Dissertations / Theses on the topic 'The Inner Game of Music'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 dissertations / theses for your research on the topic 'The Inner Game of Music.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Browse dissertations / theses on a wide variety of disciplines and organise your bibliography correctly.
Kurki, Saara. "How to let go : Different ways to detect and release tensions." Thesis, Kungl. Musikhögskolan, Institutionen för klassisk musik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-4186.
Full textThe sounding part consists of the following recording; Esa-Pekka Salonen: Pentatonic Étude.
Safavi, Safoura. "The Inner Gaze In Artistic Practice." Thesis, Stockholms konstnärliga högskola, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uniarts:diva-934.
Full textChoi, Sujung. "Norie (Game) /." College Park, Md. : University of Maryland, 2007. http://hdl.handle.net/1903/6640.
Full textThesis research directed by: Music. Title from t.p. of PDF. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
Crathorne, Pieter Jacobus. "Video game genres and their music." Thesis, Stellenbosch : University of Stellenbosch, 2010. http://hdl.handle.net/10019.1/4355.
Full textENGLISH ABSTRACT: This thesis’s main focus is the connection video game genres have to the music used within them. The thesis starts by going back to the origins of music and its connection to movement. This leads to a better understanding of why visual presentations through the ages have always been accompanied by sound. Next, different types of sound are studied, as well as how they are implemented in various media today. This leads a discussion of genre, and care is taken to differentiate between genres in video games and in music. This is then applied to the sphere of video game music, which is then observed from the perspective of the video game genre. Analyses of music excerpts from a specific video game are also included in this section. The reverse is then applied by approaching the issue of video game music from the perspective of the music genre. It is concluded that one needs to approach the matter of video game music genre from a new perspective, relying on the source of the music and the means of music integration, rather than on existing music norms.
AFRIKAANSE OPSOMMING: Hierdie tesis se hoofdoel is om die konneksie tussen videospeletjies, en die musiek wat daarin gebruik word, te ondersoek. Die tesis begin deur terug te gaan na die wortels van vroeë musiek, en hoe dit deur die jare ‘n noue verbintenis gehad het met beweging. Hierdie konneksie maak dit duidelik hoekom visuele produksies gewoonlik deur klank ondersteun word. Volgende word verskillende verskynsels van klank bestudeer, asook die maniere waarop klank vandag in verskeie media geïmplementeer word. Dit lei tot die kwessie van genre. Daar word onderskei tussen die genres van musiek en die genres van videospeletjies. Volgende word die area van videospeletjie-musiek bestudeer, uit die perspektief van die videospeletjie-genre. In hierdie seksie kan analises van musiekuittreksels uit ‘n videospeletjie gevind word. Die teenoorgestelde word dan toegepas, deur die kwessie van videospeletjie-musiek uit die oogpunt van die musiek-genre te bestudeer. Aan die einde word dit waargeneem dat videospeletjie-musiek nie deur die norme van musiek-genre bestudeer kan word nie, maar dat nuwe perspektiewe ingeneem moet word, naamlik die oorsprong van die videospeletjie-musiek, asook die manier waarop dit in die speletjie geïntegreer word.
Åberg, Ellinor. "Game music: from composer to consumer." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:du-27285.
Full textChou, Lin-San. "Analysis of and Performance Suggestions for Astor Piazzolla’s Piano Solo Work, Three Preludes: Leijia’s Game, Flora’s Game, Sunny’s Game." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1273250807.
Full textYANG, HEEYOUNG. "GAME FOR FOUR CELLO." University of Cincinnati / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1151383279.
Full textSummers, Timothy Richard David. "Video game music : history, form and genre." Thesis, University of Bristol, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.573894.
Full textKamp, Michiel. "Four ways of hearing video game music." Thesis, University of Cambridge, 2015. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709001.
Full textIjas, Kaapo. "Finding the inner fiddler : Folk music influences in Sibelius’ 7th Symphony." Thesis, Kungl. Musikhögskolan, Institutionen för komposition, dirigering och musikteori, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-2489.
Full textYoung, David M. "Adaptive Game Music: The Evolution and Future of Dynamic Music Systems in Video Games." Ohio University Honors Tutorial College / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1340112710.
