maia Hoeberechts, Jeff
Shantz, and Michael Katchabaw)
* Chapter 26 A Review of Interactive Sound in Computer Games: Can Sound
Affect the Motoric Behavior of a Player? (Niels Böttcher and Stefania
Serafin)
* Chapter 27 Interactive Spectral Processing of Musical Audio (Victor
Lazzarini)
* Section 6 The Practitioner's Point of View
* Chapter 28 Let's Mix it up: Interviews Exploring the Practical and
Technical Challenges of Interactive Mixing in Games (Helen Mitchell)
* Chapter 29 Our Interactive Audio Future (Damian Kastbauer)
* Chapter 30 For the Love of Chiptune (Leonard J. Paul)
* Chapter 31 Procedural Audio Theory and Practice (Andy Farnell)
* Chapter 32 Live Electronic Preparation: Interactive Timbral Practice
(Rafal Zapala)
* Chapter 33 New Tools for Interactive Audio, and What Good they Do.
(Tim van Geelen)
* List of Acronyms Commonly Found in the Handbook
* List of Software Found in the Handbook
* List of Games Found in the Handbook
* List of Contributors
* Section 1: Interactive Sound in Practice
* Chapter 1 Spatial Reconfiguration in Interactive Video Art (Holly
Rogers)
* Chapter 2 Navigating Sound: Locative and Translocational Approaches
to Interactive Audio (Nye Parry)
* Chapter 3 Defining Sound Toys: Play as Composition (Andrew Dolphin)
* Chapter 4 Thinking More Dynamically about Using Sound to Enhance
Learning from Instructional Technologies (M.J. Bishop)
* Chapter 5 Acoustic Scenography and Interactive Audio: Sound Design
for Built Environments (Jan Paul Herzer )
* Section 2: Videogames and Virtual Worlds
* Chapter 6 The Unanswered Question of Musical Meaning: A Cross-Domain
Approach (Tom Langhorst)
* Chapter 7 How can Interactive Music be Used in Virtual Worlds like
World of Warcraft? (Jon Inge Lomeland)
* Chapter 8 Sound and the Videoludic Experience (Guillaume Roux-Girard)
* Chapter 9 Designing a Game for Music: Integrated Design Approaches
for Ludic Music and Interactivity. (Richard Stevens and Dave
Raybould)
* Chapter 10 Worlds of music: Strategies for creating music-based
experiences in videogames (Melanie Fritsch)
* Section 3: The Psychology and Emotional Impact of Interactive Audio
* Chapter 11 Embodied Virtual Acoustic Ecologies of Computer Games
(Mark Grimshaw and Tom Garner)
* Chapter 12 A Cognitive Approach to the Emotional Function of Game
Sound (Inger Ekman)
* Chapter 13 The Sound of Being There: Presence and Interactive Audio
in Immersive Virtual Reality (Rolf Nordahl and Niels C. Nilsson)
* Chapter 14 Sonic interactions in multimodal environments: An overview
(Stefania Serafin)
* Chapter 15 Musical Interaction for Health Improvement (Anders-Petter
Andersson and Birgitta Cappelen)
* Chapter 16 Engagement, Immersion and Presence: The role of audio
interactivity in location-aware sound design (Natasa Paterson and
Fionnuala Conway)
* Section 4: Performance and Interactive Instruments
* Chapter 17 Multisensory Musicality in Dance Central (Kiri Miller)
* Chapter 18 Interactivity and Liveness in Electroacoustic Concert
Music (Mike Frengel)
* Chapter 19 Skill in Interactive Digital Music Systems (Michael
Gurevich)
* Chapter 20 Gesture in the Design of Interactive Sound Models (Marc
Ainger and Benjamin Schroeder)
* Chapter 21 Virtual Musicians and Machine Learning (Nick Collins)
* Chapter 22 Musical Behavior and Amergence in Technoetic and Media
Arts (Norbert Herber)
* Section 5 Tools and Techniques
* Chapter 23 Flow of Creative Interaction with Digital Music Notations
(Chris Nash and Alan F. Blackwell)
* Chapter 24 Blurring Boundaries, Trends and Implications in Audio
Production Software Developments. (David Bessell)
* Chapter 25 Delivering Interactive Experiences Through the Emotional
Adaptation of Automatically Composed Music (Maia Hoeberechts, Jeff
Shantz, and Michael Katchabaw)
* Chapter 26 A Review of Interactive Sound in Computer Games: Can Sound
Affect the Motoric Behavior of a Player? (Niels Böttcher and Stefania
Serafin)
* Chapter 27 Interactive Spectral Processing of Musical Audio (Victor
Lazzarini)
* Section 6 The Practitioner's Point of View
* Chapter 28 Let's Mix it up: Interviews Exploring the Practical and
Technical Challenges of Interactive Mixing in Games (Helen Mitchell)
* Chapter 29 Our Interactive Audio Future (Damian Kastbauer)
* Chapter 30 For the Love of Chiptune (Leonard J. Paul)
* Chapter 31 Procedural Audio Theory and Practice (Andy Farnell)
* Chapter 32 Live Electronic Preparation: Interactive Timbral Practice
(Rafal Zapala)
* Chapter 33 New Tools for Interactive Audio, and What Good they Do.
(Tim van Geelen)