“People are coming to realise that they must take responsibility for the future, both for their own individual futures and collectively, for the …Future Career Planning
I don’t have a link to this comment because it is awating moderation and won’t show up normally. Jessica’s Pitch was about the future of online media, through short videos she wants to educate us on the current state of online media, and the overall space of online media in terms of content creation and trends.
My comment set out to ask her how she could veiw her own place in the space of online media and asking how could she mould the future of the online world. As a filmaker/Youtuber I gave a few tips about making her informative videos engaging.
I think my comment was applicable and considerate towards her interests, suggesting another level of perspective into her work (through the lense of the self). Through inviting Jessica to consider how she may edit her videos, I am expressing a desire to see her do well and make…
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In short my D.A is a music project titled, ‘Growth.’ The intetion of the D.A is to consider the future of the planet and humanity. I attempt to represent what I would like to see in the future informed by the now (my current state of being). I want to see the growth of a better world, full of peace, love and compassion. The aim of the EP is to inspire the youth to band together to bring about change and making them realise that if they look within themselves, they have all the power they could ask for!
Here is a link to my D.A, namely my ‘Growth’ EP. I would like the feedback to be on soundcloud, but you are welcome to comment feedback on the blog post!
The retro cassette tape is an iconic piece of music history. I remember specifically driving with my Mum in town, listening to ABBA cassettes. Then, as I grew up and we upgraded cars, CD‘s were all the rage.. there’s something about So Fresh CD’s that will always have a special place in my heart. 5 years later, I was gifted an iPod. I (completely legally) obtained music via Limewire and infected my family’s home desktop with many virus’.. whatever it takes to listen to bangers everyday.
After purchasing my first iPhone, Spotify was my new love. Personally curated playlists and music recommended for me was awesome. I pay AU$6 per month for unlimited music streaming of my favourite artists.
The Evolution of Music Devices
- In 1963, the Philips Company introduced the compact cassette as a new was of listening to music. This was the first type of music player…
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The effect of video, images and all kinds of visual landscapes on our minds, are very vivid, and we commonly highlight the concept that a picture tells 1000 words – Indeed! But, why don’t we add the dimensional layer of Audio, that not only allows you to vividly visualise something with your eyes, but also being effected in an audible way to which heightens our senses, makes the hairs on the back of your neck stand up, creates tension and abruptly affects our reactions.
Video Games have endured a long journey from its early developments in the 8-bit Era (Third-generation consoles) 1972–1988 where simple, retro, chiptune electronic sounds from consoles such as Famicom/Nintendo (NES), Sega & Atari would be created for popular games like Pong! & Space Invaders in their super early developments with “one pulse sounds” and no background sounds. Its not until 1985 with games such as Super Mario Bros. when rhythmic strings of sounds and musical compositions would be created to provide aural clues in relation to the gameplay, where most commonly the music would gradually rise in tempo to induce a reaction in the user that time is essentially running out!
Throughout the 16, 32 & Early 64-bit Eras, musical compositions which were relative to the current setting of the gameplay would be created originally for those video games only. Where electronic music producers would create an album of soundtracks for entire games as they allowed for a larger amount of storage on Compact Disc (CDs).
It’s not until the 6th Generation gaming and onwards where sound design and audio within Video Games have become a collection and creative recipe of all variants of it’s predecessors. If you can, picture (aurally), soundscapes and sound design which create an urge in the user to feel emotion or react to sound in a way that effects their gameplay. The Metal Gear Solid Series is an excellent example of this, where the gameplay soundtrack seamlessly mix into high-tense environments and then to more calming scenes where the user is safe in their current environment. Along with all Foley, Background, found sound design, the entire experience covers a range of depth, with viciously noticeable sounds in the foreground and the more subtle elements which create the atmosphere but aren’t necessarily always noticeable.
Without these complimentary aural senses the user is almost playing the entire video game blind. As their reactions to the challenges within the game assist to solve the obstacles the video game possesses. Essentially, sound design is the true reality behind what you see with your eyes, must also be seen with your ears.
The aim and “end game” for my research is to highlight how video games use audio in a creative and most interesting way to induce a reaction from the gamer – (And I’m not talking about Dance Dance Revolution, or Guitar Hero variants) The search for “clever use” of audio in video games is very limited, which I believe will be a challenge in itself. However, exploring tangents of this idea of “Audio Effect/Driven Video Games” will be something I have to explore further and then hopefully narrow down from there.
The Search continues – any ideas will be kindly appreciated
For my research and artefact projects I am going to investigate how the internet has empowered musicians. While I may also investigate how artists such as photographers also utilise the internet, at this point in my planning, musicians are perfect examples of the rapid expansion of the internet and it’s benefits. The music industry, previously controlled and dominated by record labels, music programs and few artists is now highly accessible by independent artists, covered by a wide range of media and has an extremely saturated market in terms of the range of artists. While there are more artists I want to explote, two in particular are Flume and Ta-Ku who both garnered their fame largely through the internet.
From my preliminary research I’ve found several papers relating to the changing industry specifically and I believe I’ll be able to find a…
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