Designing Interactions for Music and Sound

Designing Interactions for Music and Sound

Author: Michael Filimowicz

Publisher: CRC Press

Published: 2022-04-19

Total Pages: 223

ISBN-13: 1000575977

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Designing Interactions for Music and Sound presents multidisciplinary research and case studies in electronic music production, dance-composer collaboration, AI tools for live performance, multimedia works, installations in public spaces, locative media, AR/VR/MR/XR and health. As the follow-on volume to Foundations in Sound Design for Interactive Media, the authors cover key practices, technologies and concepts such as: classifications, design guidelines and taxonomies of programs, interfaces, sensors, spatialization and other means for enhancing musical expressivity; controllerism, i.e. the techniques of non-musician performers of electronic music who utilize MIDI, OSC and wireless technologies to manipulate sound in real time; artificial intelligence tools used in live club music; soundscape poetics and research creation based on audio walks, environmental attunement and embodied listening; new sound design techniques for VR/AR/MR/XR that express virtual human motion; and the use of interactive sound in health contexts, such as designing sonic interfaces for users with dementia. Collectively, the chapters illustrate the robustness and variety of contemporary interactive sound design research, creativity and its many applied contexts for students, teachers, researchers and practitioners.


Doing Research in Sound Design

Doing Research in Sound Design

Author: Michael Filimowicz

Publisher: CRC Press

Published: 2021-11-23

Total Pages: 418

ISBN-13: 1000375196

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Doing Research in Sound Design gathers chapters on the wide range of research methodologies used in sound design. Editor Michael Filimowicz and a diverse group of contributors provide an overview of cross-disciplinary inquiry into sound design that transcends discursive and practical divides. The book covers Qualitative, Quantitative and Mixed Methods inquiry. For those new to sound design research, each chapter covers specific research methods that can be utilized directly in order to begin to integrate the methodology into their practice. More experienced researchers will find the scope of topics comprehensive and rich in ideas for new lines of inquiry. Students and teachers in sound design graduate programs, industry-based R&D experts and audio professionals will find the volume to be a useful guide in developing their skills of inquiry into sound design for any particular application area.


Foundations in Sound Design for Interactive Media

Foundations in Sound Design for Interactive Media

Author: Michael Filimowicz

Publisher: Routledge

Published: 2019-06-21

Total Pages: 366

ISBN-13: 1351603868

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This volume provides a comprehensive introduction to foundational topics in sound design for interactive media, such as gaming and virtual reality; compositional techniques; new interfaces; sound spatialization; sonic cues and semiotics; performance and installations; music on the web; augmented reality applications; and sound producing software design. The reader will gain a broad understanding of the key concepts and practices that define sound design for its use in computational media and design. The chapters are written by international authors from diverse backgrounds who provide multidisciplinary perspectives on sound in its interactive forms. The volume is designed as a textbook for students and teachers, as a handbook for researchers in sound, design and media, and as a survey of key trends and ideas for practitioners interested in exploring the boundaries of their profession.


Sonic Interaction Design

Sonic Interaction Design

Author: Karmen Franinovic

Publisher: MIT Press

Published: 2013-03-22

Total Pages: 391

ISBN-13: 0262018683

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An overview of emerging topics, theories, methods, and practices in sonic interactive design, with a focus on the multisensory aspects of sonic experience. Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience. Contributors Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinović, Bruno L. Giordano, Antti Jylhä, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rodà, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson


Designing Sound

Designing Sound

Author: Andy Farnell

Publisher: MIT Press

Published: 2010-08-20

Total Pages: 689

ISBN-13: 0262014416

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A practitioner's guide to the basic principles of creating sound effects using easily accessed free software. Designing Sound teaches students and professional sound designers to understand and create sound effects starting from nothing. Its thesis is that any sound can be generated from first principles, guided by analysis and synthesis. The text takes a practitioner's perspective, exploring the basic principles of making ordinary, everyday sounds using an easily accessed free software. Readers use the Pure Data (Pd) language to construct sound objects, which are more flexible and useful than recordings. Sound is considered as a process, rather than as data—an approach sometimes known as “procedural audio.” Procedural sound is a living sound effect that can run as computer code and be changed in real time according to unpredictable events. Applications include video games, film, animation, and media in which sound is part of an interactive process. The book takes a practical, systematic approach to the subject, teaching by example and providing background information that offers a firm theoretical context for its pragmatic stance. [Many of the examples follow a pattern, beginning with a discussion of the nature and physics of a sound, proceeding through the development of models and the implementation of examples, to the final step of producing a Pure Data program for the desired sound. Different synthesis methods are discussed, analyzed, and refined throughout.] After mastering the techniques presented in Designing Sound, students will be able to build their own sound objects for use in interactive applications and other projects


