Includes bibliographical references (pages 197-201) and index.
Music and audio technology. 1. A brief history of music technology: from the Hydraulis to the digital audio workstation. 2. A closer look at the DAW. Modern songwriting and the backpack studio. 4. The intersection of music and concert technologies. 5. Digital audio: benefits and consequences. 6. The cultural implications of sampling. 7. Adapting to the digital revolution and changes in the music industry -- Performance and visual technology. 8. Tools of digital visualization. 9. Robotics and entertainment. 10 Quantifying anything: Max/MSP, interactive perfomance, and installation. 11. The recursive GIF as an art form and new ways of thinking about digital animation: a conversation with Dax Norman -- The world of gaming and mobile media. 12. From Pong to tomorrow: a brief gaming history. 13. Mobile apps and gaming. 14. The future of gaming: the VR/AR revolution. 15. The sociology of gaming. 16. Gaming aesthetics studies. 17. Design and aesthetics of No man's sky. 18. Journey: a playable operatic parable -- The democratization of technology. 19. Portable, informative stories: Podcasting. 20. DIY Movement I: Arduino. 21. DIY Movement II: Makerspaces. 22 Photoshop, entertainment and socio-political activism: a conversation with Neal Daugherty -- The new heuristics of art and entertainment technologies. 23. What is the device?. 24. What if the device stops working?. 25. An endless challenge -- Suggested writing and discussion activities. Music and audio technology. Performance and visual technology. The world of gaming and mobile media. The democratization of technology. The new heuristics of art and entertainment technologies.
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Computer games.
Computer graphics.
Computer sound processing.
Digital audiotape recorders and recording.
Image processing-- Digital techniques.
Music and technology.
Performing arts-- Technological innovations.
Sound-- Recording and reproducing-- Digital techniques.
Sound-- Recording and reproducing-- Technological innovations.
Video recording-- Technological innovations.
Computer games.
Computer graphics.
Computer sound processing.
Digital audiotape recorders and recording.
Image processing-- Digital techniques.
Music and technology.
Performing arts-- Technological innovations.
Sound-- Recording and reproducing-- Digital techniques.