6,736 research outputs found

    Creativity as a Musical Practice:An inquiry into the emergence of Roskilde Festival

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    Making modality: transmodal composing in a digital media studio.

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    The multiple media that exist for communication have historically been theorized as possessing different available means for persuasion and meaning-making. The exigence of these means has been the object of theoretical debate that ranges from cultural studies, language studies, semiology, and philosophies of the mind. This dissertation contributes to such debates by sharing the results of an ethnographically informed study of multimedia composing in a digital media studio. Drawing from Cultural Historical Activity Theory and theories of enactive perception, I analyze the organizational and infrastructural design of a media studio as well as the activity of composer/designers working in said studio. Throughout this analysis I find that implicit in the organization and infrastructure of the media studio is an ethos of conceptualizing communication technology as a legitimizing force. Such an ethos is troubled by my analysis of composer/designers working in the studio, whose activities do not seek outside legitimization but instead contribute to the media milieu. Following these analyses, I conclude that media’s means for persuasion and meaning-making emerge from local practices of communication and design. Finally, I provide a framework for studying the emergence of such means

    Poscolonial Peruvian Sheep and Their Digital Dreams: Pure Data as a Tool for Conceptual Reconfiguration in Peruvian Musical Education

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    In this work, I discuss the use of Pure Data as the main tool for the development of paradigmatic changes in Peruvian musical education, through the implementation of the Laboratorio de Música Electroacústica y Arte Sonoro of the Universidad Nacional de Música in Lima - Perú. This analysis is made taking under consideration the particularities present in the development of the study of technology-based music in the country and the historical shortcoming that have marked that development. This work complements my previous research regarding the relevance of specific social narratives present through the history of the nation in regards to technology and musical innovation. In that sense, it presents a historical that seeks to revert the course of a musical learning history that excludes technology based musical practices associated with Pure Data, from becoming part of the official processes for musical creation in the country

    Theoretical Approaches to Musical Creativity: The Ubimus Perspective

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    We tackle the theoretical implications of an emergent field of study, ubiquitous music (ubimus). Striving to place musical research within the wider field of creativity studies, this paper covers theoretical background and critical discussions of three music creativity models - a model proposed by Mannis (2014), the In-group, Out-group model (MDF - Ferraz and Keller 2014) and the ecologically grounded perspective (Keller and Lazzarini 2017). Data and on-site observations of creative activities provide the raw materials to test musical theories. Recent ubiquitous music research features multiple experimental initiatives, involving children (Pereira et al. in press), adolescents (Lima et al. 2012) or the elderly, and targeting trained musicians (Ferreira et al. 2015), novices (Miletto et al. 2011) and cognitively challenged adults. We chose three ubimus studies to exemplify empirical research that brings to light issues that have not been considered by some of the current theoretical approaches to musical creativity. Abordamos as implicações teóricas de um campo de estudos emergente – a música ubíqua (ubimus). Buscando situar a pesquisa musical dentro dos estudos sobre criatividade, este artigo abrange o substrato teórico e as discussões críticas de três modelos de criatividade musical – um modelo proposto por Mannis (2014), o Modelo Dentro-Fora (MDF - Ferraz e Keller 2014) e a perspectiva ecológica (Keller e Lazzarini 2017). Os dados e as observações in loco de atividades criativas forneceram materiais brutos para testarmos teorias musicais. Pesquisas recentes em música ubíqua concentram-se em múltiplas iniciativas experimentais, envolvendo crianças (Pereira et al. no prelo), adolescentes (Lima et al. 2012) ou idosos, e focando em músicos profissionais (Ferreira et al. 2015), iniciantes (Miletto et al. 2011) e adultos com deficiências cognitivas. Escolhemos três estudos em música ubíqua para exemplificar as pesquisas empíricas que trazem à luz problemas que ainda não foram tratados desde as perspectivas teóricas da criatividade musical

    Computer Science's Digest Volume 2

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    This series of textbooks was created for the students of the Systems Engineering Program at the University of Nariño. They have been intentionally written in English to promote reading in a foreign language. The textbooks are a collection of reflections and workshops on specific situations in the field of computer science, based on the authors’ experiences. The main purpose of these textbooks is essentially academic. The way in which the reflections and workshops were constructed follows a didactic structure, to facilitate teaching and learning, making use of English as a second language. This book covers Internet and Multimedia Technology, System Analysis and Design, and Software Engineerin

    A game development environment to make 2D games

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    The creation of video games involves multidisciplinary processes that are not accessible to the general public. Currently, the development environments are very powerful tools, but they also require an advanced technical level to even start using them. This article presents a 2D game development environment to propose an alternative model to reduce the technical complexity existing in these systems, presenting a data model and a game editor that allows fulfilling this goal. In order to test its capabilities, several games have been successfully implemented in the proposed environment. With this achievement, it can be stated that it is possible to create video games simply and affordably for the general public without giving up its potential and remarking that there is still a long way to go to reach democratization in the creation of video games and the need to continue working in this field

    What do Collaborations with the Arts Have to Say About Human-Robot Interaction?

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    This is a collection of papers presented at the workshop What Do Collaborations with the Arts Have to Say About HRI , held at the 2010 Human-Robot Interaction Conference, in Osaka, Japan

    Rab-KAMS: A reproducible knowledge management system with visualization for preserving Rabbit Farming and Production Knowledge

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    The sudden rise in rural-to-urban migration has been a key challenge threatening food security and most especially the survival of Rabbit Farming and Production (RFP) in Sub-Saharan Africa. Currently, significant knowledge of RFP is going into extinction as evident by the drastic fall in commercial rabbit farming and production indices. Hence, the need for a system to proactively preserve RFP knowledge for future potential farmers cannot be overemphasized. To this end, knowledge archiving and management are key concepts of ensuring long-term digital storage of conceptual blueprints and specifications of systems, methods and frameworks with capacity for future updates while making such information readily accessible to relevant stakeholders on demand. Therefore, a reproducible Rabbit production' Knowledge Archiving and Management System (Rab-KAMS) is developed in this paper. A 3-staged approach was adopted to develop the Rab-KAMS. This include a knowledge gathering and conceptualization stage; a knowledge revision stage to validate the authenticity and relevance of the gathered knowledge for its intended purpose and a prototype design stage adopting the use of unified modelling language conceptual workflows, ontology graphs and frame system. For seamless accessibility and ubiquitous purposes, the design was implemented into a mobile application having interactive end-users' interfaces developed using XML and Java in Android 3.0.2 Studio development environment while adopting the V-shaped software development model. The qualitative evaluation results obtained for Rab-KAMS based on users' rating and reviews indicate a high level of acceptability and reliability by the users. It also indicates that relevant RFP knowledge were correctly captured and provided in a user-friendly manner. The developed Rab-KAMS could offer seamless acquisition, representation, organization and mining of new and existing verified knowledge about RFP and in turn contributing to food security
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