The Oxford handbook of interactive audio:
What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audi...
Gespeichert in:
Weitere Verfasser: | , , |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
New York, NY [u.a.]
Oxford Univ. Press
2014
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Schlagworte: | |
Zusammenfassung: | What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice. As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches - technological, emotional, psychological, and physical - the book provides a thorough overview of the fascinating experience of interactive sound. |
Beschreibung: | XXV, 594 S. Ill., graph. Darst. |
ISBN: | 9780199797226 |
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245 | 1 | 0 | |a The Oxford handbook of interactive audio |c ed. by Karen Collins ; Bill Kapralos and Holly Tessler. [Contributors: Marc Ainger ; Anders-Petter Andersson ; David Bessell ; JM Bishop ; Alan F. Blackwell ; Niels Böttcher ; Birgitta Cappelen ; Karen Collins ; Nick Collins ; Fionnuala Conway ; Andrew Dolphin ; Inger Ekman ; Andy Farnell ; Mike Frengel ; Melanie Fritsch ; Tom Garner ; Tim van Geelen ; Mark Grimshaw ; Michael Gurevich ; Norbert Herber ; Jan Paul Herzer ; Maia Hoeberechts ; Bill Kapralos ; Damian Kastbauer ; Michael Katchabaw ; Tom Langhorst ; Victor Lazzarini ; Jon Inge Lomeland ; Kiri Miller ; Helen Mitchell ; Chris Nash ; Niels C. Nilsson ; Rolf Nordahl ; Nye Parry ; Natasa Paterson ; Leonard J. Paul ; Dave Raybould ; Holly Rogers ; Guillaume Roux-Girard ; Benjamin Schroeder ; Stefania Serafin ; Jeff Shantz ; Richard Stevens ; Holly Tessler ; Rafał Zapała] |
246 | 1 | 3 | |a Interactive audio |
264 | 1 | |a New York, NY [u.a.] |b Oxford Univ. Press |c 2014 | |
300 | |a XXV, 594 S. |b Ill., graph. Darst. | ||
336 | |b txt |2 rdacontent | ||
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505 | 0 | |a Machine generated contents note: SECTION 1 INTERACTIVE SOUND IN PRACTICE -- 1.Spatial Reconfiguration in Interactive Video Art / Holly Rogers -- 2.Navigating Sound: Locative and Translocational Approaches to Interactive Audio / Nye Parry -- 3.Defining Sound Toys: Play as Composition / Andrew Dolphin -- 4.Thinking More Dynamically about Using Sound to Enhance Learning from Instructional Technologies / M. J. Bishop -- 5.Acoustic Scenography and Interactive Audio: Sound Design for Built Environments / Jan Paul Herzer -- SECTION 2 VIDEOGAMES AND VIRTUAL WORLDS -- 6.The Unanswered Question of Musical Meaning: A Cross-domain Approach / Tom Langhorst -- 7.How Can Interactive Music Be Used in Virtual Worlds like World of Warcrafft / Jon Inge Lomeland -- 8.Sound and the Videoludic Experience / Guillaume Roux-Girard -- 9.Designing a Game for Music: Integrated Design Approaches for Ludic Music and Interactivity / Dave Raybould -- | |
505 | 0 | |a Contents note continued: 10.Worlds of Music: Strategies for Creating Music-based Experiences in Videogames / Melanie Fritsch -- SECTION 3 THE PSYCHOLOGY AND EMOTIONAL IMPACT OF INTERACTIVE AUDIO -- 11.Embodied Virtual Acoustic Ecologies of Computer Games / Tom Garner -- 12.A Cognitive Approach to the Emotional Function of Game Sound / Inger Ekman -- 13.The Sound of Being There: Presence and Interactive Audio in Immersive Virtual Reality / Niels C. Nilsson -- 14.Sonic Interactions in Multimodal Environments: An Overview / Stefania Serafin -- 15.Musical Interaction for Health Improvement / Birgitta Cappelen -- 16.Engagement, Immersion and Presence: The role of Audio Interactivity in Location-aware Sound Design / Fionnuala Conway -- SECTION 4 PERFORMANCE AND INTERACTIVE INSTRUMENTS -- 17.Multisensory Musicality in Dance Central / Kiri Miller -- 18.Interactivity and Liveness in Electroacoustic Concert Music / Mike Frengel -- | |