Full textAdam, Timothey Andrew. "PROCEDURAL MUSIC GENERATION AND ADAPTATION BASED ON GAME STATE." DigitalCommons@CalPoly, 2014. https://digitalcommons.calpoly.edu/theses/1202.
Full textWhalen, Zach. "Play along video game music as metaphor and metonymy /." [Gainesville, Fla.] : University of Florida, 2004. http://purl.fcla.edu/fcla/etd/UFE0004911.
Full textSmal, Pieter. "Constructing a model musical idiom for award-nominated video game soundtracks." Diss., University of Pretoria, 2016. http://hdl.handle.net/2263/59069.
Full textDissertation (MMus)--University of Pretoria, 2016.
Music
MMus
Unrestricted
Sweeney, Mark Richard. "The aesthetics of videogame music." Thesis, University of Oxford, 2014. https://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856a.
Full textdel, Toro Brian. "Using Procedural Audio to Control an Algorithmic Composition that is Controlled by a Computer Game." FIU Digital Commons, 2013. http://digitalcommons.fiu.edu/etd/894.
Full textKestner, Randolph. "The Impact and Creation of Level Music for Video Games." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/326.
Full textEriksson, Oliver, and Philip Lindau. "Evaluating an adaptive music system in an adventure game environment." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-22821.
Full textZhang, Ke. "A Performance Guide to "The Sound of the Prairie Land (Caoyuan Zhige) for Viola and Piano" by Qingwu Guan." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1707402/.
Full textJeppie, Shamil. "Aspects of popular culture and class expression in inner Cape Town, circa 1939-1959." Thesis, University of Cape Town, 1990. http://hdl.handle.net/11427/24109.
Full textRipley, Angela N. "Surviving Set Theory: A Pedagogical Game and Cooperative Learning Approach to Undergraduate Post-Tonal Music Theory." The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1437583773.
Full textPlank, Dana Marie. "Bodies in Play: Representations of Disability in 8- and 16-bit Video Game Soundscapes." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1543506274730883.
Full textDavies, Huw. "Towards a more versatile dynamic-music for video games : approaches to compositional considerations and techniques for continuous music." Thesis, University of Oxford, 2015. http://ora.ox.ac.uk/objects/uuid:3f1e4cfa-4a36-44d8-9f4b-4c623ce6b045.
Full textVenden, Nick H. "Knots in the string of time| Adapting computer game prototyping tools for interactive music." Thesis, California State University, Long Beach, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1588653.
Full textThis project is an effort to adapt computer game prototyping tools as controls for interactive digital music. Secondarily it is an investigation of a social aspect of interactive music. Meaning, is it possible give the game-player-listeners the ability to structure the music interactively and become the composers of their own game experience? Throughout the process these social and aesthetic questions countered and informed the technical questions.
In every media composer's digital studio the tools of creation and distribution have elided. Work is instantaneously and efficiently distributable on a global scale; many of the aesthetic difficulties specific to art-making in 2015 derive from this fact. This paper describes some of these difficulties strictly within the context of the rising demand for mediated interactive experiences.
The conclusions are decisive. Contemporary game prototyping programming techniques—even those limited to WebGL-enabled browser applications—are highly effective tools for the creation and control of interactive digital music.
Lundh, Haaland Magnus. "The Player as a Conductor : Utilizing an Expressive Performance System to Create an Interactive Video Game Soundtrack." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281324.
Full textMusik används ofta som ett komplement i konst och underhållning för att förstärka den känslomässiga upplevelse. I datorspel och andra icke-linjära medier måste musiken ta på sig denna rollen dynamiskt, eftersom det inte går att veta hur händelserna kommer utfalla sig i förväg. För att lösa detta problem har det utvecklats olika tekniker, men dom flesta är fortfarande baserade på digitala inspelningar. I denna studie utforskar jag användningen av ett "Computer Systen for Expressive Musig Performance" (CSEMP) för att dynamiskt forma datorns framträdande av en lineär komposition till ett enkelt plattformsspel. En prototyp baserat på systemet "KTH Rule System" utvecklades och utvärderades genom semistrukturerade intervjuer och observationer med 7 deltagare. Resultaten visar att förändringar i uppspelningen lyckades spegla mindre förändringar i spelet, såsom hur en spelkaraktär rör sig, och var mindre effekt som ljudeffekter och för större förändringar, såsom när spelaren är i fara eller spelet är över. Alla deltagare föredrog det interaktiva ljudspåret över en icke-interaktiv version i det samma ljudspåret.
