Finish your remixes and create podcasts for class next week. Also, update the links on what the artists from the "Remix Planet" article from Wired magazine are up to currently.
The blog subject this week should be on Interactive Acoustics which will hopefully be of some use to your final project.
Remember for turn in on Week 11, I want a CD of everything you have mixed or recorded this quarter in addition to the final project design package. Think about the presentational aspects of your packaging for your final.
Off you go.
Friday, February 29, 2008
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4 comments:
Well, I didn't understand a lot of the technical terms of the article, but for the most part I think it was saying something along the lines of modeling for acoustic means is a great tool for architects, etc. It also said something along the lines of presetting nearly all possibilities of an interactive means. The interactive version would allow the user to set up where they need to place items and how it would effect the 'acoustic-ness' of the room.
Now what I found is a little bit more different and it may fall more into what Jason is doing with his game. Basically the article that I found, i should say, THESIS that i found is about a project of modeling VIRTUAL Acoustics. Now I think you should read the abstract because there is a ton of terminology that I frankly don't know. However from what I have read basically they are doing this research in modeling virtual acoustics in order to create an Virtual Orchestral Band? Interesting Right? Ok so we have already seen it. However, basically they are testing every sound they can find in order to make measure what the human hearing is vulnerable to.
It talks about different ways of measuring this Acoustic of sounds. By waves, etc.
Article:
Modeling Techniques for Virtual Acoustics.
Enjoy the reading! if you read it *laughs hysterically*
I read both articles Tabitha and Joel posted a long with a few more and I have to say Tab's article is the most informative.
Using 3D applications to test the acoustics of the building or environment is a great way to understand how sound will carry in various structures.
In terms of Games, this is very important for the player because it helps bring a greater depth of realism or escapism would be a better term for it. Something extra that draws the player in the game and cause a greater sense of actually being there.
Or just another way to know a Zombie is around the corner and you better reload!
Why talk when you can post a video that demonstrated the principle?
http://www.youtube.com/watch?v=yBEhgDOWqgA
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