505 | 0 | |a Contents note continued: 19.Skill in Interactive Digital Music Systems / Michael Gurevich -- 20.Gesture in the Design of Interactive Sound Models / Benjamin Schroeder -- 21.Virtual Musicians and Machine Learning / Nick Collins -- 22.Musical Behavior and Amergence in Technoetic and Media Arts / Norbert Herber -- SECTION 5 TOOLS AND TECHNIQUES -- 23.Flow of Creative Interaction with Digital Music Notations / Alan F. Blackwell -- 24.Blurring Boundaries: Trends and Implications in Audio Production Software Developments / David Bessell -- 25.Delivering Interactive Experiences through the Emotional Adaptation of Automatically Composed Music / Michael Katchabaw -- 26.A Review of Interactive Sound in Computer Games: Can Sound Affect the Motoric Behavior of a Player? / Stefania Serafin -- 27.Interactive Spectral Processing of Musical Audio / Victor Lazzarini -- SECTION 6 THE PRACTITIONER'S POINT OF VIEW -- | |
505 | 0 | |a Contents note continued: 28.Let's Mix it Up: Interviews Exploring the Practical and Technical Challenges of Interactive Mixing in Games / Helen Mitchell -- 29.Our Interactive Audio Future / Damian Kastbauer -- 30.For the Love of Chiptune / Leonard J. Paul -- 31.Procedural Audio Theory and Practice / Andy Farnell -- 32.Live Electronic Preparation: Interactive Timbral Practice / Rafal Zapala -- 33.New Tools for Interactive Audio, and What Good they Do / Tim van Geelen | |
520 | |a What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice. As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches - technological, emotional, psychological, and physical - the book provides a thorough overview of the fascinating experience of interactive sound. | ||
650 | 4 | |a Interactive multimedia | |
650 | 4 | |a Video game music |x Analysis, appreciation | |
650 | 4 | |a Computer game music |x Analysis, appreciation | |
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689 | 0 | |5 DE-604 | |
700 | 1 | |a Collins, Karen |d 1973- |0 (DE-588)136800262 |4 edt | |
700 | 1 | |a Kapralos, Bill |4 edt | |
700 | 1 | |a Tessler, Holly |0 (DE-588)1025643313 |4 edt | |
999 | |a oai:aleph.bib-bvb.de:BVB01-027298147 |
Datensatz im Suchindex
_version_ | 1804152201679994880 |
---|---|
any_adam_object | |
author2 | Collins, Karen 1973- Kapralos, Bill Tessler, Holly |
author2_role | edt edt edt |
author2_variant | k c kc b k bk h t ht |
author_GND | (DE-588)136800262 (DE-588)1025643313 |
author_facet | Collins, Karen 1973- Kapralos, Bill Tessler, Holly |
building | Verbundindex |
bvnumber | BV041853751 |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.I59 |
callnumber-search | QA76.76.I59 |
callnumber-sort | QA 276.76 I59 |
callnumber-subject | QA - Mathematics |
classification_rvk | LR 57790 |
