Sailing Through the Score-Map: Scanning Graphic Notation for Composing and Performing Electronic Music
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
First Words: the Birth of Sound Cinema
First Words The Birth of Sound Cinema, 1895 – 1929 Wednesday, September 23, 2010 Northwest Film Forum Co-Presented by The Sprocket Society Seattle, WA www.sprocketsociety.org Origins “In the year 1887, the idea occurred to me that it was possible to devise an instrument which should do for the eye what the phonograph does for the ear, and that by a combination of the two all motion and sound could be recorded and reproduced simultaneously. …I believe that in coming years by my own work and that of…others who will doubtlessly enter the field that grand opera can be given at the Metropolitan Opera House at New York [and then shown] without any material change from the original, and with artists and musicians long since dead.” Thomas Edison Foreword to History of the Kinetograph, Kinetoscope and Kineto-Phonograph (1894) by WK.L. Dickson and Antonia Dickson. “My intention is to have such a happy combination of electricity and photography that a man can sit in his own parlor and see reproduced on a screen the forms of the players in an opera produced on a distant stage, and, as he sees their movements, he will hear the sound of their voices as they talk or sing or laugh... [B]efore long it will be possible to apply this system to prize fights and boxing exhibitions. The whole scene with the comments of the spectators, the talk of the seconds, the noise of the blows, and so on will be faithfully transferred.” Thomas Edison Remarks at the private demonstration of the (silent) Kinetoscope prototype The Federation of Women’s Clubs, May 20, 1891 This Evening’s Film Selections All films in this program were originally shot on 35mm, but are shown tonight from 16mm duplicate prints. -
Electroplankton Revisited: a Meta-Review »Electroplankton Is
Vol. 1, Issue 1/2007 Electroplankton revisited: A Meta-Review Martin Pichlmair »Electroplankton is not a game in any sense of the word. It is art, plain and simple.« (Sellers, 2006) This is an untypical review. It does not highlight specifics of a game but instead focuses on aspects surrounding it. I believe that two years after a game was released, a review can and should reflect the game as well as its wider implications. In this case the game marks a turning point in console history. Not so much because the game was itself so remarkable, but because it was among the first games to break the dominance of hardcore games on game consoles. The game in question is Electroplankton, the first art game for the Nintendo DS. Can games be works of art? While this question is currently a focus of discussion concerning mainstream games, there are niche games so explicitly artful that no one is able to deny them the status of artworks. They are shown at exhibitions, presented in books, and generally reviewed as valuable contributions to culture. The games I am talking about are usually referred to as art games or Game Art (see Bittani 2006 for definitions of these two genres). Popular examples include fur's PainStation, Julian Oliver's Fijuu, and Cory Arcangel's (2006) Super Mario Clouds (more examples are discussed in Pichlmair, 2006). PainStation is a twisted reinterpretation of the game Pong. Fijuu is a music game and an electronic instrument. Super Mario Clouds is the appropriation of the original Nintendo Super Mario game based on a hacked Nintendo Entertainment System cartridge. -
Being Virtual: Embodiment and Experience in Interactive Computer Game Play
Being Virtual: Embodiment and Experience in Interactive Computer Game Play Hanna Mathilde Sommerseth PhD The University of Edinburgh January 2010 1 Declaration My signature certifies that this thesis represents my own original work, the results of my own original research, and that I have clearly cited all sources and that this work has not been submitted for any other degree or professional qualification except as specified. Hanna Mathilde Sommerseth 2 Acknowledgements I am grateful to my supervisor Ella Chmielewska for her continued support throughout the past four years. I could not have gotten to where I am today without her encouragement and belief in my ability to do well. I am also deeply thankful also to a number of other mentors, official and unofficial for their advice and help: Richard Coyne, John Frow, Brian McNair, Jane Sillars, and most especially thank you to Nick Prior for his continued friendship and support. I am thankful for the Higher Education Funding Council in Scotland and the University of Edinburgh for the granting of an Overseas Research Student award allowing me to undertake this thesis in the first place, as well as to the Norwegian State Educational Loan Fund for maintenance grants allowing me to live while doing it. In the category of financial gratefulness, I must also thank my parents for their continued help over these four years when times have been difficult. Rumour has it that the process of writing a thesis of this kind can be a lonely endeavour. But in the years I have spent writing I have found a great community of emerging scholars and friends at the university and beyond that have supported and challenged me in ways too many to mention. -
