Event is an award-winning narrative exploration game where you must build a relationship with a lonely spaceship computer to get home. Set in a retrofuture inspired by sci-fi classics such as 2001: A Space Odyssey, the game is about forging a personal relationship with your only companion, an insecure AI entity capable of procedurally generating over two million lines of dialog. You interact with the computer, named Kaizen, by typing messages on terminals throughout the ship. The reality of your situation will emerge organically as you communicate with Kaizen and explore the mysterious ship in first-person perspective. You’ll freely navigate evocative 3D environments brought to life with physics-based rendering and advanced lighting techniques. You’ll examine items to gather information and solve hacking puzzles as you progress. You can even leave the ship for breathtakingly scary spacewalks! All sound and music come from the environment; there is no traditional score. The ship is essentially the AI computer’s body, and reacts to Kaizen’s feelings by making different sounds—pay attention for clues! As in any relationship, there can be gratitude, disappointment, or jealousy, and Kaizen reacts differently depending on its mood. By working through the fears and anxieties of your virtual companion, you can eventually find your way back to Earth—while unraveling the cryptic history of the ship and the 1980s society from which it emerged.
New Music Composition In Computer Assisted Environments ab 67.99 € als Taschenbuch: Creative Approaches to Composing With Music Software. Aus dem Bereich: Bücher, Kunst & Musik,
Take part in the next saga of the critically acclaimed FINAL FANTASY XIV Online with the next legendary expansion pack—SHADOWBRINGERS!Explore breathtaking new environments, encounter exotic new races, master exciting new jobs, and fight alongside prominent characters with the new Trust system as you embark on a new journey as the Warrior of Darkness!GameplayGameplay in the expansion pack received some important changes and adjustments. One of these is the removal of tactical points, previously used to perform weapon-based actions. Shadowbringers remove TP to create a more streamlined experience – from now on both weapon abilities and magic spells will use magic points instead. Another feature worth mentioning is the Trust System, which allows entering dungeons in a party with computer-controlled characters. Now the game will be more accessible for people playing alone most of the time or playing at night when finding a full party might take too long.ReceptionFFXIV Shadowbringers is considered by critics a very successful expansion and as such received mostly positive reviews. Among the most praised elements, the rich and exciting story was mentioned most often. New beautiful locations and inspiring music also didn’t go unnoticed, as well as the general gameplay changes and game mechanics adjustments.With over 14 million adventurers worldwide, join the next chapter and become what you must. Become the Warrior of Darkness!
Media, Learning, and Sites of Possibility provides new insights into the relationships between youth, pedagogy, and media, and points to unexamined possibilities for teaching, learning, and ethnographic research that emerge when media - including computer technologies, photography, popular music, and film - become central features of learning spaces that youth occupy. Through six empirically driven essays, all written by new scholars in the fields of literacy, media, technology, and youth culture, this book surveys a variety of learning environments, methodological approaches, and forms of media engagement.
Revision with unchanged content. This Book derives from research on musical practices mediated by computer networks conducted from 2001 to 2005 in the Music Technology Group of the Pompeu Fabra University in Barcelona, Spain. It departs from work carried out over the last decades in the field of Computer-Supported Cooperative Work, which provides us with collaborative communication mechanisms that can be regarded from a music perspective in diverse scenarios: Composition, Performance, Improvisation, Interpretation or Education. The Book presents an extensive survey and systematic classification of Computer-Supported Cooperative Work for Music Applications. This survey led to the identification of innovative approaches, models and applications, with special emphasis on the shared nature of geographically displaced communication over the Internet. The notion of a Shared Sonic Environments was introduced and implemented in a proof-of-concept application entitled Public Sound Objects (PSOs). This work also introduces innovative methods reduce the disrupting effect of network latency in musical communication over long distance networks.
Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online.Computer music. Audio programming language, Generative music, Evolutionary music, Genetic algorithm, Machine learning, Neural network, Artificial intelligence, Interactive programming, Acousmatic music, Chiptune, Comparison of audio synthesis environments, Csound, Digital audio workstation, Digital synthesizer, Electronic music, Fast Fourier transform, Human computer interaction, Interactive music, Music information retrieval, Sound synthesis, New Interfaces for Musical Expression, Music sequencer, Scorewriter, Music Macro Language, Physical modelling synthesis, Sampling (music), Tracker (music software).
This book presents the findings of a recent research study focussing on the role of technology in music education in Kenya. It is primarily intended for practising music educators. It is also applicable for students and people preparing to become music teachers. The book provides insights on how technology can be used to advantage in both traditional and emerging learning environments and describes research-based pedagogical approaches that align technologies with specific curricular outcomes in the 21st century. Today's use of computer pervades all areas of our lives, including activities in institutions of learning. Beyond the very facility of computation, data management, word processing etc., computers have become essential in providing instructional effectiveness, planning, and generally challenging the learning environment. In this book, the word technology is used in reference to computers and related digital tools that can be used to help humans develop an understanding of concepts and skills necessary to create, perform, and respond to music such as computer hardware, elect.keyboards, radio, television and software for music notation, listening, performance and composition
The body of work presented in this volume explores some of my acoustic, electroacoustic and audiovisual compositions during a period of post graduate study, in particular works generated through investigations into commercially available computer music software. The purpose of the text is to chronicle, typify, and contextualise the creation of various works, to galvanise the aesthetic foundations of the pieces and to illustrate compositional techniques that I have developed and explored. The work provides an overview of influences, constructs and conceptual ideology pivotal to my compositional process, including the analyse of various creative procedures as applied to commercially available computer music software.
This book constitutes the refereed proceedings of the 6th International Conference on Entertainment Computing, ICEC 2007. The papers are organized in topical sections on augmented, virtual and mixed reality, computer games, image processing, mesh and modeling, digital storytelling and interactive systems, sound, music and creative environments, video processing, rendering, computer animation and networks, game based interfaces, as well as robots and cyber pets.