contents | Machine generated contents note: SECTION 1 INTERACTIVE SOUND IN PRACTICE -- 1.Spatial Reconfiguration in Interactive Video Art / Holly Rogers -- 2.Navigating Sound: Locative and Translocational Approaches to Interactive Audio / Nye Parry -- 3.Defining Sound Toys: Play as Composition / Andrew Dolphin -- 4.Thinking More Dynamically about Using Sound to Enhance Learning from Instructional Technologies / M. J. Bishop -- 5.Acoustic Scenography and Interactive Audio: Sound Design for Built Environments / Jan Paul Herzer -- SECTION 2 VIDEOGAMES AND VIRTUAL WORLDS -- 6.The Unanswered Question of Musical Meaning: A Cross-domain Approach / Tom Langhorst -- 7.How Can Interactive Music Be Used in Virtual Worlds like World of Warcrafft / Jon Inge Lomeland -- 8.Sound and the Videoludic Experience / Guillaume Roux-Girard -- 9.Designing a Game for Music: Integrated Design Approaches for Ludic Music and Interactivity / Dave Raybould -- Contents note continued: 10.Worlds of Music: Strategies for Creating Music-based Experiences in Videogames / Melanie Fritsch -- SECTION 3 THE PSYCHOLOGY AND EMOTIONAL IMPACT OF INTERACTIVE AUDIO -- 11.Embodied Virtual Acoustic Ecologies of Computer Games / Tom Garner -- 12.A Cognitive Approach to the Emotional Function of Game Sound / Inger Ekman -- 13.The Sound of Being There: Presence and Interactive Audio in Immersive Virtual Reality / Niels C. Nilsson -- 14.Sonic Interactions in Multimodal Environments: An Overview / Stefania Serafin -- 15.Musical Interaction for Health Improvement / Birgitta Cappelen -- 16.Engagement, Immersion and Presence: The role of Audio Interactivity in Location-aware Sound Design / Fionnuala Conway -- SECTION 4 PERFORMANCE AND INTERACTIVE INSTRUMENTS -- 17.Multisensory Musicality in Dance Central / Kiri Miller -- 18.Interactivity and Liveness in Electroacoustic Concert Music / Mike Frengel -- Contents note continued: 19.Skill in Interactive Digital Music Systems / Michael Gurevich -- 20.Gesture in the Design of Interactive Sound Models / Benjamin Schroeder -- 21.Virtual Musicians and Machine Learning / Nick Collins -- 22.Musical Behavior and Amergence in Technoetic and Media Arts / Norbert Herber -- SECTION 5 TOOLS AND TECHNIQUES -- 23.Flow of Creative Interaction with Digital Music Notations / Alan F. Blackwell -- 24.Blurring Boundaries: Trends and Implications in Audio Production Software Developments / David Bessell -- 25.Delivering Interactive Experiences through the Emotional Adaptation of Automatically Composed Music / Michael Katchabaw -- 26.A Review of Interactive Sound in Computer Games: Can Sound Affect the Motoric Behavior of a Player? / Stefania Serafin -- 27.Interactive Spectral Processing of Musical Audio / Victor Lazzarini -- SECTION 6 THE PRACTITIONER'S POINT OF VIEW -- Contents note continued: 28.Let's Mix it Up: Interviews Exploring the Practical and Technical Challenges of Interactive Mixing in Games / Helen Mitchell -- 29.Our Interactive Audio Future / Damian Kastbauer -- 30.For the Love of Chiptune / Leonard J. Paul -- 31.Procedural Audio Theory and Practice / Andy Farnell -- 32.Live Electronic Preparation: Interactive Timbral Practice / Rafal Zapala -- 33.New Tools for Interactive Audio, and What Good they Do / Tim van Geelen |
ctrlnum | (OCoLC)876200378 (DE-599)BVBBV041853751 |
dewey-full | 006.7 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.7 |
dewey-search | 006.7 |
dewey-sort | 16.7 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik Musikwissenschaft |
format | Book |
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id | DE-604.BV041853751 |
illustrated | Illustrated |
indexdate | 2024-07-10T01:06:57Z |
institution | BVB |
isbn | 9780199797226 |
language | English |
lccn | 013029241 |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-027298147 |
oclc_num | 876200378 |
open_access_boolean | |
owner | DE-703 DE-11 DE-B170 |
owner_facet | DE-703 DE-11 DE-B170 |
physical | XXV, 594 S. Ill., graph. Darst. |
