14 resultados para Digital Music

em Deakin Research Online - Australia


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 SBS News radio interview with Amelia Johns about racism on public transport and the response of witnesses.

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Information systems are changing the way artists and consumers create, use and interact with music. Music experience has become richer and more sophisticated than simply buying and listening to music. New links between IS and music are forging unprecedented levels of creative e-collaboration, innovative music technology development, new music commerce and marketing methods, alongside with the emergence of e-music communities nurturing up-and-coming artists careers. Distinct from non-creative industries, the music industry is at the forefront of technological innovation where the ubiquitous adoption of music downloading, widespread use of personal music systems, and value chain disintermediation has shifted the focus of value delivery towards consumer control. This paper provides new insights into the effect of recent technological change on stakeholders within the music industry value chain, and of music information systems upon creative music products. The paper further explores the stakeholder perceptions of the value added or depleted from music by the technology, and examines the future expectations of information systems amidst the volatility and uncertainty of the music industry.

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What types of goods should be considered digital goods? This paper discusses the question of whether virtual property, such as items available in virtual world environments like Linden Lab’s Second Life and Blizzard’s World of Warcraft, should be considered a valid digital good. The makeup of a virtual property items are explored in this paper and their key features compared and contrasted with that of digital goods. Common examples of digital goods include: electronic books, software, digital music and digital movies. These goods are considered a tangible commodity, that is they have an unlimited supply and secondly they are in a digital/binary form (a sequence of 1’s and 0s’). When looking at why a virtual property items should be included in the category of ‘digital goods’, it is important to consider how items in a virtual world come to exist and how the availability of these items are often controlled by publishers and developers. The aim of this paper is show that digital goods should not be limited to the traditional views such as electronic books, software, music and movies; but in fact the term ‘digital good’ should also include the active market of virtual property
items.

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This article addresses how the advent of trade in computer software, and nowdigital products, has challenged the application of sales law and consumer law.It addresses the law of three jurisdictions: the United Kingdom (‘UK’),Australia and New Zealand. Often, applying the ‘goods’ criterion in theseregimes will be uncontroversial. Nevertheless, modern market conditions havecreated a need to move beyond the existing question of whether softwareconstitutes ‘goods’, and instead to ask how a range of different types of digitalproducts fit into sales law and consumer law regimes. Many legal systems havesettled the software-as-goods question. However, software is only one kind ofcommonly traded digital product. This article argues that other types of digitalproducts — including apps, firmware, digital music and electronic books —should be treated the same way as software by sales law and consumer lawregimes. Recent developments in UK consumer law are also analysed as aninnovative model for reform regarding party rights and obligations in the supplyof digital products.

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Conception of ‘star performance’ through popular music is stratified which generates diverse and often contradictory forms of thought. For example, stars and celebrities plausibly act as a ‘culture medium’ in which, through imagination, one’s identity is assembled, realised or constructed. What to become and how to be are questions we individually and collectively contend with throughout our lives to varying degrees (Maslow, 1954; 1968). Predominant use of digital technologies has seen the delivery of sound much altered. Music, be it Giuseppe Verdi’s La Traviata or Iron Maiden’s The Number of the Beast, once sourced via analogue legacy devices such as ‘old-school’ tape cassette or vinyl record is now a series of zero and one digits. Advocates argue that the key benefit of digitalisation is the ability to compress data because sound generates large files of information. The discourse of digitalisation begs the question of how a series of ones and zeros, albeit in a plethora of configurations, registers with listening bodies and affects ‘the sublime’. It is without doubt that some musical experiences afford indescribable, unlocatable sensation—even enchantment (as defined by Bennett, 2001: 5 and called forth by Redmond: 2014: 126). Such musical experiences might be in the presence of the performer or in their absence such as in the case of recorded music. In this context, any sense of ’real’ space and place is less definitive allowing for ‘special encounters’ to be imagined and felt. For these reasons, music and all that the use of the word might convey, the proposed notion of phaino-ken here, acts as the lens through which to examine the meaning and value of celebrity and star embodiment.

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This paper explores the engagement of architectural students with music in a second year design studio, through a Game and two design projects. A ‘Game’, in the context of this research, is a low-risk learning activity derived from the model established in the CUTSD ‘Reflective Making’ project. The Game required students to complete one of three tasks; to compose and record a piece of electronic music; to research the works of a composer within a digital presentation or to design a prototype musical instrument. This was used as a generative device to inform the design of a Music Room: a space for the contemplation and composition of music. A third stage of the project involved the actual construction of 8 Music Rooms, a high-risk, high-reward activity that requires physical resolution of an established relationship between music and architecture.

