981 resultados para sound design


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This digital creative output is a 'poetry soundtrack', an audio form comprised on original poetry, music, and sound design.

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This digital creative output is a 'poetry soundtrack', an audio form comprised of original poetry, music, and sound design.

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This digital creative output is a 'poetry soundtrack', an audio work comprised of original poetry, music, and sound design.

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This essay is concerned with how poetry—reading it, writing it, and adapting it—relies on a dialectic between knowing and not knowing, a flickering movement between understanding and ignorance that is central to the production of poetry and its effects. To illustrate this, I discuss my poem, ‘This Voice’, and its subsequent adaptation into what I call a ‘poetry soundtrack’, a form of digital audio poetry employing poetry, music, and sound design. The essay illustrates the centrality of the knowing/not-knowing dialectic to poetry by considering the following with regard to my works: the thematics of nescience; the liminal and virtual space of interpretation and play (the latter as theorised by D.W. Winnicott); ‘nocturnal poetics’; and sampling (both sonic and lexical).

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'Under the Forest'  and 'Ladyswamp' are audio recordings created in collaboration with musician/ sound artist Tom Kazas. As the first outputs of the ongoing Lyrebird project (fully documented at writingfix.com.au) both works reinvent history in artistic form. At the same time they consider the aftermath of inappropriate farming techniques, representing the sense of disconnection the settlers immediately have from any historical continuity or indigenous relationship to land. In focussing on a regional area in Victoria and the stories that emerge from here, this practice-led research has implications for all other regional areas in countries throughout a world in a time of climate change. The two pieces, linked by the flow of water from the upper catchment of the Tarwin River, to the river flats near the South Gippsland coast, embody the presence of location via poetic means; the flow is from erosion to silt: of land becoming water, becoming land. In the sound design the locations are also represented poetically without losing the actuality of their haunting geography.
The two audio works were first presented at the Double Dialogues Conference: 'The 21st century - The Event, The Subject, The Artwork', Fiji, 2012, and are published in In/Stead, Issue 4, 2013 alongside a discursive article, ‘Under the forest & Ladyswamp: a radio play & a sonic poem’. Extracts of the audio appear on Youtube. The process of ‘Ladyswamp’ appears on an educational video currently in production by Deakin University.

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Exploring how the body and light are connected in interdisciplinary practice, in this work I make sound design and moving image re inscribing physical yet out of body experiences of light in near death – recorded from youtube. The image of fading light is in real time and constitutes a symbolic interpretation of eternity mirroring the audio. This work has been curated into a group exhibition at ‘Strange Neighbour’ alongside internationally recognised artists such as Peter Booth and Sam Shmith. The work has also been curated in my solo exhibition by Conny Dietzschold and is the subject of the essay in the catalogue by Sean Redmond and was presented in my paper ‘Motion and stillness: a bodily approach to photography.’ and is mentioned in the journal article to be published titled ‘Technology as Collaborator in Somatic Photographic Practice.’ Intellect Books

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Esta dissertação faz parte das pesquisas realizadas pelo Grupo de Computação Musical da UFRGS e está baseada na crença que é possível fomentar cada vez mais o interesse das pessoas pela música, usando formas alternativas para experimentação sonora e incentivando a interação entre usuários. A partir desta idéia, chega-se ao projeto do CODES - Cooperative Sound Design, que é um ambiente baseado na Web para prototipação musical cooperativa e visa permitir que pessoas (músicos ou leigos em música) possam interagir com o ambiente e entre si para criar cooperativamente protótipos de peças musicais. O objetivo geral deste trabalho é criar um ambiente computacional que permita ao leigo realizar a tarefa de prototipação musical cooperativa na Web. Especificamente, também objetiva identificar e propor características importantes para a implementação de ambientes coletivos para criação sonora apoiados por computador e outras tecnologias disponíveis. Tradicionalmente, algumas barreiras dificultam o “fazer musical” das pessoas e grupos que desejam se reunir e interagir para troca de experiências sonoras. A distância física ou geográfica, a necessidade de posse de um instrumento musical e do domínio da notação musical tradicional (partitura) podem ser as principais barreiras nesse sentido. A principal motivação para este trabalho se apóia sobre este aspecto, no sentido de vencer o desafio para eliminar estas barreiras que afastam as pessoas interessadas da possibilidade de fazer experimentos musicais em grupo. Através do uso do computador como instrumento virtual, da Internet para encontros virtuais e de uma notação musical alternativa para a realização de tais experimentos é possível eliminar estas barreiras. A metodologia para o desenvolvimento desta pesquisa envolveu atividades como estudo e levantamento de características das principais linguagens / notações / representações para computação musical; estudo e levantamento de características dos aspectos de IHC; estudo e levantamento de características de aplicativos CSCW; estudo e levantamento de características de aplicativos de composição musical cooperativa na web; modelagem e construção do protótipo a partir dos levantamentos feitos e da solução proposta; avaliação, experimentação e revisão do protótipo em situações reais de uso; e avaliação do trabalho como um todo, incluindo suas contribuições e limitações. Dentre as principais contribuições deste trabalho salienta-se a prototipação musical cooperativa na web (termo proposto para as ações de manipulação sonora coletiva) realizada por meio de um protótipo desenvolvido; a integração de conceitos de Computação Musical, Interação Humano-computador e Trabalho Cooperativo; a criação de modelos de memória de grupo; a criação de mecanismo para permitir a manipulação sonora individual e coletiva e um modelo de justificativa e argumentação.