publishDate | 2014 |
publishDateSearch | 2014 |
publishDateSort | 2014 |
publisher | Oxford Univ. Press |
record_format | marc |
spelling | The Oxford handbook of interactive audio ed. by Karen Collins ; Bill Kapralos and Holly Tessler. [Contributors: Marc Ainger ; Anders-Petter Andersson ; David Bessell ; JM Bishop ; Alan F. Blackwell ; Niels Böttcher ; Birgitta Cappelen ; Karen Collins ; Nick Collins ; Fionnuala Conway ; Andrew Dolphin ; Inger Ekman ; Andy Farnell ; Mike Frengel ; Melanie Fritsch ; Tom Garner ; Tim van Geelen ; Mark Grimshaw ; Michael Gurevich ; Norbert Herber ; Jan Paul Herzer ; Maia Hoeberechts ; Bill Kapralos ; Damian Kastbauer ; Michael Katchabaw ; Tom Langhorst ; Victor Lazzarini ; Jon Inge Lomeland ; Kiri Miller ; Helen Mitchell ; Chris Nash ; Niels C. Nilsson ; Rolf Nordahl ; Nye Parry ; Natasa Paterson ; Leonard J. Paul ; Dave Raybould ; Holly Rogers ; Guillaume Roux-Girard ; Benjamin Schroeder ; Stefania Serafin ; Jeff Shantz ; Richard Stevens ; Holly Tessler ; Rafał Zapała] Interactive audio New York, NY [u.a.] Oxford Univ. Press 2014 XXV, 594 S. Ill., graph. Darst. txt rdacontent n rdamedia nc rdacarrier Machine generated contents note: SECTION 1 INTERACTIVE SOUND IN PRACTICE -- 1.Spatial Reconfiguration in Interactive Video Art / Holly Rogers -- 2.Navigating Sound: Locative and Translocational Approaches to Interactive Audio / Nye Parry -- 3.Defining Sound Toys: Play as Composition / Andrew Dolphin -- 4.Thinking More Dynamically about Using Sound to Enhance Learning from Instructional Technologies / M. J. Bishop -- 5.Acoustic Scenography and Interactive Audio: Sound Design for Built Environments / Jan Paul Herzer -- SECTION 2 VIDEOGAMES AND VIRTUAL WORLDS -- 6.The Unanswered Question of Musical Meaning: A Cross-domain Approach / Tom Langhorst -- 7.How Can Interactive Music Be Used in Virtual Worlds like World of Warcrafft / Jon Inge Lomeland -- 8.Sound and the Videoludic Experience / Guillaume Roux-Girard -- 9.Designing a Game for Music: Integrated Design Approaches for Ludic Music and Interactivity / Dave Raybould -- Contents note continued: 10.Worlds of Music: Strategies for Creating Music-based Experiences in Videogames / Melanie Fritsch -- SECTION 3 THE PSYCHOLOGY AND EMOTIONAL IMPACT OF INTERACTIVE AUDIO -- 11.Embodied Virtual Acoustic Ecologies of Computer Games / Tom Garner -- 12.A Cognitive Approach to the Emotional Function of Game Sound / Inger Ekman -- 13.The Sound of Being There: Presence and Interactive Audio in Immersive Virtual Reality / Niels C. Nilsson -- 14.Sonic Interactions in Multimodal Environments: An Overview / Stefania Serafin -- 15.Musical Interaction for Health Improvement / Birgitta Cappelen -- 16.Engagement, Immersion and Presence: The role of Audio Interactivity in Location-aware Sound Design / Fionnuala Conway -- SECTION 4 PERFORMANCE AND INTERACTIVE INSTRUMENTS -- 17.Multisensory Musicality in Dance Central / Kiri Miller -- 18.Interactivity and Liveness in Electroacoustic Concert Music / Mike Frengel -- Contents note continued: 19.Skill in Interactive Digital Music Systems / Michael Gurevich -- 20.Gesture in the Design of Interactive Sound Models / Benjamin Schroeder -- 21.Virtual Musicians and Machine Learning / Nick Collins -- 22.Musical Behavior and Amergence in Technoetic and Media Arts / Norbert Herber -- SECTION 5 TOOLS AND TECHNIQUES -- 23.Flow of Creative Interaction with Digital Music Notations / Alan F. Blackwell -- 24.Blurring Boundaries: Trends and Implications