Emotion in Video Game Soundtracking

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Author :
Publisher : Springer
ISBN 13 : 3319722727
Total Pages : 167 pages
Book Rating : 4.26/5 ( download)

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Book Synopsis Emotion in Video Game Soundtracking by : Duncan Williams

Download or read book Emotion in Video Game Soundtracking written by Duncan Williams and published by Springer. This book was released on 2018-02-09 with total page 167 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear – Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.

Music & Emotion. The Role of Music in Video-Games

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Author :
Publisher : GRIN Verlag
ISBN 13 : 3668780145
Total Pages : 76 pages
Book Rating : 4.49/5 ( download)

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Book Synopsis Music & Emotion. The Role of Music in Video-Games by : Norman Legies

Download or read book Music & Emotion. The Role of Music in Video-Games written by Norman Legies and published by GRIN Verlag. This book was released on 2018-08-23 with total page 76 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examensarbeit aus dem Jahr 2015 im Fachbereich Medien / Kommunikation - Multimedia, Internet, neue Technologien, , Sprache: Deutsch, Abstract: The purpose of this research is to combine theories of manipulative use of music with videogaming. In recent years, video-gaming has become more important, due to an ever rising popularity among children, teenagers and adults alike. The first part researches general facts about music listening in different environments, while the second and third part concentrate on video-game genres and their music, the theory of composing, as well as the social impact and phenomena arising from the increase of video-gaming in pop-culture awareness. Specific uses of video-game music are presented with recommended listening examples. With a broad approach to many aspects of music use, mood manipulation and video-game soundtracks, this paper may serve as a guidepost to further research in the field of studies of music and emotion in popular media. I was in awe: How could a scene in a game stir up so many emotions, remind of so many personal quarrels and yet comfort and soothe a young teenager, all but within a virtual world? Even when the controller was put aside, watching or remembering the scenery and story unfold, a feeling of reassurance and companionship with the protagonists came alive. Humming their melodies or quoting their wisdoms – at that time video-games were in critical observation by parents, friends and society – with an almost rebellious intent, the motivation arose to further examine and not let go of this medium. The songs were always so memorable, as they came by easily and fit a multiplicity of personal experiences. Nowadays, with video-games becoming part of main-stream media, players might still face criticism from often half-hearted examinations of video-games in news reports. Yet now, there is a community to share, speak and play with. With the increasing use of the internet, people are able to communicate with each other, duel each other with virtual cards, play mini-games, or fight strategic battles – all sharing their own proper experiences with the games' soundtracks. However, with a relatively new medium such as video-games, delving deeper into why they are becoming more and more popular is difficult. With almost a century of filmmaking dominating the entertainment industry, video-gaming created a new niche of entertainment. Collins is one of few to explore these “invaders in our homes”. The use of music in video-gaming in general is even less examined. Juslin and Sloboda assembled data and essays examining the correlation of music and emotion.

Encyclopedia of Computer Graphics and Games

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Publisher : Springer Nature
ISBN 13 : 3031231619
Total Pages : 2150 pages
Book Rating : 4.12/5 ( download)

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Book Synopsis Encyclopedia of Computer Graphics and Games by : Newton Lee

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

The Cambridge Companion to Video Game Music

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Publisher : Cambridge University Press
ISBN 13 : 1316999440
Total Pages : 483 pages
Book Rating : 4.48/5 ( download)

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Book Synopsis The Cambridge Companion to Video Game Music by : Melanie Fritsch

Download or read book The Cambridge Companion to Video Game Music written by Melanie Fritsch and published by Cambridge University Press. This book was released on 2021-04-29 with total page 483 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video game music has been permeating popular culture for over forty years. Now, reaching billions of listeners, game music encompasses a diverse spectrum of musical materials and practices. This book provides a comprehensive, up-to-date survey of video game music by a diverse group of scholars and industry professionals. The chapters and summaries consolidate existing knowledge and present tools for readers to engage with the music in new ways. Many popular games are analysed, including Super Mario Galaxy, Bastion, The Last of Us, Kentucky Route Zero and the Katamari, Gran Turismo and Tales series. Topics include chiptunes, compositional processes, localization, history and game music concerts. The book also engages with other disciplines such as psychology, music analysis, business strategy and critical theory, and will prove an equally valuable resource for readers active in the industry, composers or designers, and music students and scholars.

Innovation in Music: Technology and Creativity

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Publisher : CRC Press
ISBN 13 : 100384796X
Total Pages : 348 pages
Book Rating : 4.60/5 ( download)

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Book Synopsis Innovation in Music: Technology and Creativity by : Jan-Olof Gullö

Download or read book Innovation in Music: Technology and Creativity written by Jan-Olof Gullö and published by CRC Press. This book was released on 2024-03-27 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: Innovation in Music: Technology and Creativity is a groundbreaking collection bringing together contributions from instructors, researchers, and professionals. Split into two sections, covering composition and performance, and technology and innovation, this volume offers truly international perspectives on ever-evolving practices. Including chapters on audience interaction, dynamic music methods, AI, and live electronic performances, this is recommended reading for professionals, students, and researchers looking for global insights into the fields of music production, music business, and music technology.

Video Game Audio

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Publisher : McFarland
ISBN 13 : 1476674353
Total Pages : 256 pages
Book Rating : 4.53/5 ( download)

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Book Synopsis Video Game Audio by : Christopher Hopkins

Download or read book Video Game Audio written by Christopher Hopkins and published by McFarland. This book was released on 2022-08-17 with total page 256 pages. Available in PDF, EPUB and Kindle. Book excerpt: From the one-bit beeps of Pong to the 3D audio of PlayStation 5, this book examines historical trends in video game sound and music. A range of game systems sold in North America, Europe and Japan are evaluated by their audio capabilities and industry competition. Technical fine points are explored, including synthesized v. sampled sound, pre-recorded v. dynamic audio, backward compatibility, discrete and multifunctional soundchips, storage media, audio programming documentation, and analog v. digital outputs. A timeline chronicles significant developments in video game sound for PC, NES, Dreamcast, Xbox, Wii, Game Boy, PSP, iOS and Android devices and many others.