This paper will focus on the engagement of architecture students with the Game and related design projects. Student perceptions of the project are used to inform an evaluation of the project as an authentic learning experience and as a valuable component of their architectural education.

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Programmatic form-finding and the visual analysis of creative works (architecture, sound, sculpture, painting, music or dance) can be combined to develop “alchemical” processes for the computational exploration of form. This paper reports two project-based form exploration experiments using such a process. The first experiment develops a process for capturing, manipulating and generating form based on a piece of dance choreography. The second experiment explores the decompression of space and architectural elements encoded within the Duchamp painting “Nude descending a staircase”. A discussion for incorporating programmatic strategies and for developing an innovative approach to conceptual form processing based on the language of geometry is presented.

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During the past decade, innovative digital technology and Internet marketplaces have created a variety of 'phenomena' of businesses, media and institutions considered to be important interaction channels in the music industry, along with an influx of Peer-to-Peer services such as Napster, and Kazaa shifting the business models of major music labels and distributors. Considering the Australian Music Association reported an annual retail turnover of approximately $300 million in 1992 and later in 1999, an increase in figures reported at $396.8 million with the inclusion of music DVD sales, the notion of value-adding to a music product emerges as a profitable venture at each length of the music industry's value chain. In spite of this, Australian studies have often overlooked the underlying perceptions, fears and ideas of those working within the value chain, especially regarding the impact of new technology on their roles. This paper identifies the perceptions of various intermediaries within the Australian Music Industry, identifying common themes and viewpoints amongst the study's participants. Consequently, the paper concluded that the perception of value in the music industry is somewhat influenced by a variety of factors, including music knowledge, communication and dependence on intermediaries to name a few. Common themes were revealed throughout the study include the perception of competitive advantage, new opportunities from new technology and the notion of defining a gimmick versus Value-Adding emerged as indicative of adding value from the study participants.

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With phenomenal increases in the generation and storage of digital audio data in several applications, there is growing need for organizing audio data in databases and providing users with fast access to desired data. This paper presents a scheme for the content-based query and retrieval of audio data stored in MIDI format. This is based on extraction of melody from the MIDI files and suitably comparing with the melody of the query. The results of retrieval using the proposed algorithm are presented.

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I Dream of Jean-Michele is a non-lyrical instrumental piece that harks back to the 1980s ambient scene. A good piece for digital projects that are ambient, or require the space in synthesizer styled music from the 1980s.

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In the Elevator is a warped take on ambient elevator music and a good piece of audio for a digital project where elevators or boredom are needed.

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This essay proposes the term ‘poetry soundtrack’ for a form of sounded poetry that I have been practising for some years (examples of which can be found in this issue of Axon). The poetry soundtrack is a sonic object made up of original poetry, music, and sound design. Such a form is now being produced—under various names—by numerous poets, thanks to the development of the Digital Audio Workstation (or DAW). In my essay, I argue that the poetry soundtrack has occupied an aesthetic no man’s land between avant-garde ‘sound poetry’ and documentary-style recordings of poetry readings. I propose that a general ‘fear of music’ has led critics to favour such forms, and concomitantly to ignore musico-poetic forms of sounded poetry. In addition, I analyse the ‘digital poetics’ that can be found in producing sounded poetry with a DAW, especially with regard to the ‘vocal staging’ that such technology can produce in the poetry soundtrack.

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This exhibition expands upon the history, approaches of experimental film and image making. Through speculative and abstract approaches the artists appropriate images to deal with trauma, confusion and nostalgia. The artists in this exhibition use personal imagery to demonstrate abstract ideals and idiosyncratic perspectives. Work in the show will be made up of photographic prints, collage, 16mm film and video work. Through physical manipulations of the image surface, retrenching of forgotten archives and poetic layerings of time and place, this exhibition aims to examine the de-linear and personal ways artists can experiment with the image.Through incorporating work of long standing artists Dirk De Bruyn and Luigi Fusinato in contrast with the work of young artists Anna Higgins and Beth Caird, the exhibition will examine the relationship between experimental film from a pre-digital context and how it influences, echoes and evolves in a post-digital environment.