Teetsel, Sarah M. "Musical Memory of the Player, Characters, and World of The Legend of Zelda Video Game Series." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1431710749.
Full textJenkins, Adam. "An investagative high-level design of an electric bass tutoring system integrating game elements." Thesis, McGill University, 2011. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=97119.
Full textAu cours des dernières années, plusieurs systèmes d'enseignement assisté par ordinateur ont été développés pour une variété d'instruments de musiques. Cependant, il n'y a toujours pas de développements considérables d'un système éducatif qui soit dédié à l'apprentissage de la basse électrique. Une grande partie des systèmes existant misent beaucoup sur la technologie sans chercher à motiver l'élève en intégrant l'élément de participation interactive que peut générer un jeu électronique éducatif.Ce mémoire présente la conception d'un système d'enseignement de haut niveau qui examine les éléments du jeu dans le cadre de l'apprentissage de la basse électrique. Afin d'établir les fondements de la conception, le mémoire considère : les principales caractéristiques des systèmes d'enseignement musical assisté par ordinateur antérieurs; les éléments musicaux d'une performance de basse électrique sur lesquels un enseignant se concentrerait au cours du processus de rétroaction en personne; les méthodes qui permettent de déterminer ces éléments musicaux, et; les éléments du jeu qui favorisent la participation et la motivation de l'étudiant.
Service, Tom Anderson. "Playing a new game of analysis : performance, postmodernism and the music of John Zorn." Thesis, University of Southampton, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.412278.
Full textAndersson, Olliver. "Exploring new interaction possibilities for video game music scores using sample-based granular synthesis." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-79572.
Full textFor contact with the author or request of videoclips, audio or other resources
Mail: olliver.andersson@gmail.com
Rogers, Katherine Linn. "The Sounds of "Pac-Man Fever": Intersections of Video Game Culture and Popular Music in America." Case Western Reserve University School of Graduate Studies / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=case1559848783170242.
Full textElyon, Johny Robert. "Die rol van musiek as heelbrein-strategie by innerlike verandering : 'n prakties-teologiese studie / Johny Robert Elyon." Thesis, North-West University, 2008. http://hdl.handle.net/10394/1009.
Full textThesis (Ph.D. (Pastoral))--North-West University, Potchefstroom Campus, 2008.
Cheng, William. "Technologies of Transgression and Musical Play in Video Game Cultures." Thesis, Harvard University, 2012. http://dissertations.umi.com/gsas.harvard:10580.
Full textMusic
Shur, Etelle. "Remixing Overwatch: A Case Study in Fan Interactions with Video Game Sound." Scholarship @ Claremont, 2017. http://scholarship.claremont.edu/scripps_theses/1076.
Full textCassidy, Gianna Giulia. "The effects of self-selected and experimenter-selected music on driving game performance and experience." Thesis, Glasgow Caledonian University, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.688258.
Full textDoyle, Jennifer Lee. "Music Teacher Perceptions of Issues and Problems in Urban Elementary Schools." Scholarly Repository, 2009. http://scholarlyrepository.miami.edu/oa_theses/185.
Full textLevy, Laura M. "The effects of background music on video game play performance, behavior and experience in extraverts and introverts." Thesis, Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54462.
Full textPatel, Parag. "We live this shit rap as a reflection of reality for inner city youth." Master's thesis, University of Central Florida, 2011. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4818.
Full textID: 030646183; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Thesis (M.A.)--University of Central Florida, 2011.; Includes bibliographical references (p. 59-66).
M.A.
Masters
Sociology
Sciences
Applied Sociology
Fierro, Annunziato. "Musical Rhythm : How musical rhythm in a serious game can increase the immersion and how the immersion can encourage the rehabilitation process." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-6039.