Music Games Rock: Rhythm Gaming's Greatest Hits of All Time
“Cementing gaming’s role in music’s evolution, Steinberg has done pop culture a laudable service.” – Nick Catucci, Rolling Stone RHYTHM GAMING’S GREATEST HITS OF ALL TIME By SCOTT STEINBERG Author of Get Rich Playing Games Feat. Martin Mathers and Nadia Oxford Foreword By ALEX RIGOPULOS Co-Creator, Guitar Hero and Rock Band Praise for Music Games Rock “Hits all the right notes—and some you don’t expect. A great account of the music game story so far!” – Mike Snider, Entertainment Reporter, USA Today “An exhaustive compendia. Chocked full of fascinating detail...” – Alex Pham, Technology Reporter, Los Angeles Times “It’ll make you want to celebrate by trashing a gaming unit the way Pete Townshend destroys a guitar.” –Jason Pettigrew, Editor-in-Chief, ALTERNATIVE PRESS “I’ve never seen such a well-collected reference... it serves an important role in letting readers consider all sides of the music and rhythm game debate.” –Masaya Matsuura, Creator, PaRappa the Rapper “A must read for the game-obsessed...” –Jermaine Hall, Editor-in-Chief, VIBE MUSIC GAMES ROCK RHYTHM GAMING’S GREATEST HITS OF ALL TIME SCOTT STEINBERG DEDICATION MUSIC GAMES ROCK: RHYTHM GAMING’S GREATEST HITS OF ALL TIME All Rights Reserved © 2011 by Scott Steinberg “Behind the Music: The Making of Sex ‘N Drugs ‘N Rock ‘N Roll” © 2009 Jon Hare No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. -
Between Magic and the Algorithmic Image
BETWEEN MAGIC AND THE ALGORITHMIC IMAGE YOSHITOMO MORIOKA Emile Reynaud, often regarded as a pioneer ofanimation in film, was a man who led a poignant life. In his later years, he invented a projection-type animation system called 'le theatre optique.' Antici pating the work ofAuguste Marie Lumiere and Thomas Edison, his 'le theatre optique' involved screening images which had been handpainted, frame by frame, on perforated film. The images were accompanied by simple but wondrous stories sung in chanson. The film-feed system was a manually controlled mechanism that allowed improvisational repetition, rewinding and adjustment of the film speed. This provided for a variety of tricks of movement, time and perception during the course ofthe performance. One day in 1910, however, he threw most of his film and equipment into the Siene: he died four years later. In successive years, improvements in silver chloride film and in cinematic technolo gies, as well as in the development ofa filmic language, rendered the experimental tech niques of Reynaud as increasingly quaint. The endless loops of the phenakistiscope came to be replaced by the rectilineal movement of narrative film, becoming the paradigmatic medium of twentieth century art. Toshio Iwai's experiments with pre-cinematic technologies are meant to recall the magic that moving images must have possessed, in the days before their tethering to the logic ~f capital. Iwai's work is nostalgic in the truest sense ofthe word: not as regression to a memory of the past, but as an entering into the past to revive such memories as new knowledge. -
L'audiovision Dans Le Cinéma D'animation
L’audiovision dans le cinéma d’animation : contribution à la sémiotique Juan Alberto Conde Aldana To cite this version: Juan Alberto Conde Aldana. L’audiovision dans le cinéma d’animation : contribution à la sémiotique. Linguistique. Université de Limoges, 2016. Français. NNT : 2016LIMO0094. tel-01877580 HAL Id: tel-01877580 https://tel.archives-ouvertes.fr/tel-01877580 Submitted on 20 Sep 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. UNIVERSITE DE LIMOGES ECOLE DOCTORALE n° 527 : « Cognition, Comportement, Langage(s) » Centre de Recherches Sémiotiques (CeReS) Thèse pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ DE LIMOGES Sciences du langage, spécialité sémiotique Présentée et soutenue par Juan Alberto CONDE Thèse de doctorat doctorat Thèse de Le 16/12/2016 L’audiovision dans le cinéma d’animation expérimental Approche sémiotique Thèse dirigée par Jacques FONTANILLE JURY : Rapporteurs M. François Jost, Professeur émérite de l’Université de la Sorbonne Nouvelle (Paris 3), Directeur Honoraire du CEISME M. Laurent Jullier, Professeur à l’Université de Lorraine, IECA, (Nancy) Examinateurs M. Anne Beyaert, Professeur des Universités Université Montaigne à Bordeaux, Directrice du MICA, MSHA M. Jacques Fontanille, Professeur émérite, Université de Limoges, CeReS M. -
Gus Visser and His Singing Duck by Scott Simmon