Foundations in Sound Design for Linear Media

Foundations in Sound Design for Linear Media

Author: Michael Filimowicz

Publisher: Routledge

Published: 2019-06-19

Total Pages: 412

ISBN-13: 1351603825

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This volume provides a comprehensive introduction to foundational topics in sound design for linear media, such as listening and recording; audio postproduction; key musical concepts and forms such as harmony, conceptual sound design, electronica, soundscape, and electroacoustic composition; the audio commons; and sound’s ontology and phenomenology. The reader will gain a broad understanding of the key concepts and practices that define sound design for its use with moving images as well as important forms of composed sound. The chapters are written by international authors from diverse backgrounds who provide multidisciplinary perspectives on sound in its linear forms. The volume is designed as a textbook for students and teachers, as a handbook for researchers in sound, media and experience, and as a survey of key trends and ideas for practitioners interested in exploring the boundaries of their profession.


Designing with Sound

Designing with Sound

Author: Amber Case

Publisher: O'Reilly Media

Published: 2018-11-26

Total Pages: 247

ISBN-13: 1491961074

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Sound can profoundly impact how people interact with your product. Well-designed sounds can be exceptionally effective in conveying subtle distinctions, emotion, urgency, and information without adding visual clutter. In this practical guide, Amber Case and Aaron Day explain why sound design is critical to the success of products, environments, and experiences. Just as visual designers have a set of benchmarks and a design language to guide their work, this book provides a toolkit for the auditory experience, improving collaboration for a wide variety of stakeholders, from product developers to composers, user experience designers to architects. You’ll learn a complete process for designing, prototyping, and testing sound. In two parts, this guide includes: Past, present, and upcoming advances in sound design Principles for designing quieter products Guidelines for intelligently adding and removing sound in interactions When to use voice interfaces, how to consider personalities, and how to build a knowledge map of queries Working with brands to create unique and effective audio logos that will speak to your customers Adding information using sonification and generative audio


The Routledge Companion to Screen Music and Sound

The Routledge Companion to Screen Music and Sound

Author: Miguel Mera

Publisher: Taylor & Francis

Published: 2017-05-25

Total Pages: 658

ISBN-13: 131739898X

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The Routledge Companion to Screen Music and Sound provides a detailed and comprehensive overview of screen music and sound studies, addressing the ways in which music and sound interact with forms of narrative media such as television, videogames, and film. The inclusive framework of "screen music and sound" allows readers to explore the intersections and connections between various types of media and music and sound, reflecting the current state of scholarship and the future of the field. A diverse range of international scholars have contributed an impressive set of forty-six chapters that move from foundational knowledge to cutting edge topics that highlight new key areas. The companion is thematically organized into five cohesive areas of study: Issues in the Study of Screen Music and Sound—discusses the essential topics of the discipline Historical Approaches—examines periods of historical change or transition Production and Process—focuses on issues of collaboration, institutional politics, and the impact of technology and industrial practices Cultural and Aesthetic Perspectives—contextualizes an aesthetic approach within a wider framework of cultural knowledge Analyses and Methodologies—explores potential methodologies for interrogating screen music and sound Covering a wide range of topic areas drawn from musicology, sound studies, and media studies, The Routledge Companion to Screen Music and Sound provides researchers and students with an effective overview of music’s role in narrative media, as well as new methodological and aesthetic insights.


Music, Sound and Multimedia

Music, Sound and Multimedia

Author: Jamie Sexton

Publisher: Edinburgh University Press

Published: 2007-11-14

Total Pages: 224

ISBN-13: 0748630902

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This new series aims to explore the area of "e;screen music"e;. Volume topics will include multimedia music, music and television, Hollywood film music, and the music of Bollywood cinema.Music and other sound effects have been central to a whole host of media forms throughout the twentieth century, either as background, accompaniment, or main driving force. Such interactions will continue to mutate in new directions, with the widespread growth of digital technologies. Despite the expansion of research into the use of music and sound in film, the investigation of sonic interactions with other media forms has been a largely under-researched area. Music, Sound and Multimedia provides a unique study of how music and other sounds play a central part in our understandings and uses of a variety of communications media. It focuses on four areas of sound and music within broader multimedia forms - music videos, video game music, performance and presentation, and production and consumption - and addresses the centrality of such aural concerns within our everyday experiences. Charting historical developments, mapping contemporary patterns, and speculating on future possibilities, this book is essential for courses on sound and media within media and communications studies, cultural studies and popular music studies.Key features* Charts a number of key developments in music and multimedia interactions* Provides both historical overviews and theoretical analyses* Features a number of in-depth case studies of important issues.


Playing with Sound

Playing with Sound

Author: Karen Collins

Publisher: MIT Press

Published: 2013-01-11

Total Pages: 199

ISBN-13: 0262312301

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An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.