Voice, Architecture, and Imagination in Medieval Art
Author: Bissera V. Pentcheva
Icons of Sound: Voice, Architecture, and Imagination in Medieval Art brings together art history and sound studies to offer new perspectives on medieval churches and cathedrals as spaces where the perception of the visual is inherently shaped by sound. The chapters encompass a wide geographic and historical range, from the fifth to the fifteenth century, and from Armenia and Byzantium to Venice, Rome, and Santiago de Compostela. Contributors offer nuanced explorations of the intangible sonic aura produced in these places by the ritual music and harness the use of digital technology to reconstruct historical aural environments. Rooted in a decade-long interdisciplinary research project at Stanford University, Icons of Sound expands our understanding of the inherently intertwined relationship between medieval chant and liturgy, the acoustics of architectural spaces, and their visual aesthetics. Together, the contributors provide insights that are relevant across art history, sound studies, musicology, and medieval studies.
Voice, Architecture, and Imagination in Medieval Art
Author: Bissera V. Pentcheva
Icons of Sound: Voice, Architecture, and Imagination in Medieval Art brings together art history and sound studies to offer new perspectives on medieval churches and cathedrals as spaces where the perception of the visual is inherently shaped by sound. The chapters encompass a wide geographic and historical range, from the fifth to the fifteenth century, and from Armenia and Byzantium to Venice, Rome, and Santiago de Compostela. Contributors offer nuanced explorations of the importance of intangible sonic aura to these spaces, including the temporal and performative nature of ritual music, as well as the use of digital technology to reconstruct historical aural environments. Rooted in a decade-long interdisciplinary research project at Stanford University, Icons of Sound expands our understanding of the inherently intertwined relationship between medieval chant and liturgy, the acoustics of architectural spaces, and their visual aesthetics. Together, the contributors provide insights that are relevant across art history, sound studies, musicology, and medieval studies.
6th International Conference, EvoMUSART 2017, Amsterdam, The Netherlands, April 19–21, 2017, Proceedings
Author: João Correia
This book constitutes the refereed proceedings of the 6th International Conference on Evolutionary Computation in Combinatorial Optimization, EvoMUSART 2017, held in Amsterdam, The Netherlands, in April 2017, co-located with the Evo*2017 events EuroGP, EvoCOP and EvoApplications. The 24 revised full papers presented were carefully reviewed and selected from 29 submissions. The papers cover a wide range of topics and application areas, including: generative approaches to music, graphics, game content, and narrative; music information retrieval; computational aesthetics; the mechanics of interactive evolutionary computation; computer-aided design; and the art theory of evolutionary computation.
Provides a definitive guide to terminology, techniques, and system information for individuals working in both Macintosh and Windows environments, explaining how to translate materials effectively from the one platform to the other. Original. (All Users)
"Explores the Byzantine aesthetic of fugitive appearances by placing and filming art objects in spaces of changing light, and by uncovering the shifting appearances expressed in poetry, descriptions of art, and liturgical performance"--Provided by publisher.
Examines the aesthetic principles and spiritual operations at work in Hagia Sophia. Drawing on art and architectural history, liturgy, musicology, and acoustics, explores the Byzantine paradigm of animation.
Assistant Professor of Art History Bissera Pentcheva
Author: Assistant Professor of Art History Bissera Pentcheva
Publisher: Taylor & Francis
Emerging from the challenge to reconstruct sonic and spatial experiences of the deep past, this multidisciplinary collection of ten essays explores the intersection of liturgy, acoustics, and art in the churches of Constantinople, Jerusalem, Rome and Armenia, and reflects on the role digital technology can play in re-creating aspects of the sensually rich performance of the divine word. Engaging the material fabric of the buildings in relationship to the liturgical ritual, the book studies the structure of the rite, revealing the important role chant plays in it, and confronts both the acoustics of the physical spaces and the hermeneutic system of reception of the religious services. By then drawing on audio software modelling tools in order to reproduce some of the visual and aural aspects of these multi-sensory public rituals, it inaugurates a synthetic approach to the study of the premodern sacred space, which bridges humanities with exact sciences. The result is a rich contribution to the growing discipline of sound studies and an innovative convergence of the medieval and the digital.
Whether social, cultural, or individual, the act of imagination always derives from a pre-existing context. For example, we can conjure an alien's scream from previously heard wildlife recordings or mentally rehearse a piece of music while waiting for a train. This process is no less true for the role of imagination in sonic events and artifacts. Many existing works on sonic imagination tend to discuss musical imagination through terms like compositional creativity or performance technique. In this two-volume Handbook, contributors shift the focus of imagination away from the visual by addressing the topic of sonic imagination and expanding the field beyond musical compositional creativity and performance technique into other aural arenas where the imagination holds similar power. Topics covered include auditory imagery and the neurology of sonic imagination; aural hallucination and illusion; use of metaphor in the recording studio; the projection of acoustic imagination in architectural design; and the design of sound artifacts for cinema and computer games.
