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Finding meaning in data: Using data elements to sonify and visualize the found environment 在数据中寻找意义:使用数据元素来美化和可视化所发现的环境
Pub Date : 2016-12-01 DOI: 10.1386/ts.9.1-2.73_1
Sze Tsang
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引用次数: 0
Further seductions: ‘Mrs. Robinson’, post-Graduate 进一步的诱惑:“Mrs。罗宾逊,研究生
Pub Date : 2015-12-11 DOI: 10.1386/ST.7.2.133_1
Jonathan Godsall
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引用次数: 0
Checkpoint!: The floodgates have opened. Report on the North American Conferences on Video Game Music 关卡!当前位置洪水的闸门已经打开。北美电子游戏音乐会议报告
Pub Date : 2015-10-01 DOI: 10.1386/ST.8.1-2.99_1
Steven B. Reale
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引用次数: 1
From Mixtapes to Multiplayers: Sharing Musical Taste Through Video Games 从混音带到多人播放器:通过电子游戏分享音乐品味
Pub Date : 2015-10-01 DOI: 10.1386/st.8.1-2.77_1
M. Austin
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引用次数: 1
The reality paradox: Authenticity, fidelity, and the real in Battlefield 4 现实悖论:《战地4》的真实性、保真性和真实性
Pub Date : 2015-10-01 DOI: 10.1386/ST.8.1-2.57_1
Richard Stevens, D. Raybould
This article examines how the ‘Battlefield’ (EA Games) series of games generates authenticity in its soundtrack both through a meticulous approach to modelling the physical world and through the appropriation of audio characteristics from our, typically mediated, experience of conflict. It goes on to examine how we might reconcile such ‘authentic’ audio with the more ludic features of the soundtrack, required to support gameplay, that are typically presented as inauthentic. The absence of these sounds during narrative-based sequences and the acceptance of them without negative impact on immersion during gameplay implies that these inauthentic sounds appear not to disrupt the immersive qualities of the ‘authentic’ but only when clearly positioned as ego-ludic (heard only by the player, non-spatialized and synthetic in quality) and only within the context of challenge-based sequences of the game.
本文将探讨《战地》(EA Games)系列游戏是如何通过对物理世界的细致建模以及从我们的冲突经验中获取音频特征而创造出原声的真实性。接下来我们将探讨如何将这种“真实的”音频与原声带的更搞笑的功能(游戏邦注:这是支持游戏玩法所必需的,但通常都是不真实的)结合起来。在基于叙述的序列中缺少这些声音,并且在游戏玩法中接受它们而不会对沉浸感产生负面影响,这意味着这些不真实的声音似乎不会破坏“真实”的沉浸感,但只有在明确定位为自我-ludic(仅由玩家听到,非空间化和合成质量)并且仅在基于挑战的游戏序列背景下才会出现。
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引用次数: 6
‘From Russia with Fun!’: Tetris, Korobeiniki and the ludic Soviet “来自俄罗斯的乐趣!”《俄罗斯方块》、《Korobeiniki》和滑稽的苏联
Pub Date : 2015-10-01 DOI: 10.1386/st.8.1-2.7_1
Dana Plank-Blasko
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引用次数: 0
Torched song: The hyperreal and the music of L.A. Noire 火炬之歌:超现实和洛杉矶黑色音乐
Pub Date : 2015-10-01 DOI: 10.1386/ST.8.1-2.41_1
Andra Ivnescu
Film noir is a genre that is essentially conflicted: not only does it have both love and death at its essence, but it is also a story about impending failure enveloped in style, beauty and smoke. This contradictory core is also reflected in a number of ways in the paradoxes of one of the most prominent noir games of recent years, the appropriately titled L.A. Noire (Team Bondi and Rockstar Games, 2011): the seemingly open world contradicts the linear narrative and, while the gameworld is firmly rooted in a meticulously researched historical past, it is also heavily stylized and grounded in a cinematic legacy. This is also reflected in the music of the game: along with the original soundtrack composed by Andrew and Simon Hale (with additional songs written by The Real Tuesday Weld), borrowed music helps place the game both in a particular place and time and in a particular genre. In this article, I explore the multiple functions that music plays in L.A. Noire , acting as temporal signifier but also reflecting the themes and tropes of film noir. Finally, I argue that Baudrillard’s concept of the hyperreal can be used to better understand how appropriated music in video games relates to music history.
