ISBN13: | 9781032382395 |
ISBN10: | 1032382392 |
Binding: | Paperback |
No. of pages: | 178 pages |
Size: | 234x156 mm |
Language: | English |
Illustrations: | 4 Illustrations, black & white; 2 Halftones, black & white; 2 Line drawings, black & white; 5 Tables, black & white |
700 |
Computer Graphics Softwares
Digital signal, audio and image processing
Arts in general
Theatre
Cinema, film, TV, radio
Other integrated software packages
Game planning
Computer Graphics Softwares (charity campaign)
Digital signal, audio and image processing (charity campaign)
Arts in general (charity campaign)
Theatre (charity campaign)
Cinema, film, TV, radio (charity campaign)
Other integrated software packages (charity campaign)
Game planning (charity campaign)
Interactive Sound and Music
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Interactive Sound and Music: Beyond Pressing Play provides an accessible exploration into the aesthetics of interactive audio, using examples from video games, experimental music, and participatory theatre and sound installations.
Interactive Sound and Music: Beyond Pressing Play provides an accessible exploration into the aesthetics of interactive audio, using examples from video games, experimental music, and participatory theatre and sound installations. Offering a practitioner?s perspective, the book places interactive sound and music within a broader aesthetic context relating to key texts and discussion within musicology and wider art practices. Each chapter takes the reader through a key debate surrounding interactive sound and music, such as:
- Is it actually interactive and does it actually matter?
- How do audience expectations change in an interactive space?
- How do you compose for multiple possibilities?
- Is interactive sound and music ever finished?
- Where now for interactive sound and music?
Supported by a series of questions at the end of each chapter that can be used as a focus for seminar or reading group activities, this is an ideal textbook for students on audio engineering, music technology, and game audio courses, as well as an essential guide for anyone interested in interactive sound and music.
1. Is it actually interactive and does it actually matter? 2. How do audience expectations change in an interactive space? 3. How do you compose for multiple possibilities? 4. More than novelty: How can you make interaction a meaningful part of the work? 5. Is interactive sound and music ever finished? 6. Can we create an artefact of a piece of interactive audio? 7. Where now for interactive sound and music?