in Audio Production Software Developments / David Bessell -- 25.Delivering Interactive Experiences through the Emotional Adaptation of Automatically Composed Music / Michael Katchabaw -- 26.A Review of Interactive Sound in Computer Games: Can Sound Affect the Motoric Behavior of a Player? / Stefania Serafin -- 27.Interactive Spectral Processing of Musical Audio / Victor Lazzarini -- SECTION 6 THE PRACTITIONER'S POINT OF VIEW -- Contents note continued: 28.Let's Mix it Up: Interviews Exploring the Practical and Technical Challenges of Interactive Mixing in Games / Helen Mitchell -- 29.Our Interactive Audio Future / Damian Kastbauer -- 30.For the Love of Chiptune / Leonard J. Paul -- 31.Procedural Audio Theory and Practice / Andy Farnell -- 32.Live Electronic Preparation: Interactive Timbral Practice / Rafal Zapala -- 33.New Tools for Interactive Audio, and What Good they Do / Tim van Geelen What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What does the future hold for interactive musical and sonic experiences? This book answers these questions with newly-commissioned chapters that explore the full range of interactive audio in games, performance, design, and practice. As audiences are increasingly no longer solely listeners but also active producer-consumers, and as video games and other interactive systems increasingly permeate our daily lives, understanding interactivity and its impact on the audience has never been more important. A collection of newly commissioned chapters on interactivity in music and sound edited by preeminent scholars in the field, this book marks the beginning of a journey into understanding the ways in which we interact with sound, and offers a new set of analytical tools for the growing field of interactive audio. What does it mean to interact with sound? How does interactivity alter our experience as creators and listeners? What makes interactive audio different from non-interactive audio? Where does interacting with audio fit into our understanding of sound and music? What does the future hold for interactive media when it comes to our musical and sonic experiences? And how do we begin to approach interactive audio from a theoretical perspective? The Oxford Handbook of Interactive Audio answers these questions by exploring the full range of interactive audio in video games, performance, education, environmental design, toys, and artistic practice. Examining these questions from a range of approaches - technological, emotional, psychological, and physical - the book provides a thorough overview of the fascinating experience of interactive sound. Interactive multimedia Video game music Analysis, appreciation Computer game music Analysis, appreciation Musik (DE-588)4040802-4 gnd rswk-swf Computermusik (DE-588)4113239-7 gnd rswk-swf Soundverarbeitung (DE-588)4485311-7 gnd rswk-swf Interaktive Medien (DE-588)4642838-0 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Interaktive Medien (DE-588)4642838-0 s Soundverarbeitung (DE-588)4485311-7 s Musik (DE-588)4040802-4 s Computerspiel (DE-588)4010457-6 s Computermusik (DE-588)4113239-7 s DE-604 Collins, Karen 1973- (DE-588)136800262 edt Kapralos, Bill edt Tessler, Holly (DE-588)1025643313 edt |