This book focuses on the most powerful agency of value formation in our time -- the video image as purveyed through television and mass media. Special attention is given to the impact of television on education and the challenges of instructing a generation of children who have never know a time BT, that is, "before television." Both the negative and the positive implications and consequences of video technology are discussed in the book by a range of experts in the humanities and social sciences. Among the prominent issues and questions: How does television function as an agent of value formation? What is the impact of conventional, commercial format on values and critical judgment? What is a video text and how is it different from a convention text? How do we develop the instructional tools to teach people to be critical viewers? What is television's place in the arts and what is a video artist? What happens to consciousness after viewing 30,000 or more hours of television by the time an individual graduates from high school? Is the growing problem of aliteracy directly attributable to television? The social and moral implications of television during its "second 50 years" will be profound and far-reaching. The authors of Video Icons and Values provide valuable clues as to what these implications are, will be, and what can be done about them.
This comprehensive introduction to the field represents the best of the published literature on groupware and computer-supported cooperative work (CSCW). The papers were chosen for their breadth of coverage of the field, their clarity of expression and presentation, their excellence in terms of technical innovation or behavioral insight, their historical significance, and their utility as sources for further reading. Taken as a whole, the papers and their introductions are a complete sourcebook to the field. This book will be useful for computer professionals involved in the development or purchase of groupware technology as well as for researchers and managers. It should also serve as a valuable text for university courses on CSCW, groupware, and human-computer interaction.
This is a comprehensive, but accessible text that introduces students to the fields of human factors and ergonomics. The book is intended for undergraduate students, written from the psychological science perspective along with various pedagogical components that will enhance student comprehension and learning. This book is ideal for those introductory courses that wish to introduce students to the multifaceted areas of human factors and ergonomics along with practical knowledge the students can apply in their own lives.
This book contains ten stories about the Teletubbies. Within the text are black icons representing different sounds in the sound panel. As the story is read, the icons can be matched to the icons on the panel which are then pressed to produce the appropriate sounds.
British Computer Society. Human Computer Interaction Specialist Group. Conference
Proceedings of the Fifth Conference of the British Computer Society
Author: British Computer Society. Human Computer Interaction Specialist Group. Conference
Publisher: Cambridge University Press
This book presents the proceedings of HCI'89, the major European conference on human-computer interaction, held at the University of Nottingham, 5-8 September 1989. The papers of People and Computers V reflect the conference themes. Theoretical basis and methodical practice of HCI Integration of HCI with other disciplines Industrial relevance Contributions are included from leading researchers and designers in both industry and academia. The book represents a comprehensive guide to current research in HCI which will be essential reading for all researchers, designers and manufacturers whose work impinges on this rapidly moving field. It will be of particular interest to researchers in computer science, ergonomics, electrical engineering and psychology, and to others concerned with improving communications between people and computers.
With Windows 8, Microsoft completely reimagined the graphical user interface for its operating system, which now runs on both desktop PCs and tablets, but the overhaul was not without hitches and its dueling UIs (one designed for touch, the other for keyboards and mice) created significant confusion for users. Windows 10 (a free update to users of Windows 8 or Windows 7) fixes a number of the problems introduced by the revolution in Windows 8 and offers plenty of new features, such as the new Spartan web browser, Cortana voice-activated “personal assistant,” new universal apps (that run on tablet, phone, and computer), and more. But to really get the most out of the new operating system, you’re going to need a guide. Thankfully, Windows 10: The Missing Manual will be there to help. Like its predecessors, this book from the founder of Yahoo Tech, previous New York Times columnist, bestselling author, and Missing Manuals creator David Pogue illuminates its subject with technical insight, plenty of wit, and hardnosed objectivity for beginners, veteran standalone PC users, new tablet owners, and those who know their way around a network.
Representations of humans in virtual environments are called Avatars. This book brings together work from a variety of relevant disciplines to detail how humans interact in computer-generated environments. It contains contributions from several key people in the field, including Microsoft Researchs Virtual World Group, and presents their findings in a way that is accessible to readers who are new to the field. Coverage details Internet-based virtual worlds that have been widely used by the public as well as networked VR systems that have been primarily used in pilot studies and research.
A fast paced changing world requires dynamic methods and robust theories to enable designers to deal with the new product development landscape successfully and make a difference in an increasingly interconnected world. Designers continue stretching the boundaries of their discipline, and trail new paths in interdisciplinary domains, constantly moving the frontiers of their practice farther. This book, the successor to "Industrial Design - New Frontiers" (2011), develops the concepts present in the previous book further, as well as reaching new areas of theory and practice in industrial design. "Advances in Industrial Design Engineering" assists readers in leaping forward in their own practice and in preparing new design research that is relevant and aligned with the current challenges of this fascinating field.
This Play-a-Sound book and 5 double-sided icon cards are color- coordinated with the 10 spreads and printed with 10 sound icons per side, For a total of 100 sounds per book. Affixed vacuum-formed plastic holder with a snap-on cover stores the cards. 3AG-13 button cell batteries are included.
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