48 research outputs found

    Videogames as digital audiovisual performance

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    Video games are an ideal medium for creating a live-cinema experience because of their potential for cinematic narrative and open structure. "Performing digital media' as opposed to 'performing with digital media' or using digital media in performance, means to play the media like a musical instrument as much as possible. This is to be able to control and finely nuance the audiovisual and kinetic data stream through live manipulation and interaction on stage. This is, in a sense, to grant the performance an immediacy that belies remediation. This paper looks at recent instances in which the media itself is being performed and a similar audiovisual contract to that of cinema is being entered to by an audience. Thus, the performance or live event itself becomes a product of media technologies yet is indistinctly unified with them

    Outcome and Predictors of Treatment Failure in Total Hip/Knee Prosthetic Joint Infections Due to Staphylococcus aureus

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    The results of the present study suggest that ASA score ≀ 2 and use of rifampin-combination therapy are two independent factors associated with favorable outcome of patients treated for total hip or knee prosthetic infections due to S. aureus

    Live Cinema? A composer’s thoughts about a musical new media approach to the performing of audiovisuals

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    This article explores the idea of audiovisual performance and its relationship to multimedia, expanded cinerma, VJing and Live Cinema, eventually placing it within the context of new media

    Composing with SuperCollider

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    The actual process of composing, and deciding how to go about it, can be one of the most difïŹcult things about using SuperCollider. People often ïŹnd it hard to make the jump from modifying simple examples to producing a full-scale piece. In contrast to Digital Audio Workstation (DAW) software such as Pro Tools, for example, SC doesn’t present the user with a single “preferred” way of working. This can be confusing, but it’s an inevitable side effect of the ïŹ‚exibility of SC, which allows for many different approaches to generating and assembling material

    Terra Nova

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    Terra Nova, a First Person Concerto for videogamer and semi-improvisational ensemble is a practical investigation into adaptive music, where performers are given possible musical responses but can also be guided in semi-improvisation or live-composed through soundpainting (W. Thompson, ca. 1974, www.soundpainting.org). The work was composed to commemorate the 100 years of Robert Scott’s ill-fated Antarctic Expedition with the support of the Scott Polar Research Institute, who facilitated original photography by Herbert Ponting for the ‘cut-scenes’ in the game.The videogame itself was created by post-production professional Matt Hollis, to my instructions,. In the game, we attempt three scenarios of the polar expedition. The playing of the videogame itself directs the musical material to adapt as appropriate as cues and responses must be chosen on the fly by the conductor

    Geometries of Flight: Remix as Nodal Practice

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    his paper considers the authors' audiovisual work Geometries of Flight as an example of nodal practice as proposed by Philip Gochenour. The paper outlines Gochenour's concept and situates the 'remix'and the 'mashup'within this model. The paper interrogates various models of thought concurrent with Gochenour's to question the nature of the 'remix', appropriation, and originality in creative practice

    Imaginary Listening

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    The definition of the four listening modes by Schaeffer presupposes that sound is encountered and that composers react to it. This explanation seems to cast the composer or sound artist in a passive role. What the modes don’t seem to deal with is the sound which is dreamt up in order to accompany a visual image or an evoked mental image; a sound with no real source. Through reviewing cinematic instances such as the nightmarish sound world created for the transformation of Dr. Jekyll into Mr. Hyde in the 1931 film by Reuben Mamoulian and the electronic sounds of futuristic space age machines in Maetzig’s Spaceship to Venus (1960), amongst others, this paper seeks to show how the work of sound artists in film precedes and then shadows the work of electroacoustic composers as they endow their sound creations with causal and semantic cues, through imaginary listening

    To Sing the Body Electric: Instruments and Effort in the Performance of Electronic Music

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    Visualized emotion can be transmitted through minimal physical gestures in a musical performance; this process can be described as ‘sentic’, a term originally coined by Manfred Clynes in the 1970s during research into the effects of space travel. The development of alternate musical instruments from the 1960s up to the present day breaks the traditional musical paradigm of effort in performance. This development also shadows concepts of space exploration technology such as teleoperation. Musical instruments can be evaluated in terms of a new musical effort paradigm; a young generation seems content to accept that there may be no apparent correlation between input effort and sound output. This article explores what a contemporary notion of effort might be, inspired by a reading of Walt Whitman’s poem ‘I Sing the Body Electric’
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