spellingShingle | The Oxford handbook of interactive audio Machine generated contents note: SECTION 1 INTERACTIVE SOUND IN PRACTICE -- 1.Spatial Reconfiguration in Interactive Video Art / Holly Rogers -- 2.Navigating Sound: Locative and Translocational Approaches to Interactive Audio / Nye Parry -- 3.Defining Sound Toys: Play as Composition / Andrew Dolphin -- 4.Thinking More Dynamically about Using Sound to Enhance Learning from Instructional Technologies / M. J. Bishop -- 5.Acoustic Scenography and Interactive Audio: Sound Design for Built Environments / Jan Paul Herzer -- SECTION 2 VIDEOGAMES AND VIRTUAL WORLDS -- 6.The Unanswered Question of Musical Meaning: A Cross-domain Approach / Tom Langhorst -- 7.How Can Interactive Music Be Used in Virtual Worlds like World of Warcrafft / Jon Inge Lomeland -- 8.Sound and the Videoludic Experience / Guillaume Roux-Girard -- 9.Designing a Game for Music: Integrated Design Approaches for Ludic Music and Interactivity / Dave Raybould -- Contents note continued: 10.Worlds of Music: Strategies for Creating Music-based Experiences in Videogames / Melanie Fritsch -- SECTION 3 THE PSYCHOLOGY AND EMOTIONAL IMPACT OF INTERACTIVE AUDIO -- 11.Embodied Virtual Acoustic Ecologies of Computer Games / Tom Garner -- 12.A Cognitive Approach to the Emotional Function of Game Sound / Inger Ekman -- 13.The Sound of Being There: Presence and Interactive Audio in Immersive Virtual Reality / Niels C. Nilsson -- 14.Sonic Interactions in Multimodal Environments: An Overview / Stefania Serafin -- 15.Musical Interaction for Health Improvement / Birgitta Cappelen -- 16.Engagement, Immersion and Presence: The role of Audio Interactivity in Location-aware Sound Design / Fionnuala Conway -- SECTION 4 PERFORMANCE AND INTERACTIVE INSTRUMENTS -- 17.Multisensory Musicality in Dance Central / Kiri Miller -- 18.Interactivity and Liveness in Electroacoustic Concert Music / Mike Frengel -- Contents note continued: 19.Skill in Interactive Digital Music Systems / Michael Gurevich -- 20.Gesture in the Design of Interactive Sound Models / Benjamin Schroeder -- 21.Virtual Musicians and Machine Learning / Nick Collins -- 22.Musical Behavior and Amergence in Technoetic and Media Arts / Norbert Herber -- SECTION 5 TOOLS AND TECHNIQUES -- 23.Flow of Creative Interaction with Digital Music Notations / Alan F. Blackwell -- 24.Blurring Boundaries: Trends and Implications in Audio Production Software Developments / David Bessell -- 25.Delivering Interactive Experiences through the Emotional Adaptation of Automatically Composed Music / Michael Katchabaw -- 26.A Review of Interactive Sound in Computer Games: Can Sound Affect the Motoric Behavior of a Player? / Stefania Serafin -- 27.Interactive Spectral Processing of Musical Audio / Victor Lazzarini -- SECTION 6 THE PRACTITIONER'S POINT OF VIEW -- Contents note continued: 28.Let's Mix it Up: Interviews Exploring the Practical and Technical Challenges of Interactive Mixing in Games / Helen Mitchell -- 29.Our Interactive Audio Future / Damian Kastbauer -- 30.For the Love of Chiptune / Leonard J. Paul -- 31.Procedural Audio Theory and Practice / Andy Farnell -- 32.Live Electronic Preparation: Interactive Timbral Practice / Rafal Zapala -- 33.New Tools for Interactive Audio, and What Good they Do / Tim van Geelen Interactive multimedia Video game music Analysis, appreciation Computer game music Analysis, appreciation Musik (DE-588)4040802-4 gnd Computermusik (DE-588)4113239-7 gnd Soundverarbeitung (DE-588)4485311-7 gnd Interaktive Medien (DE-588)4642838-0 gnd Computerspiel (DE-588)4010457-6 gnd |
subject_GND | (DE-588)4040802-4 (DE-588)4113239-7 (DE-588)4485311-7 (DE-588)4642838-0 (DE-588)4010457-6 |
title | The Oxford handbook of interactive audio |
