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Music Sound and the Moving Image最新文献

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Playing the “Fantastical Gap”: Embedded Soundscapes in Video Games 玩“梦幻的鸿沟”:电子游戏中的嵌入式音景
Q1 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.5406/19407610.16.3.02
William O'Hara
Abstract This article surveys the techniques of sound and music design that are used to represent games embedded within other games. Theorizing such recursive media through the literary concept of the mise en abyme, the article focuses on the experimental horror game Stories Untold (2017), arguing that sound is both an object of focus (given the game's conceit of embedding a silent, text-based adventure game within a sounding, three-dimensional world) and the crucial factor that alerts the player to the interactions between the game's nested narratives.
本文将探讨用于呈现嵌入其他游戏中的游戏的声音和音乐设计技巧。通过“mise en abyme”这一文学概念对这种递归媒体进行了理论化,本文以实验性恐怖游戏《Stories Untold》(2017)为例,认为声音既是关注的对象(游戏邦注:这款游戏将无声的、基于文本的冒险游戏嵌入到一个有声音的三维世界中),也是提醒玩家注意游戏嵌套叙事之间互动的关键因素。
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引用次数: 0
Introduction: Listening to/with Game Worlds 引言:聆听/使用Game Worlds
Q1 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.5406/19407610.16.3.01
Kate Galloway
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引用次数: 0
Playing with Fire (and Other Natural Disasters): The Sounds of Climate Change in Sid Meier's Civilization VI: Gathering Storm 《Playing with Fire》(和其他自然灾害):Sid Meier的《文明VI: Gathering Storm》中气候变化的声音
Q1 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.5406/19407610.16.3.04
Karen M. Cook
Abstract The Gathering Storm expansion to Sid Meier's Civilization VI introduces climate change as a game mechanic. However, this issue plays a miniscule role in the game's sound world, symbolizing its continued invisibility in the real world while also creating potential space for players to ponder individual and collective climate action.
Sid Meier的《文明VI》扩展包《Gathering Storm》将气候变化作为游戏机制引入其中。然而,这个问题在游戏的声音世界中扮演着一个微不足道的角色,象征着它在现实世界中的持续隐形,同时也为玩家思考个人和集体气候行动创造了潜在的空间。
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引用次数: 0
About the Authors 关于作者
Q1 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.5406/19407610.16.3.05
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引用次数: 0
So You're Going on a “Short” Hike? Sensory Awareness and Listening to Ecoregions in A Short Hike 所以你要去"短途"远足?短途徒步旅行中的感官意识和聆听生态区域
Q1 Arts and Humanities Pub Date : 2023-10-01 DOI: 10.5406/19407610.16.3.03
Kate Galloway
Abstract A Short Hike employs ecological zone sound design in the form of location-based audio cues, region-specific tracks and soundscapes, and an interactive soundtrack that responds to Claire's location or the nature of her movement. This sensory knowledge directly informs how we listen to, perceive, and negotiate the layered nature of place in games.
《A Short Hike》采用了基于位置的音频线索、特定区域的音轨和音景,以及响应Claire的位置或她的运动性质的互动音轨等形式的生态区声音设计。这种感官知识直接告诉我们如何倾听、感知和处理游戏中地点的分层性质。
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引用次数: 0
Contributors to Issue 17:1 Issue 17:1的贡献者
IF 0.1 Q1 Arts and Humanities Pub Date : 2023-07-15 DOI: 10.3828/msmi.2023.6
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引用次数: 0
In the Slammer 在监狱里
IF 0.1 Q1 Arts and Humanities Pub Date : 2023-07-15 DOI: 10.3828/msmi.2023.3
Eli Boonin-Vail
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引用次数: 0
Body Music 身体音乐
IF 0.1 Q1 Arts and Humanities Pub Date : 2023-07-15 DOI: 10.3828/msmi.2023.1
Naomi Graber
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引用次数: 0
The Architecture of Film Sound 电影声音的结构
IF 0.1 Q1 Arts and Humanities Pub Date : 2023-07-15 DOI: 10.3828/msmi.2023.2
P. Newland
The architecture of film sound: the construction of sonic space in Michelangelo Antonioni’s The Passenger In this article I examine the spatial relationship that develops between sound, architecture and character identity in the films of Michelangelo Antonioni. Looking at specific examples drawn from The Passenger (1975), I argue that while Antonioni developed an interest in the dramatic possibilities of architectural structures (in particular, striking examples of modernist architecture), his films often also develop highly complex sonic evocations of architectural space which take on an architectural form. I show how the sonic architecture of these films (the sonic spaces linked to represented individuals and architectural structures) functions to create space between characters and structures, spaces between fixed points, and between surfaces and reflections. I want to focus specifically here on the ways in which film sound and music can also display architectural qualities which can facilitate the construction of spatiality The architecture of film sound 2 and, by doing this, can facilitate narrative and characterisation. The key structural elements of architecture are those that constitute the skeleton of a building (beams, columns, slabs, domes, arches, for example), and the elements that constitute the skin of a building (walls, windows, shells and membranes). Architectural structures can also contain a range of other identifiable aspects, including lines, curves, angles and spirals, and have other distinguishable decorative characteristics such as colour, textures, patterns, and contrasts. I will show that carefully designed and constructed film sound worlds can share such key architectural characteristics. Looking at examples drawn primarily from The Passenger (1975), I will show that while Antonioni developed an interest in the dramatic visual possibilities of architectural structures especially striking examples of modernist architecture his films also feature complex sonic evocations of architectural space which serve to evoke the existential experience of his characters.
电影声音的建筑:米开朗基罗·安东尼奥尼电影《乘客》中声音空间的构建本文考察了米开朗基罗·安东尼奥尼电影中声音、建筑和人物身份三者之间的空间关系。从《乘客》(1975)中提取的具体例子来看,我认为安东尼奥尼对建筑结构的戏剧性可能性(特别是现代主义建筑的引人注目的例子)产生了兴趣,他的电影也经常发展出高度复杂的声音唤起建筑空间,这些建筑空间采用建筑形式。我展示了这些电影中的声音建筑(与所代表的个人和建筑结构联系在一起的声音空间)如何在人物和结构之间、固定点之间、表面和反射之间创造空间。在这里,我想特别关注电影声音和音乐如何展示建筑品质,从而促进空间性的构建。电影声音的建筑,通过这样做,可以促进叙事和人物塑造。建筑的关键结构元素是那些构成建筑物骨架的元素(例如梁、柱、板、圆顶、拱门),以及构成建筑物表皮的元素(墙壁、窗户、外壳和膜)。建筑结构还可以包含一系列其他可识别的方面,包括线条、曲线、角度和螺旋,并具有其他可区分的装饰特征,如颜色、纹理、图案和对比。我将展示精心设计和构建的电影声音世界可以共享这些关键的建筑特征。以《乘客》(1975)为例,我将展示安东尼奥尼对建筑结构的戏剧性视觉可能性产生了兴趣,尤其是现代主义建筑的引人注目的例子,他的电影也以建筑空间的复杂声音唤起为特色,这些声音唤起了他的角色的存在体验。
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引用次数: 1
Book Reviews 书评
IF 0.1 Q1 Arts and Humanities Pub Date : 2023-07-15 DOI: 10.3828/msmi.2023.5
Alexander. Binns, James Millea
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引用次数: 0
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Music Sound and the Moving Image
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