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IEZA Framework
The IEZA framework is a 2-dimensional framework that describes the auditory environment of video games. It was developed by Sander Huiberts and Richard van Tol at the Utrecht School of the Arts between 2003 and 2008, and it can be used for the analysis and synthesis (conceptual design) of sound in computer games. Description The IEZA framework uses two dimensions to describe sound in computer games. The first dimension makes a distinction between sound emanating from the fictional game world, such as the footsteps of a game character, and sound coming from outside the fictional game world, such as a musical score. Stockburger (2003) describes this distinction by using the terms diegetic and non-diegetic. The second dimension makes a distinction between sound related to the activity of the game on one hand, and sound related to the setting of the game on the other. Four domains are formed by the two dimensions: Interface, Effect, Zone and Affect. Interface Sound in the Interface ...
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IEZA Framework
The IEZA framework is a 2-dimensional framework that describes the auditory environment of video games. It was developed by Sander Huiberts and Richard van Tol at the Utrecht School of the Arts between 2003 and 2008, and it can be used for the analysis and synthesis (conceptual design) of sound in computer games. Description The IEZA framework uses two dimensions to describe sound in computer games. The first dimension makes a distinction between sound emanating from the fictional game world, such as the footsteps of a game character, and sound coming from outside the fictional game world, such as a musical score. Stockburger (2003) describes this distinction by using the terms diegetic and non-diegetic. The second dimension makes a distinction between sound related to the activity of the game on one hand, and sound related to the setting of the game on the other. Four domains are formed by the two dimensions: Interface, Effect, Zone and Affect. Interface Sound in the Interface ...
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Walter Murch
Walter Scott Murch (born July 12, 1943) is an American film editor, director, writer and sound designer. With a career stretching back to 1969, including work on ''THX 1138'', ''Apocalypse Now'', '' The Godfather I'', '' II'', and '' III'', ''American Graffiti'', ''The Conversation'', ''Ghost'' and ''The English Patient'', with three Academy Award wins (from nine nominations: six for picture editing and three for sound mixing), he has been referred to by Roger Ebert as "the most respected film editor and sound designer in the modern cinema." David Thomson, in his '' New Biographical Dictionary of Film'', calls Murch "the scholar, gentleman and superb craftsman of modern film", adding that "in sound and editing, he is now without peer." Early life Murch was born in New York City, New York, the son of Katharine (née Scott) and Canadian-born Walter Tandy Murch (1907–1967), a painter. He is the grandson of Louise Tandy Murch, a music teacher who was the subject of the 1975 docume ...
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Video Game Music
Video game music (or VGM) is the soundtrack that accompanies video games. Early video game music was once limited to sounds of early sound chips, such as programmable sound generators (PSG) or FM synthesis chips. These limitations have led to the style of music known as chiptune, which became the sound of the first video games. With technological advances, video game music has grown to include a wider range of sounds. Players can hear music in video games over a game's title screen, menus, and gameplay. Game soundtracks can also change depending on a player's actions or situation, such as indicating missed actions in rhythm games, informing the player they are in a dangerous situation, or rewarding them for specific achievements. Video game music can be one of two kinds: original or licensed. The popularity of video game music has created education and job opportunities, generated awards, and led video game soundtracks to be commercially sold and performed in concerts. His ...
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Game Music
Video game music (or VGM) is the soundtrack that accompanies video games. Early video game music was once limited to sounds of early sound chips, such as programmable sound generators (PSG) or FM synthesis chips. These limitations have led to the style of music known as chiptune, which became the sound of the first video games. With technological advances, video game music has grown to include a wider range of sounds. Players can hear music in video games over a game's title screen, menus, and gameplay. Game soundtracks can also change depending on a player's actions or situation, such as indicating missed actions in rhythm games, informing the player they are in a dangerous situation, or rewarding them for specific achievements. Video game music can be one of two kinds: original or licensed. The popularity of video game music has created education and job opportunities, generated awards, and led video game soundtracks to be commercially sold and performed in concerts. Hist ...
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Game Sound Design
Sound design is the art and practice of creating sound tracks for a variety of needs. It involves specifying, acquiring or creating auditory elements using audio production techniques and tools. It is employed in a variety of disciplines including filmmaking, television production, video game development, theatre, sound recording and reproduction, live performance, sound art, post-production, radio, new media and musical instrument development. Sound design commonly involves performing (see e.g. foley) and editing of previously composed or recorded audio, such as sound effects and dialogue for the purposes of the medium, but it can also involve creating sounds from scratch through synthesizers. A sound designer is one who practices sound design. History The use of sound to evoke emotion, reflect mood and underscore actions in plays and dances began in prehistoric times. At its earliest, it was used in religious practices for healing or recreation. In ancient Japan, theatrical ...