Full textCarr, Nicolas. "“THE GAME DON’T CHANGE”Designing Beats and Rhymes,A metaphor and guide to ideate design concepts." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1428070292.
Full textBarboza, Joab da Silva [UNESP]. "Jogos e música em publicações da ABEM e da ANPPOM." Universidade Estadual Paulista (UNESP), 2018. http://hdl.handle.net/11449/157171.
Full textApproved for entry into archive by Laura Mariane de Andrade null (laura.andrade@ia.unesp.br) on 2018-09-28T17:45:10Z (GMT) No. of bitstreams: 1 barboza_js_me_ia.pdf: 1895831 bytes, checksum: 172677f4de0b870e63b5b2e4d6f6e565 (MD5)
Made available in DSpace on 2018-09-28T17:45:10Z (GMT). No. of bitstreams: 1 barboza_js_me_ia.pdf: 1895831 bytes, checksum: 172677f4de0b870e63b5b2e4d6f6e565 (MD5) Previous issue date: 2018-07-31
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
Esta dissertação discute a relação entre jogo e música em publicações da ABEM e ANPPOM. Tem como objetivos: (1) Verificar de que maneira os jogos musicais são discutidos nas publicações da ABEM (Revista da ABEM, Anais da ABEM, Revista MEB) e da ANPPOM (Anais da ANPPOM, Revista Opus); (2) Refletir sobre os jogos musicais encontrados nessas publicações; (3) Discutir sobre as possibilidades de utilização dos jogos na educação musical. Foi utilizada a abordagem qualitativa com inserção de dados quantitativos. Na metodologia, empregou-se a pesquisa bibliográfica, tendo como fonte de dados as publicações da ABEM e da ANPPOM. Como arcabouço teórico, utilizou-se: para metodologia, PÁDUA (2004); OLIVEIRA (2007); GIL (2010); MOREIRA e CALEFFE (2008); para os jogos e educação: KISHIMOTO (2011); para os jogos musicais como proposta didática: BRITO (2001, 2009, 2016); GAINZA (1964, 2014, 2015); FRANÇA e GUIA (2015); JEANDOT(1997); DELALANDE (1995). Discutiu-se o conceito de jogo musical partindo de pesquisadores que trouxeram definições para o termo: MORAIS (2009); CAVALIERI E GUIA (2015), BRITO (2009b), ALMEIDA e LEVY (2013). Foram analisadas 5 publicações: (1) Anais da ABEM; (2) Revista da ABEM; (3) Revista MEB; (4) Anais da ANPPOM; (5) Revista OPUS, nelas procurou-se o que há sobre jogos nos resumos, palavras-chave e título para selecionar os textos que tratam do tema, em seguida, foi realizada a leitura de todos os textos encontrados, a fim de selecionar dados para as reflexões. As reflexões trazem os seguintes temas: quantidade de publicações; datas das publicações; autores citados nas referências; autores com maior quantidade de publicações; modalidades dos jogos; características dos jogos, jogo como proposta pedagógica; público-alvo para a prática do jogo.
This dissertation discusses a relationship between game and music in ABEM and ANPPOM publications. The objectives of this dissertation are: (1) Verify how the games are most discussed in ABEM publications (ABEM Magazine, ABEM Annals, MEB Magazine) and ANPPOM (ANPPOM Annals, Opus Magazine); (2) Reflect about the musical games found in these publications; (3) Discuss the possibilities of using games in music education. A qualitative approach was carried out with the insertion of quantitative data. In the methodology, the researcher has bibliographic access, having as a data source the publications of ABEM and ANPPOM. As a theoretical framework, it was used: for the methodology, PÁDUA (2004); OLIVEIRA (2007); GIL (2010); MOREIRA and CALEFFE (2008); for games and education: KISHIMOTO (2011); for musical games as didactic proposal: BRITO (2001, 2009, 2016); GAINZA (1964, 2014, 2015); FRANÇA and GUIA (2015); JEANDOT (1997); DELALANDE (1995). The concept of musical game was researched by: MORAIS (2009); CAVALIERI and GUIA (2015), BRITO (2009b), ALMEIDA and LEVY (2013). Five publications were analyzed: (1) Annals of ABEM; (2) ABEM Magazine; (3) MEB Magazine; (4) Annals of ANPPOM; (5) OPUS Magazine, they were used for research about the games, key words and titles to select the texts about the theme, then more research and reading of all the text material for reflection. The reflections include the following themes: number of publications; publication data; authors cited in the references; authors with more publications; type of games; characteristics of games, game as pedagogical proposal; Target audience for the practice of the game.
