27,392 research outputs found

    Help I'm surrounded

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    A dimly lit auditorium, the smell of popcorn and hot-dogs accompanied by the sound of fizzy drinks slurped through straws; the lights dim and a hush of expectation descends, sound fades in from all around, drawing the audience into the illusion of another reality. This is the world of the cinema, but is it possible to recreate this cinematic surround sound experience in the home? In order to address this question it is necessary to understand what is meant by "cinematic" surround sound and to consider some of the challenges faced by those seeking to translate it to the home environment. This article examines these issues through an exploration of the development of surround sound in the cinema and its transference to the home and concludes with a tentative look towards possible future developments

    Narrative music: towards an understanding of musical narrative functions in multimedia

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    As the computer screen is replacing the book as the dominant medium for communication (Kress, 2003), questions about how meaning is constituted by the multimodal interaction of different media (including music) is becoming increasingly important in contemporary research of pedagogy, sociology and media studies. The overall aim with this licentiate thesis is to explore musical narrative functions as they appear in multimedia such as film and computer games. The thesis is based on three publications. Publication 1 proposes a classification of musical narrative functions, with 6 narrative classes(the Emotive, Informative, Descriptive, Guiding, Temporal and Rhetorical classes) and 11 categories. The relational interplay of music with contextual factors is emphasized. Publication 2 describes the design of a software tool, REMUPP (Relations Between Musical Parameters and Perceived Properties), to be used for experimental studies of musical expression. REMUPP is used for real time alteration of musical expression, by the manipulation of musical parameters such as tempo, harmony, rhythm, articulation, etc. Publication 3 describes a quasi-experiment using REMUPP, where a group of young participants (12-13 years old) were given the task of adapting musical expression – by manipulating 7 parameters – to make it fit 3 visual scenes shown on a computer screen. They also answered a questionnaire asking about their musical backgrounds and habits of listening to music, watching movies and playing computer games. Numerical data from the manipulations were analyzed statistically with regards to the preferred values of the musical parameters in relation to the different visual scenes. The results indicated awareness and knowledge about codes and conventions of musical narrative functions, and were to some degree affected by the participants’ gender, musical backgrounds and media habits

    Optical network technologies for future digital cinema

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    Digital technology has transformed the information flow and support infrastructure for numerous application domains, such as cellular communications. Cinematography, traditionally, a film based medium, has embraced digital technology leading to innovative transformations in its work flow. Digital cinema supports transmission of high resolution content enabled by the latest advancements in optical communications and video compression. In this paper we provide a survey of the optical network technologies for supporting this bandwidth intensive traffic class. We also highlight the significance and benefits of the state of the art in optical technologies that support the digital cinema work flow

    Piece by Piece Review of Digitize-and-Lend Projects Through the Lens of Copyright and Fair Use

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    Digitize-and-lend library projects can benefit societies in multiple ways, from providing information to people in remote areas, to reducing duplication of effort in digitization, to providing access to people with disabilities. Such projects contemplate not just digitizing library titles for regular patron use, but also allowing the digitized versions to be used for interlibrary loan (ILL), sharing within consortia, and replacing print copies at other libraries. Many of these functions are already supported within the analog world (e.g., ILL), and the digitize-and-lend concept is largely a logical outgrowth of technology, much like the transitioning from manual hand duplication of books to printing presses. The purpose of each function is to facilitate user access to information. Technology can amplify that access, but in doing so, libraries must also be careful not to upset the long established balance in copyright, where authors’ rights sit on the other side of the scale from public benefit. This article seeks to provide a primer on the various components in a digitize-and-lend project, explore the core copyright issues in each, and explain how these projects maintain the balance of copyright even as libraries take advantage of newer technologies

    An Economist's Guide to Digital Music

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    In this guide, we discuss the impact of digitalization on the music industry. We rely on market and survey data at the international level as well as expert statements from the industry. The guide investigates recent developments in legal and technological protection of digital music and describes new business models as well as consumers' attitude towards music downloads. We conclude the guide by a discussion of the evolution of the music industry

    Cultural consequences of computing technology

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    Computing technology is clearly a technical revolution, but will most probably bring about a cultural revolution\ud as well. The effects of this technology on human culture will be dramatic and far-reaching. Yet, computers and\ud electronic networks are but the latest development in a long history of cognitive tools, such as writing and printing.\ud We will examine this history, which exhibits long-term trends toward an increasing democratization of culture,\ud before turning to today's technology. Within this framework, we will analyze the probable effects of computing on\ud culture: dynamical representations, generalized networking, constant modification and reproduction. To address the\ud problems posed by this new technical environment, we will suggest possible remedies. In particular, the role of\ud social institutions will be discussed, and we will outline the shape of new electronic institutions able to deal with the\ud information flow on the internet

    Virtual Assisted Self Interviewing (VASI): An Expansion of Survey Data Collection Methods to the Virtual Worlds by Means of VDCI

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    Changes in communication technology have allowed for the expansion of data collection modes in survey research. The proliferation of the computer has allowed the creation of web and computer assisted auto-interview data collection modes. Virtual worlds are a new application of computer technology that once again expands the data collection modes by VASI (Virtual Assisted Self Interviewing). The Virtual Data Collection Interface (VDCI) developed at Indiana University in collaboration with the German Socio-Economic Panel Study (SOEP) allows survey researchers access to the population of virtual worlds in fully immersive Heads-up Display (HUD)-based survey instruments. This expansion needs careful consideration for its applicability to the researcher's question but offers a high level of data integrity and expanded survey availability and automation. Current open questions of the VASI method are an optimal sampling frame and sampling procedures within e. g. a virtual world like Second Life (SL). Further multi-modal studies are proposed to aid in evaluating the VDCI and placing it in context of other data collection modes.Interviewing mode, PAPI, CAPI, CASI, VASI, VDCI, second life
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