title_alt | Interactive audio |
title_auth | The Oxford handbook of interactive audio |
title_exact_search | The Oxford handbook of interactive audio |
title_full | The Oxford handbook of interactive audio ed. by Karen Collins ; Bill Kapralos and Holly Tessler. [Contributors: Marc Ainger ; Anders-Petter Andersson ; David Bessell ; JM Bishop ; Alan F. Blackwell ; Niels Böttcher ; Birgitta Cappelen ; Karen Collins ; Nick Collins ; Fionnuala Conway ; Andrew Dolphin ; Inger Ekman ; Andy Farnell ; Mike Frengel ; Melanie Fritsch ; Tom Garner ; Tim van Geelen ; Mark Grimshaw ; Michael Gurevich ; Norbert Herber ; Jan Paul Herzer ; Maia Hoeberechts ; Bill Kapralos ; Damian Kastbauer ; Michael Katchabaw ; Tom Langhorst ; Victor Lazzarini ; Jon Inge Lomeland ; Kiri Miller ; Helen Mitchell ; Chris Nash ; Niels C. Nilsson ; Rolf Nordahl ; Nye Parry ; Natasa Paterson ; Leonard J. Paul ; Dave Raybould ; Holly Rogers ; Guillaume Roux-Girard ; Benjamin Schroeder ; Stefania Serafin ; Jeff Shantz ; Richard Stevens ; Holly Tessler ; Rafał Zapała] |
title_fullStr | The Oxford handbook of interactive audio ed. by Karen Collins ; Bill Kapralos and Holly Tessler. [Contributors: Marc Ainger ; Anders-Petter Andersson ; David Bessell ; JM Bishop ; Alan F. Blackwell ; Niels Böttcher ; Birgitta Cappelen ; Karen Collins ; Nick Collins ; Fionnuala Conway ; Andrew Dolphin ; Inger Ekman ; Andy Farnell ; Mike Frengel ; Melanie Fritsch ; Tom Garner ; Tim van Geelen ; Mark Grimshaw ; Michael Gurevich ; Norbert Herber ; Jan Paul Herzer ; Maia Hoeberechts ; Bill Kapralos ; Damian Kastbauer ; Michael Katchabaw ; Tom Langhorst ; Victor Lazzarini ; Jon Inge Lomeland ; Kiri Miller ; Helen Mitchell ; Chris Nash ; Niels C. Nilsson ; Rolf Nordahl ; Nye Parry ; Natasa Paterson ; Leonard J. Paul ; Dave Raybould ; Holly Rogers ; Guillaume Roux-Girard ; Benjamin Schroeder ; Stefania Serafin ; Jeff Shantz ; Richard Stevens ; Holly Tessler ; Rafał Zapała] |
title_full_unstemmed | The Oxford handbook of interactive audio ed. by Karen Collins ; Bill Kapralos and Holly Tessler. [Contributors: Marc Ainger ; Anders-Petter Andersson ; David Bessell ; JM Bishop ; Alan F. Blackwell ; Niels Böttcher ; Birgitta Cappelen ; Karen Collins ; Nick Collins ; Fionnuala Conway ; Andrew Dolphin ; Inger Ekman ; Andy Farnell ; Mike Frengel ; Melanie Fritsch ; Tom Garner ; Tim van Geelen ; Mark Grimshaw ; Michael Gurevich ; Norbert Herber ; Jan Paul Herzer ; Maia Hoeberechts ; Bill Kapralos ; Damian Kastbauer ; Michael Katchabaw ; Tom Langhorst ; Victor Lazzarini ; Jon Inge Lomeland ; Kiri Miller ; Helen Mitchell ; Chris Nash ; Niels C. Nilsson ; Rolf Nordahl ; Nye Parry ; Natasa Paterson ; Leonard J. Paul ; Dave Raybould ; Holly Rogers ; Guillaume Roux-Girard ; Benjamin Schroeder ; Stefania Serafin ; Jeff Shantz ; Richard Stevens ; Holly Tessler ; Rafał Zapała] |
title_short | The Oxford handbook of interactive audio |
title_sort | the oxford handbook of interactive audio |
topic | Interactive multimedia Video game music Analysis, appreciation Computer game music Analysis, appreciation Musik (DE-588)4040802-4 gnd Computermusik (DE-588)4113239-7 gnd Soundverarbeitung (DE-588)4485311-7 gnd Interaktive Medien (DE-588)4642838-0 gnd Computerspiel (DE-588)4010457-6 gnd |
topic_facet | Interactive multimedia Video game music Analysis, appreciation Computer game music Analysis, appreciation Musik Computermusik Soundverarbeitung Interaktive Medien Computerspiel |
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