黑色电影本质上是一种矛盾的类型:它不仅本质上有爱和死亡,而且它也是一个关于即将到来的失败的故事,笼罩在时尚、美丽和烟雾之中。这种矛盾的核心也反映在近年来最著名的黑色游戏之一《黑色洛杉矶》(游戏邦迪团队和Rockstar games, 2011年)的悖论中:看似开放的世界与线性叙事相矛盾,虽然游戏世界根植于精心研究的历史,但它也非常程式化,并以电影遗产为基础。这也反映在游戏的音乐中:除了Andrew和Simon Hale创作的原声音乐(游戏邦注:还有the Real Tuesday Weld创作的歌曲),借用的音乐将游戏置于特定的地点和时间以及特定的类型中。在这篇文章中,我探讨了音乐在《黑色洛杉矶》中扮演的多重功能,作为时间的能指,也反映了黑色电影的主题和修辞。最后,我认为鲍德里亚的超真实概念可以用来更好地理解电子游戏中的恰当音乐与音乐史之间的关系。
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引用次数: 3
Aesthetics and social interactions in MMOs: The gamification of music in Lord of the Rings Online and Star Wars: Galaxies mmo游戏中的美学和社交互动:《指环王Online》和《星球大战:星系》音乐的游戏化
Pub Date : 2015-10-01 DOI: 10.1386/ST.8.1-2.25_1
Mark Sweeney
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引用次数: 2
Audio-visual moiré patterns: Phasing in Guy Sherwin’s Optical Sound films 视听变化模式:盖伊·舍温的光学有声电影中的相位
Pub Date : 2014-04-01 DOI: 10.1386/ST.7.1.47_1
Aimee Mollaghan
British experimental film-maker Guy Sherwin’s Optical Sound films from the 1970s explore the corporeal correspondence between sound and image through a transposition of the optical soundtrack into the visual images presented on-screen. These films are fundamentally a series of experiments investigating not only the relationship between sound and image, but also the essence and materiality of film itself. Sherwin asserts that his Optical Sound films have three discernible influences on them: the rigorous structuralism of the London Filmmaker’s Co-operative of the 1970s, the idea of aural/visual equivalence and Steve Reich’s contemporaneous musical experiments with sound phasing. Bearing this assertion in mind, this article intends to explore how Sherwin’s films, such as Phase Loop (Sherwin, 1971, 2007), subvert conventional notions of sound and synchronization in the film form from the vantage point of structural/materialist film theory. Further to this, it will also consider the influence of Reich’s use of phasing, looping and his stress on the importance of process in the structuring of material in order to assess the effects of perceptual shifts as extended to the audio-visual experience by Sherwin.
英国实验电影制作人盖伊·舍温(Guy Sherwin)在20世纪70年代拍摄的光学声音电影,通过将光学配乐转换为屏幕上呈现的视觉图像,探索声音与图像之间的肉体对应关系。这些电影基本上是一系列的实验,不仅是对声音和图像之间关系的研究,也是对电影本身的本质和物质性的研究。Sherwin声称他的“光学之声”电影对他们有三种明显的影响:1970年代伦敦电影制作人合作社的严格结构主义,听觉/视觉等效的想法和史蒂夫·赖希(Steve Reich)同时期的声音相位音乐实验。考虑到这一论断,本文打算从结构/唯物主义电影理论的角度探讨舍温的电影,如《相位循环》(Sherwin, 1971, 2007)如何颠覆电影形式中声音和同步的传统观念。除此之外,它还将考虑Reich使用相位,循环以及他对材料结构中过程重要性的强调的影响,以评估知觉转移的影响,并将其扩展到Sherwin的视听体验中。
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引用次数: 1
The Celtic Tiger ‘Unplugged’: DV realism, liveness, and sonic authenticity in Once (2007) 凯尔特之虎“不插电”:DV现实主义、活跃性和声音真实性
Pub Date : 2014-04-01 DOI: 10.1386/ST.7.1.25_1
Nessa Johnston
Once (2007) is described by its director Carney as ‘a modern day musical’, eschewing the elaborately staged set-pieces associated with the film musical genre in favour of a more intimate style in which the songs arise ‘naturalistically’. Depicting the friendship between two musicians towards the end of ‘Celtic Tiger’-era Dublin, the film won critical acclaim and commercial success worldwide, confounding expectations of such a low-budget feature, shot cheaply on digital video. The commercial success of Once exemplifies the ‘rags-to-riches’ heroics of shoestring feature production in the millennial digital era. Yet the narrative of Once is paradoxically uneasy with digital technology and instead articulates what Philip Auslander (and others) term ‘rock authenticity’, fetishizing the ‘live’, the ‘lo-fi’ and the ‘acoustic’ in music. The overall approach to the sound of the film aspires towards ‘liveness’, as the use of location sound recording for the song sequences provides a particular textural quality that incorporates background noise and environmental reverberation, or ‘materializing sound indices’. This article uses analysis of the construction of sound space and sound-image relations in Once to demonstrate how this formal approach works with the narrative to communicate texturally a particular notion of ‘authenticity’ and ‘liveness’ of the film. This will be supplemented with analysis of discourses of authenticity used in the film’s publicity.
《曾经》(2007)被导演卡尼描述为“现代音乐剧”,它避开了与电影音乐剧类型相关的精心布置的场景,倾向于一种更亲密的风格,歌曲在这种风格中“自然地”出现。这部电影描绘了两位音乐家在都柏林“凯尔特之虎”时代结束时的友谊,在全球范围内赢得了评论界的好评和商业上的成功,让人们对这样一部低成本、低成本的数字视频电影的期望大感意外。《曾经》在商业上的成功,是千禧年数字时代小成本剧情片“白手起家”英雄主义的典范。然而,《Once》的叙事却自相矛盾地对数字技术感到不安,相反,它表达了菲利普·奥斯兰德(Philip Auslander)(和其他人)所说的“摇滚真实性”,迷恋音乐中的“现场”、“低保真”和“原声”。电影声音的整体方法是追求“生动”,因为使用现场录音为歌曲序列提供了一种特殊的纹理质量,结合了背景噪音和环境混响,或“物质化声音指数”。本文通过对《Once》中声音空间和声音图像关系的分析,来展示这种形式的方法是如何与叙事一起在文本上传达电影的“真实性”和“活跃性”的特定概念的。在此基础上,还将对影片宣传中使用的真实性话语进行分析。
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引用次数: 1
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The Soundtrack
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