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‘Scratch’ investigates the use of physical space as a representation of narrative and dramatic structure. An audio-drama, it is a world-first in being location-sensitive without being tied to any particular place (preceding attempts by others have emphasised location-specific aspects of the genre). Developed in collaboration with and part-funded by BBC Radio Drama, it builds on research undertaken for ‘Dragons’ (output 4). It uses pre-recorded audio on GPS-enabled mobile devices allowing sounds to be virtually attached to locations in an outdoor space. As participants move, they encounter scenes forming a coherent drama which behave differently if the same place is visited more than once. This translocational approach opens novel artistic possibilities exploited through team expertise in narrative, sound design and advanced interaction. It is also significant in the economics of broadcast media as a more viable proposition than the many experimental locative experiences which have been site-specific: this was of great interest to the BBC. The public performance selected for BBC FreeThinking, 1-2 September 2008 in Liverpool as part of European Capital of Culture was reported in a co-authored 2009 conference presentation at ISEA, Belfast, 26-29 August 2009 and in a co-authored short chapter in Spierling and Szilas (eds.) Interactive Storytelling, Springer 2008. Boyd Davis directed the project and devised and undertook the evaluation with 40 trial listeners, reporting to BBC executives (http://researchonline.rca.ac.uk/1000/) for whom a second trial was also run in London in 2009. The evaluation used interview, video observation and a questionnaire combining an open question at the beginning with more specific questions later, avoiding channelling respondents' reactions immediately after the experience into issues which might not be uppermost in their minds, while also yielding data capable of rigorous analysis. The evaluation was to provide feedback to the makers of the drama and to guide policy at the BBC. [287] Participants were recruited principally through the publicity for FreeThinking 2008 – mainly via the festival website. The average age of participants was 40. The gender of participants was 20 males, 17 females and 3 null returns. The evaluation strategy was to combine an open question at the beginning with more specific questions later. In this way we avoided channeling respondents' initial opinions immediately after the experience into issues which might not be uppermost in their minds, while also yielding data capable of rigorous analysis. The purpose of the evaluation was to provide guidance for ourselves as the makers of the drama and to guide policy at the BBC on locative and other interactive media. The responses are analysed in the report.

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Sound is potentially an effective way of analysing data and it is possible to simultaneously interpret layers of sounds and identify changes. Multiple attempts to use sound with scientific data have been made, with varying levels of success. On many occasions this was done without including the end user during the development. In this study a sonified model of the 8 planets of our solar system was built and tested using an end user approach. The sonification was created for the Esplora Planetarium, which is currently being constructed in Malta. The data requirements were gathered from a member of the planetarium staff, and 12 end users, as well as the planetarium representative tested the sonification. The results suggest that listeners were able to discern various planetary characteristics without requiring any additional information. Three out of eight sound design parameters did not represent characteristics successfully. These issues have been identified and further development will be conducted in order to improve the model.