Gus Visser and His Singing Duck By Scott Simmon From the National Film Preservation Foundation (NFPF) Treasures of the American Archives DVD program notes, by permission of NFPF and Scott Simmon This early sound short, unforgettably odd, captures a certain Gus Visser singing and goosing (if that’s the term” his duck in an act unlike anything since the death of vaudeville. The accommodating duck and Gus make a duet of Sidney Clare and Con Conrad’s “Ma (He’s Making Eyes at Me),” which had been in- troduced in the Broadway revue “The Midnight Rounders of 1921.” The experimental sound record- ing and Gus’s brogue make the lyrics difficult to catch, but this version seems to run as follows, with a pair of mysteriously incomprehensible lines near Courtesy National Film Preservation Foundation. the end: help instantaneously convert variations in sound And little Lilly was oh so silly and shy, waves into variations in light intensity. Case and de And all the fellows knew, she would not bill and coo. Forest learned much from each other’s inventions and Every single night some smart fellow would try refinements, but they ended up battling in court after To cuddle up to her, but she would cry: Case sold his sound-on-film process to William Fox. Oh, Ma, he’s making eyes at me. Fully refined technology for synchronization and, as Ma, he’s awful nice to me. important, for amplification sufficient to fill a movie Oh, Ma, he’s almost breaking my heart. palace was in place by 1924, although only a few I am beside him, mercy, let his conscience guide him. -
The Jam-O-Drum Interactive Music System: a Study in Interaction Design
The Jam-O-Drum Interactive Music System: A Study in Interaction Design Tina Blaine Tim Perkis RhythMix Cultural Works 1050 Santa Fe Avenue 638 Viona Avenue Albany, CA 94706 Oakland, CA 94610 +1.510.528.7241 +1.510.645.1321 [email protected] [email protected] ABSTRACT Perkis came to the project with an extensive background of This paper will describe the multi-user interactive music work in computer-mediated collaborative music making. His system known as the Jam-O-Drum developed at Interval group The Hub connected six electronic musicians in a Research Corporation.1 By combining velocity sensitive input computer network, and performed experiments in new forms devices and computer graphics imagery into an integrated of collective musical tabletop surface, up to six simultaneous players are able to improvisation throughout the '80s and '90s [3]. Both were participate in a collaborative approach to musical interested in further experimentation with spontaneous improvisation. We demonstrate that this interactive music improvisation and interactive audiovisual collaboration. By system embraces both the novice and musically trained changing the context of making music to a casual group participants by taking advantage of their intuitive abilities and experience, we particularly hoped to provide novice players social interaction skills. In this paper and accompanying the experience of musical interaction in an ensemble setting. video, we present conclusions from user testing of this device Several basic goals of the project had been established before along with examples of interaction design methods and the particular configuration of a drum table was conceived. prototypes of interpretive musical and game-like Our intention was: development schemes. -
ELECTRONICS PIONEER Lee De Forest
ELECTRONICS PIONEER Lee De Forest by I. E. Levine author of MIRACLE MAN OF PRINTING: Ottmar M1ergenthaler, etc. In 1913 the U. S. Government indicted a scientist on charges that could have sent him to prison for a decade. An angry prosecutor branded the defendant a charlatan, and accused him of defrauding the public by selling stock to manufacture a worthless device. Fortunately for the future of electronics - and for the dignity of justice - the defendant was found innocent. He was the brilliant inventor. Lee De Forest, and the so-called worthless device was a triode vacuum tube called an Audion; the most valuable discovery in the history of electronics. From his father, a minister and college president, young De Forest acquired a strength of character and purpose that helped him work his way through Yale and left him undismayed by early failures. Ilis first successful invention was a wireless receiver far superior to Marconi's. Soon he devised a revolutionary trans- mitter, and at thirty was manufacturing his own equip- ment. Then his success was wiped out by an unscrup- ulous financier. De Forest started all over again, per- fected his priceless Audion tube and paved the way for radio broadcasting in America. Time and again it was only De Forest's faith that helped him surmount the obstacles and indignities thrust upon him by others. Greedy men and powerful corporations took his money, infringed on his patents and secured rights to his inventions for only a fraction of their true worth. Yet nothing crushed his spirit or blurred his scientific vision. -
Independent Filmmakers and Commercials