Music in the Role-Playing Game

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Publisher : Routledge
ISBN 13 : 1351253182
Total Pages : 231 pages
Book Rating : 4.85/5 ( download)

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Book Synopsis Music in the Role-Playing Game by : William Gibbons

Download or read book Music in the Role-Playing Game written by William Gibbons and published by Routledge. This book was released on 2019-07-09 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: Music in the Role-Playing Game: Heroes & Harmonies offers the first scholarly approach focusing on music in the broad class of video games known as role-playing games, or RPGs. Known for their narrative sophistication and long playtimes, RPGs have long been celebrated by players for the quality of their cinematic musical scores, which have taken on a life of their own, drawing large audiences to live orchestral performances. The chapters in this volume address the role of music in popular RPGs such as Final Fantasy and World of Warcraft, delving into how music interacts with the gaming environment to shape players’ perceptions and engagement. The contributors apply a range of methodologies to the study of music in this genre, exploring topics such as genre conventions around music, differences between music in Japanese and Western role-playing games, cultural representation, nostalgia, and how music can shape deeply personal game experiences. Music in the Role-Playing Game expands the growing field of studies of music in video games, detailing the considerable role that music plays in this modern storytelling medium, and breaking new ground in considering the role of genre. Combining deep analysis with accessible personal accounts of authors’ experiences as players, it will be of interest to students and scholars of music, gaming, and media studies.

HCI International 2021 - Posters

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Publisher : Springer Nature
ISBN 13 : 3030786455
Total Pages : 665 pages
Book Rating : 4.58/5 ( download)

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Book Synopsis HCI International 2021 - Posters by : Constantine Stephanidis

Download or read book HCI International 2021 - Posters written by Constantine Stephanidis and published by Springer Nature. This book was released on 2021-07-03 with total page 665 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three-volume set CCIS 1419, CCIS 1420, and CCIS 1421 contains the extended abstracts of the posters presented during the 23rd International Conference on Human-Computer Interaction, HCII 2021, which was held virtually in July 2021. The total of 1276 papers and 241 posters included in the 39 HCII 2021 proceedings volumes was carefully reviewed and selected from 5222 submissions. The posters presented in these three volumes are organized in topical sections as follows: Part I: ​HCI theory and methods; perceptual, cognitive and psychophisiological aspects of interaction; designing for children; designing for older people; design case studies; dimensions of user experience; information, language, culture and media. Part II: ​interaction methods and techniques; eye-tracking and facial expressions recognition; human-robot interaction; virtual, augmented and mixed reality; security and privacy issues in HCI; AI and machine learning in HCI. Part III: ​interacting and learning; interacting and playing; interacting and driving; digital wellbeing, eHealth and mHealth; interacting and shopping; HCI, safety and sustainability; HCI in the time of pandemic.

Proceedings of the 4th International Conference on Big Data Analytics for Cyber-Physical System in Smart City - Volume 1

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Publisher : Springer Nature
ISBN 13 : 9819908809
Total Pages : 823 pages
Book Rating : 4.06/5 ( download)

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Book Synopsis Proceedings of the 4th International Conference on Big Data Analytics for Cyber-Physical System in Smart City - Volume 1 by : Mohammed Atiquzzaman

Download or read book Proceedings of the 4th International Conference on Big Data Analytics for Cyber-Physical System in Smart City - Volume 1 written by Mohammed Atiquzzaman and published by Springer Nature. This book was released on 2023-07-04 with total page 823 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gathers a selection of peer-reviewed papers presented at the 4th Big Data Analytics for Cyber-Physical System in Smart City (BDCPS 2022) conference, held in Bangkok, Thailand, on December 16–17. The contributions, prepared by an international team of scientists and engineers, cover the latest advances and challenges made in the field of big data analytics methods and approaches for the data-driven co-design of communication, computing, and control for smart cities. Given its scope, it offers a valuable resource for all researchers and professionals interested in big data, smart cities, and cyber-physical systems.

Classical Antiquity in Video Games

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Publisher : Bloomsbury Publishing
ISBN 13 : 1350066648
Total Pages : 312 pages
Book Rating : 4.49/5 ( download)

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Book Synopsis Classical Antiquity in Video Games by : Christian Rollinger

Download or read book Classical Antiquity in Video Games written by Christian Rollinger and published by Bloomsbury Publishing. This book was released on 2020-01-09 with total page 312 pages. Available in PDF, EPUB and Kindle. Book excerpt: From gaming consoles to smartphones, video games are everywhere today, including those set in historical times and particularly in the ancient world. This volume explores the varied depictions of the ancient world in video games and demonstrates the potential challenges of games for scholars as well as the applications of game engines for educational and academic purposes. With successful series such as “Assassin's Creed” or "Civilization” selling millions of copies, video games rival even television and cinema in their role in shaping younger audiences' perceptions of the past. Yet classical scholarship, though embracing other popular media as areas of research, has so far largely ignored video games as a vehicle of classical reception. This collection of essays fills this gap with a dedicated study of receptions, remediations and representations of Classical Antiquity across all electronic gaming platforms and genres. It presents cutting-edge research in classics and classical receptions, game studies and archaeogaming, adopting different perspectives and combining papers from scholars, gamers, game developers and historical consultants. In doing so, it delivers the first state-of-the-art account of both the wide array of 'ancient' video games, as well as the challenges and rewards of this new and exciting field.