922 resultados para Music and movement


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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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In the present paper different representations of urban character that influence environmental cognition are tested. Two main features involved in urban identity are the functional and social aspects of urban environment. Land use of lots is aggregated into different intensity measures that explore functional characterization of urban spaces. Social presence related to residential use and movement in urban space are also evaluated by intensity and social-economic characteristics. All selected attributes come from normal governmental data bases. Thus, one of the challenges is to transpose/interchange data from different scale units into a unique spatial representation unit, creating a common spatial base in a GIS environment.

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This project developed a new approach to movement practice and performance through a solo performance that used physical paradigms of endurance and work to integrate the normally divergent movement practices of contemporary dance, circus and improvisation. This work contributes to developing dance and movement curricula relevant to contemporary hybrid aesthetics.

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