Vol.Vol. 33 IssueIssue 77 October 1998 Independent Filmmakers and Commercials Balancing Commercials & Personal Work William Kentridge ItalyÕs Indy Scene U.K. Opps for Independents Max and His Special Problem Plus: The Budweiser Frogs & Lizards, Barry Purves and Glenn Vilppu TABLE OF CONTENTS OCTOBER 1998 VOL.3 NO.7 Table of Contents October 1998 Vol. 3, No. 7 4 Editor’s Notebook The inventiveness of independents... 5 Letters: [email protected] 7 Dig This! Animation World Magazine takes a jaunt into the innovative and remarkable: this month we look at fashion designer Rebecca Moses’ animated film, The Discovery of India. INDEPENDENT FILMMAKERS 8 William Kentridge: Quite the Opposite of Cartoons The amazing animation films of South African William Kentridge are discussed in depth by Philippe Moins. Available in English and French. 14 Italian Independent Animators Andrea Martignoni relates the current situation of independent animation in Italy and profiles three current indepen- dents: Ursula Ferrara, Alberto D’Amico, and Saul Saguatti. Available in English and Italian. 21 Eating and Animating: Balancing the Basics for U.K. Independents 1998 Marie Beardmore relays the main paths that U.K. animators, seeking to make their own works, use in order to obtain funding to animate...and eat! 25 Animation in Bosnia And Herzegovina:A Start and an Abrupt Stop In the shadow of Zagreb, animation in Bosnia and Herzegovina never truly developed until soon before the war...only to be abruptly halted. Rada Sesic explains. COMMERCIALS 30 Bud-Weis-Er: Computer-Generated Frogs and Lizards Give Bud a Boost As Karen Raugust explains, sometimes companies get lucky and their commercials become their own licensing phe- nomena. -
Game Design for Expressive Mobile Music
Game Design for Expressive Mobile Music Ge Wang Center for Computer Research in Music and Acoustics (CCRMA) Stanford University [email protected] ABSTRACT for a longer period of time than without the “game”, and is often This article presents observations and strategies for designing game- successful in developing skill. Game design for such ostensibly “serious” purposes date back several millennia, ranging from early like elements for expressive mobile musical interactions. The th designs of several popular commercial mobile music instruments are military uses to applications in education and business in the 20 discussed and compared, along with the different ways they integrate century [1]. musical information and game-like elements. In particular, issues of A closely related—and more recent—notion of gamefication is designing goals, rules, and interactions are balanced with articulating provided by Deterding et al. as “the use of game design elements in expressiveness. These experiences aim to invite and engage users non-game contexts” [5]. In their thorough and careful distillation, with game design while maintaining and encouraging open-ended subtle differences are drawn between “gamefication” and such musical expression and exploration. A set of observations is derived, concepts as “productivity games” [15], “playful design” [7], leading to a broader design motivation and philosophy. “behaviorial games” [6], and “game layer” [19]. A deeper distinction is highlighted between the notions of paidia (or “playing”) and ludus (or “gaming”). Whereas the former denotes more open-ended, Author Keywords expressive, free-form behaviors and meanings, ludus is characterized Game design, physical interaction design, mobile music, musical by rule-based systems designed with specific goals. -
EL PATRIMONIO SONORO01.Pdf
Laura Prieto Radio Nacional de España Universidad Complutense de Madrid Bogotá, Noviembre 2014 EL PATRIMONIO SONORO EN EL CONTEXTO DEL PATRIMONIO AUDIOVISUAL JORNADAS ACADÉMICAS SOBRE TÉCNICA Y GESTIÓN EN LOS ARCHIVOS AUDIOVISUALES Orígenes de la comunicación Interés del hombre por comunicarse con sus semejantes Nacimiento del lenguaje: 250.000 años Homo Sapiens Martin Heidegger: el lenguaje es la casa del ser, donde mora la esencia humana Neardental: aparato fonador capacitado para emitir fonemas y darles un carácter simbólico. Comunicación oral. Elementos pictóricos. Escritura Nacimiento de la Música vinculado al nacimiento del lenguaje Música: intencionalidad de hablar con una entonación, altura y expresión particulares Lenguaje y Música: objetivo común = comunicación Patrimonio sonoro Elementos ligados a la existencia de soportes para convertirse en realidad Soporte = 2 perspectivas sustancia inerte que en un proceso proporciona la adecuada superficie de contacto o fija alguno de sus reactivos (cualidad física) material en cuya superficie se registra información = elemento de las telecomunicaciones (cualidad intelectual) Soportes = esencia del patrimonio Sonido Palabra Música Efectos sonoros Sintonías, indicativos, ráfagas… Anuncios y cuñas publicitarias Objetivos: Intrínsecos Creativo Documental Elaboración de programas Extrínsecos Copia judicial Investigación Colaboración con instituciones políticas o judiciales Comercialización y difusión directa Palabra Característica: presencia voz humana Objetivos: