1,158 research outputs found

    Making the Virtual Actual: a research model to understand music of contemporary open-world video games

    Get PDF
    The global video game industry has in part achieved its ubiquitous cultural influence through the creation of increasingly realistic gameworlds. Of these, contemporary open-world games offer vast internal environments presenting complex narrative constructs and ever-higher production values, including music content. Research into these games has typically ranged from their characteristic technical design and storytelling attributes, to ethnographic studies of their gameworlds, through to commercially based evaluations of the games’ soundtrack content. Breaking new ground by merging these disparate lines of enquiry into a cohesive whole, the purpose of this study is to examine the music of open-world game soundscapes as sociocultural artefacts. This study seeks to offer a foundation for explaining the musical functions causal to the popularity of these games according to a research model that determines and separates the constitutive musical components of a gameworld’s soundscape into diegetic categories. These components are examined according to a tripartite model with a methodological basis in game music design principles, adopting a gameworld as a virtual ethnography fieldsite, and studies of game music in culture. This study takes Grand Theft Auto V as its focus in demonstrating an application of the proposed model. As an open-world game grossing more than any other form of media and featuring more musical content than any previous title of its series, it is shown that the proposed model does greater intellectual justice to the technical, aesthetic, and sociocultural sophistication of this artefact. The development and application of the proposed research model enables a shift of analytical approach in ludomusicology from an outside-in perspective to one of an inside-out nature. In addition to its application to other games, the offered model affords theorists and game designers a valuable analytical and conceptual tool to see the virtual music of a game as anchored in the actual world.Thesis (Ph.D.) -- University of Adelaide, Elder Conservatorium of Music, 201

    Mixed reality entertainment with wearable computers

    Get PDF
    Master'sMASTER OF ENGINEERIN

    Learning Spaces

    Get PDF
    Edited by Diana G. Oblinger. Includes a chapter by former College at Brockport Faculty member Joan K. Lippincott: Linking the Information Commons to learning. Space, whether physical or virtual, can have a significant impact on learning. Learning Spaces focuses on how learner expectations influence such spaces, the principles and activities that facilitate learning, and the role of technology from the perspective of those who create learning environments: faculty, learning technologists, librarians, and administrators. Information technology has brought unique capabilities to learning spaces, whether stimulating greater interaction through the use of collaborative tools, videoconferencing with international experts, or opening virtual worlds for exploration. This e-book represents an ongoing exploration as we bring together space, technology, and pedagogy to ensure learner success.https://digitalcommons.brockport.edu/bookshelf/1077/thumbnail.jp

    On air.

    Get PDF
    Lo Kong Alvin."Architecture Department, Chinese University of Hong Kong, Master of Architecture Programme 1996-97, design report."Includes bibliographical references.Chapter 1.0 --- INTRODUCTIONChapter 1.1 --- GENERAL BACKGROUNDChapter 1.2 --- DEFICIENCY IN RTHKChapter 1.3 --- TECHNOLOGICAL REVOLUTIONChapter 1.4 --- COMPARISONChapter 1.5 --- RATIONALIZATIONChapter 1.6 --- ARCHITECTURAL RESPONSEChapter 1.7 --- SUMMARYChapter 1.8 --- METHODOLOGYChapter 2.0 --- BACKGROUND OF RTHKChapter 2.1 --- OBJECTIVESChapter 2.2 --- ROLES OF RTHKChapter 2.3 --- HISTORYChapter 2.4 --- ORGANIZATIONChapter 2.5 --- OPERATIONChapter 2.6 --- PROGRAMChapter 3.0 --- PHYSICAL CONDITIONS OF EXISTING RTHKChapter 3.1 --- REGIONAL CONTEXT OF KOWLOON TONGChapter 3.2 --- SITE AND FACILITIESChapter 3.3 --- BROADCASTING HOUSEChapter 3.4 --- TELEVISION HOUSEChapter 3.5 --- EDUCATION TELEVISION CENTERChapter 4.0 --- THE PROPOSALChapter 4.1 --- MISSIONChapter 4.2 --- GOALSChapter 4.3 --- OBJECTIVESChapter 4.4 --- PERFORMANCE REQUIREMENTSChapter 4.5 --- SITE OPPORTUNITIESChapter 4.6 --- SCHEDULE OF ACCOMMODATIONChapter 5.0 --- DESIGN REPORTChapter 5.1 --- CONCEPTSChapter 5.2 --- DESIGN DEVELOPMENTChapter 5.3 --- DESIGN OPTIONSChapter 6.0 --- SCHEMATIC DESIGNChapter 6.1 --- CONCEPTChapter 6.2 --- DESIGN OPTIONSChapter 6.3 --- DETAIL DESIGNChapter 7.0 --- RESEARCH AND FIELD WORKS (I) ENERGYChapter 7.1 --- PHOTOVOLTAIC ENGINEERINGChapter 7.2 --- STRUCTURE OF A PHOTOVOLTAIC SYSTEMChapter 7.3 --- ENERGY STORAGEChapter 7.4 --- APPLICATION: SOLAR TELECOMMUNICATIONChapter 8.0 --- RESEARCH AND FIELD WORKS (II) STUDIOChapter 8.1 --- TYPES OF STUDIOSChapter 8.2 --- PERFORMANCE STUDIOSChapter 8.3 --- PRODUCTION STUDIOSChapter 8.4 --- POSTPRODUCTION STUDIOSChapter 8.5 --- MOBILE STUDIOSChapter 8.6 --- PORTABLE EQUIPMENTChapter 8.7 --- STUDIO DESIGNChapter 8.8 --- ERGONOMICSChapter 9.0 --- CASE STUDIESChapter 9.1 --- STUDIO CASE STUDIESChapter 9.2 --- RELOCATABLE ARCHITECTURE CASE STUDIE
    corecore