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Esta tesis tiene como objetivo analizar la relación del diseño de sonido cinematográfico con la creación del subtexto en las películas. Se ha procedido a deconstruir el diseño sonoro de una serie de secuencias de películas, para identificar sus diversos elementos –especialmente los efectos y ambientes- y comprender el aporte de estos a la creación del subtexto. Esta tesis realiza una indagación en la construcción sonora de las obras cinematográficas, especialmente de dos elementos: sonidos ambientales o ambientes y efectos de sonido. Estos dos elementos son utilizados comúnmente en la creación de las bandas sonoras, pero aquí se explora su capacidad de crear una relación particular con el espectador, para ayudarle a percibir el subtexto de la obra. La hipótesis que se propone demostrar o negar es que los efectos y ambientes, tienen la capacidad para crear sensaciones en el espectador al ser trabajadas al margen del plano consciente de la percepción sonora. Para hacer esta investigación se partió de una decodificación de varias secuencias de películas que han obtenido reconocimiento internacional por la calidad de su factura; posteriormente se contrastó este análisis con la lectura colectiva de los efectos y ambientes, mediante la realización de un grupo focal.

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Nous proposons, dans ce mémoire, d’explorer les possibilités pratiques et pédagogiques d’une approche autopoïétique de la création sonore au cinéma. Notre principal souci sera de saisir les modalités de l’ascèse propre aux artistes qui se livrent à une telle activité, comprise comme un « apprentissage de soi par soi » (Foucault), afin de faire celui qui peut faire l’œuvre (processus de subjectivation), et le rôle descriptif et opératoire de cet exercice - en tant qu’effort pour penser de façon critique son propre savoir-faire -, dans le faire-œuvre et l’invention de possibles dans l’écriture audio-visuelle cinématographique. Pour ce faire, d’une part, nous étudierons, à partir de témoignages autopoïétiques, le rapport réflexif de trois créateurs sonores à leur pratique et leur effort pour penser (et mettre en place) les conditions d’une pratique et d’une esthétique du son filmique comme forme d’art sonore dans un contexte audio-visuel, alors qu’ils travaillent dans un cadre normalisant : Randy Thom, Walter Murch et Franck Warner. D’autre part, nous recourrons à différentes considérations théoriques (la théorie de l’art chez Deleuze et Guattari, la « surécoute » chez Szendy, l’histoire de la poïétique à partir de Valéry, etc.) et pratiques (la recherche musicale chez Schaeffer, la relation maître-apprenti, les rapports entre automatisme et pensée dans le cinéma moderne chez Artaud et Godard, etc.), afin de contextualiser et d’analyser ces expériences de création, avec l’objectif de problématiser la figure de l’artiste-poïéticien sur un plan éthique dans le sillage de la théorie des techniques de soi chez Foucault.

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Nous proposons, dans ce mémoire, d’explorer les possibilités pratiques et pédagogiques d’une approche autopoïétique de la création sonore au cinéma. Notre principal souci sera de saisir les modalités de l’ascèse propre aux artistes qui se livrent à une telle activité, comprise comme un « apprentissage de soi par soi » (Foucault), afin de faire celui qui peut faire l’œuvre (processus de subjectivation), et le rôle descriptif et opératoire de cet exercice - en tant qu’effort pour penser de façon critique son propre savoir-faire -, dans le faire-œuvre et l’invention de possibles dans l’écriture audio-visuelle cinématographique. Pour ce faire, d’une part, nous étudierons, à partir de témoignages autopoïétiques, le rapport réflexif de trois créateurs sonores à leur pratique et leur effort pour penser (et mettre en place) les conditions d’une pratique et d’une esthétique du son filmique comme forme d’art sonore dans un contexte audio-visuel, alors qu’ils travaillent dans un cadre normalisant : Randy Thom, Walter Murch et Franck Warner. D’autre part, nous recourrons à différentes considérations théoriques (la théorie de l’art chez Deleuze et Guattari, la « surécoute » chez Szendy, l’histoire de la poïétique à partir de Valéry, etc.) et pratiques (la recherche musicale chez Schaeffer, la relation maître-apprenti, les rapports entre automatisme et pensée dans le cinéma moderne chez Artaud et Godard, etc.), afin de contextualiser et d’analyser ces expériences de création, avec l’objectif de problématiser la figure de l’artiste-poïéticien sur un plan éthique dans le sillage de la théorie des techniques de soi chez Foucault.

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Explicit finite difference (FD) schemes can realise highly realistic physical models of musical instruments but are computationally complex. A design methodology is presented for the creation of FPGA-based micro-architectures for FD schemes which can be applied to a range of applications with varying computational requirements, excitation and output patterns and boundary conditions. It has been applied to membrane and plate-based sound producing models, resulting in faster than real-time performance on a Xilinx XC2VP50 device which is 10 to 35 times faster than general purpose and DSP processors. The models have developed in such a way to allow a wide range of interaction (by a musician) thereby leading to the possibility of creating a highly realistic digital musical instrument.