Washburn, Megan E. "Dynamic Procedural Music Generation from NPC Attributes." DigitalCommons@CalPoly, 2020. https://digitalcommons.calpoly.edu/theses/2193.
Full textElkins, Alan P. "Last Castle." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1242326601.
Full textLunday, Brian Joseph. "Resource Allocation on Networks: Nested Event Tree Optimization, Network Interdiction, and Game Theoretic Methods." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/77323.
Full textPh. D.
Andersson, Anton, and Tobias Eriksson. "Effekten av Mickey-Mousing i datorspel : En studie av Mickey-Mousing och dess effektivitet i dynamiska datorspel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17145.
Full textDiaz, de Leon Mario. "Mansion: Inner Cosmologies, Thresholds, and Contacts." Thesis, 2013. https://doi.org/10.7916/D8MP59M6.
Full textHong, Chinli, and 洪進麗. "Hearing Inner Voices:Processes of Symbol Formation through Music Therapy." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/67260376151434384919.
Full textRossoff, Samuel Max. "Adapting personal music based on game play." Thesis, 2009. http://hdl.handle.net/1828/2328.
Full textCHEN, PO-HUA, and 陳柏樺. "A Study of Taiwan’s Traditional Music Used in Music Rhythm-based Game." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/5kw83w.
Full text世新大學
數位多媒體設計學系
104
Music is an essential element of computer game. An intricately designed game must also have high quality music. In music rhythm games, music is the heart and soul of the game that allows the player to be fully immersed in the game's atmosphere. Therefore, music plays an essential role in rhythm games. Through the music in these rhythm games, players will think of wonderful things and memories, and it is this emotional response that motivates the player to continue playing. This is also one of the key elements of a game's staying power. Good music can enhance the gameplay experience of the game, but also create the game's explicit and implicit values. However, the music used in rhythm games is usually pop music, electronic music, and other genres that have a stronger sense of rhythm. Even if the rhythm game had created in Taiwan, these games rarely use traditional Taiwanese music. Therefore, this study will rearrange traditional Taiwanese music, with a graduate student being responsible for the arrangements, and produce an experiment based on a rhythm game utilizing traditional Taiwanese music created by the student. The study will also includes literature review, game system prototype development and experiments, and control group experiments. The study will then discuss the feasibility of applying traditional Taiwanese music onto music rhythm games. In addition, whether it will affect the feel of these games, as well as affecting the game play, fun factor, and other similar elements or not. After the experiments and through the analysis of the questionnaire results, the study founds: the “fun factor” and “musical feel” of the rearranged traditional Taiwanese music can grasp the music's unique characteristics as well as experience the fun and joy that the game brings. The experiment shows that rearranged traditional music and original music have no obvious differences in feel. Regarding “gameplay”, the test subjects mostly felt that the combination of traditional music and rhythm games is a great application, because the music combined with the game can improve understanding of the music and the musical styles and genres. The study's results demonstrate that traditional Taiwanese music rearranged for the purpose of rhythm games has a significant positive effect. It also shows that traditional music does not differ too much in feel compared to pop or electronic music. Through these games, the gap between genres can be pulled closer for listeners, as well as provide game developers with cultural conservation or unit reference for future research
Warrington, Miles. "A preliminary investigation into interactive computer game music." Thesis, 2005. http://hdl.handle.net/10413/5194.
Full textThesis (M.Mus.)-University of KwaZulu-Natal, Durban, 2005.
Thies, Matthew John. "Controlling game music in real time with biosignals." 2012. http://hdl.handle.net/2152/19914.
Full texttext