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Immersion (virtual Reality)
Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment. Etymology The name is a metaphoric use of the experience of submersion applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (Maurice Benayoun) or "immersant" (Char Davies)'s awareness of physical self is transformed by being surrounded in an artificial environment; used for describing partial or complete suspension of disbelief, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The greater the suspension of disbelief, the greater the degree of presence achieved. Types According to Ernest W. Adams, immersion can be separated into three main categories: * Tactical immersion: Tactical immersion is experienced whe ...
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Game Audio
A game is a structured form of play, usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or games) or art (such as jigsaw puzzles or games involving an artistic layout such as Mahjong, solitaire, or some video games). Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who is a player. A toy and a game are not the same. Toys generally allow for unrestricted play whereas games come with present rules. ...
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Affordance
Affordance is what the environment offers the individual. American psychologist James J. Gibson coined the term in his 1966 book, ''The Senses Considered as Perceptual Systems'', and it occurs in many of his earlier essays. However, his best-known definition is taken from his seminal 1979 book, ''The Ecological Approach to Visual Perception'': The word is used in a variety of fields: perceptual psychology, cognitive psychology, environmental psychology, criminology, industrial design, human–computer interaction (HCI), interaction design, user-centered design, communication studies, instructional design, science, technology and society (STS), sports science and artificial intelligence. Original development Gibson developed the concept of affordance over many years, culminating in his final book, ''The Ecological Approach to Visual Perception'' in 1979. He defined an affordance as what the environment provides or furnishes the animal. Notably, Gibson compares an affordance wit ...
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Tony Hawk's Pro Skater 4
''Tony Hawk's Pro Skater 4'' is a skateboarding video game and the fourth entry in the '' Tony Hawk's'' series. It was developed by Neversoft and published by Activision under the Activision O2 label in 2002 for the GameCube, PlayStation, Xbox, Game Boy Advance and PlayStation 2. In 2003, it was published for Microsoft Windows and Mac OS X. In 2004, a Tapwave Zodiac version was released. Gameplay ''Pro Skater 4'' is a departure from the previous three games' Career mode, in which the player had a set amount of time in order to find and complete goals. ''4'' instead featured a Career mode more similar to Free Skate mode, in which there was no time limit to explore the level, the goals are usually offered to the player to attempt by characters found in the level. This Career mode would be later seen as the Story modes of the ''Underground'' series, '' American Wasteland'', '' Project 8'' and ''Proving Ground''. The game builds on the success of the gameplay in the previous game ...
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Conceptual Framework
A conceptual framework is an analytical tool with several variations and contexts. It can be applied in different categories of work where an overall picture is needed. It is used to make conceptual distinctions and organize ideas. Strong conceptual frameworks capture something real and do this in a way that is easy to remember and apply. Isaiah Berlin used the metaphor of a "fox" and a "hedgehog" to make conceptual distinctions in how important philosophers and authors view the world. London: Weidenfeld & Nicolson; 1986 New York: Simon and Schuster, introduction by M. Walzer. Berlin describes hedgehogs as those who use a single idea or organizing principle to view the world (such as Dante Alighieri, Blaise Pascal, Fyodor Dostoyevsky, Plato, Henrik Ibsen and Georg Wilhelm Friedrich Hegel). Foxes, on the other hand, incorporate a type of pluralism and view the world through multiple, sometimes conflicting, lenses (examples include Johann Wolfgang von Goethe, James Joyce, William S ...
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Sign (semiotics)
In semiotics, a sign is anything that communicates a meaning that is not the sign itself to the interpreter of the sign. The meaning can be intentional, as when a word is uttered with a specific meaning, or unintentional, as when a symptom is taken as a sign of a particular medical condition. Signs can communicate through any of the senses, visual, auditory, tactile, olfactory, or taste. Two major theories describe the way signs acquire the ability to transfer information. Both theories understand the defining property of the sign as a relation between a number of elements. In the tradition of semiotics developed by Ferdinand de Saussure (referred to as semiology) the sign relation is dyadic, consisting only of a form of the sign (the signifier) and its meaning (the signified). Saussure saw this relation as being essentially arbitrary (the principle of semiotic arbitrariness), motivated only by social convention. Saussure's theory has been particularly influential in the study o ...
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HUD (video Gaming)
In video gaming, the HUD (heads-up display) or status bar is the method by which information is visually relayed to the player as part of a game's user interface. It takes its name from the head-up displays used in modern aircraft. The HUD is frequently used to simultaneously display several pieces of information including the main character's health, items, and an indication of game progression (such as score or level). Shown on the HUD While the information that is displayed on the HUD depends greatly on the game, there are many features that players recognize across many games. Most of them are static onscreen so that they stay visible during gameplay. Common features include: * Health/lives – this might include the player's character and possibly other important characters, such as allies or bosses. Real-time strategy games usually show the health of every unit visible on screen. Also, in many (but not all) first- and third-person shooters, when the player is damage ...
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