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1390 Uppsatser om Game music composer - Sida 29 av 93
"Man ska vara rädd om instrumenten" : En intervjustudie om tre förskollärares berättelser om sångsamling
In the preschool curriculum there is not much described when it comes to the subject of music. What is written about the aesthetic subjects is related to the overall learning moments, rather than separated into objectives for each subject. The learning includes, among other things, that the children will be offered a variety of cultural experiences. However, there is no explanation to what should be included in the use of music. The purpose of this thesis is to investigate the function of preschool song circles, based on three preschool teachers' stories.
Artisten och innebörden av det personliga varumärket
The purpose of this study is to understand and get increased knowledge about what it means to see artists as brands. What are the typical assets and what kind of advantages and disadvantages are distinctive when it comes to applying a brand perspective on artists. Brands are an important part of our lives today, and the benefit of seeing a company as a brand has made that not only big companies are interested in building brands. Beyond companies even persons now want to become brands. The new perspective in seeing persons as brands is interesting and something that made us curious to investigate.
?Wie waren die Tempi??: Ett försök till ett ?historiskt informerat? framförande av Ludwig van Beethovens op. 57, första satsen, i avseende på hans vilja rörande tempoaspekter
An attempt were made to record the 1st movement of Beethoven?s Op. 57, with the objective of performing it as close to Beethoven?s will as possible, in the tradition of the ?historically informed performance? movement.The result of evaluating source material rendered a list of the most relevant material for this study, and hopefully that might prove useful for other studies with similar objective concering HIP and composer-intention based ?autenticity?.However, Beethoven?s will was only vaguely captured in the limited source material accounted for in this study, rendering it moderate-to-small reliability. It?s probably possible to achieve a higher degree of goal achievement, given more time and through the utilization of music psychology to further extrapolate the detailed parameters of Beethoven?s presumed extramusical will.The recording made was not to my satisfaction and has strengthened my view that the interpreter should take council from the collected knowledge of scholarly sources but must ultimately remain free in whether and how to utilize that knowledge.Lastly, I?ve measured the bpm in the resulting recording with a error margin of ±0,02 s.
Slagverk och dans
The purpose of this work is to explore the artistic processes of an ensemble where a musician and one or more dancers play together, either by improvising or by interpreting music that is written for the ensemble. The main themes are about finding ways to work with written material and still keep the communication between the music and the dance alive. The author is also interested in finding ways of identifying himself in the medium of dance although he is a musician. The result of this work can be seen in this text and in the attached film material..
Det ideala läromedlet i musik - digitalt? : En studie om läromedel i musik för högstadiet
Studiens syfte är att studera musiklärares syn på högstadiets läromedel i musikämnet; läromedlens fördelar och nackdelar samt vad som anses vara ett ?idealt? läromedel. Studiens teoretiska utgångspunkter utgörs av ett didaktiskt perspektiv. Resultatet baseras på en enkätundersökning av 27 musiklärare från hela landet med olika bakgrunder och yrkeserfarenheter. Studiens resultat visar att de tillfrågade musiklärarna anser att de färdiga eller tryckta läromedel de känner till är otillräckliga och blir snabbt föråldrade.
Artistvarumärkens nya spelplan : Konkurrensklimatet i den moderna musikindustrin
Purpose and aimThe purpose of this thesis has been to create a deeper understanding about the impact that the digitalization of the music business in the early 2000s and also the latter change, that in this paper is referred to as the sociodigital change, has had on artist brands. We will also analyze the positive and negative effects that this development may have had on the already existing brand environment and lastly also review the true importance of the professional industry?s competence. We have chosen the following research question in relation to the purpose; In what way has the basic conditions for artist brands within the music industry changed since the digitalization of the music industry in the early 2000s? MethodFor this study we initially took an inductive approach as we formed hypotheses based on experiences and previous knowledge which we then corroborated with theories.
Produktplacering i videospel och dess påverkan på spelarnas attityd, återkallelse samt uppmärksamhet gentemot varumärken.
The gaming market is growing and the number of people, men and women, who play computer games, is also increasing every day. In addition, computer games are also interactive media which leads to the fact that product placement in computer games attracts and is used more frequently by marketers. It is therefore important for marketers and game developers to understand how product placement in computer games affects players' attention and attitude towards the brand or product that is product placed. We therefore examine how product placement in computer games affects players' recall of and attitude towards the brand. The aim is to help companies and game developers to see the effect of product placement in computer games on players and thus product place more efficiently.
Patterns of Touch : En analys av touchspel till iPad utifrån gränssnittspatterns
For this essay we used pattern theory from interface design and applied it in an analysis of touch games. In order to make full use of the patterns, we selected five of them and adapted these slightly with the help of game related patterns to be useful for the framework of this essay. The selection of games were the top eight games on the App Store?s ?What?s Hot?. The results showed, among other things, that the games had a clear focus on getting a pleasant apperance, and they did it relatively well.
Plan för multifunktionella buffertzoner längs Vramsån på Malörten AB: s jordbruksfastigheter
To create multifunctional buffer strips along a watercourse in an economically sustainable way requires consideration of many different factors. In this plan we have selected pollutant reduction as the main purpose of the buffer strip. We have also strived to achieve minimal income loss due to reduced production, increased biological diversity, good game preservation that leads to higher income from hunting, aesthetical satisfaction and possibility to profit from available subsidies. This is done mainly to make landowners/farmers more interested in creating buffer strips along water courses.
As sand is the dominant type of soil in the area, the water course is less affected by surface runoff compared to if the soil would be clay or some other finer texture. Game preservation and subsidies have therefore been the main factors when establishing the width of the strip, because these require wider buffer strips in some cases.
Energieffektiv högtalare med trådlös kommunikation
Music today is a big part of a person's everyday life and can influence emotions as wellas initiative and motivation. This effect together with development in technology hasled to that music today is accessible and can be played from a large amount of differentkinds of products. This in turn has meant that the demand for smaller audio playbackdevices is greater than ever.The goal of this project is to develop a concept for energy-efficient speakers withwireless communication that has the ability to obtain and play high quality music. Thespeakers will use the latest available technology and at the same time, using digitalsignal processing, have a low environmental impact through high energy efficiencyand low power consumption. Parallel to this work a pilot study will be conducted tosee trends in listener preference of sound.The result achieves the goals pledged while power consumption in sleep mode is solow that they meet the demands of tomorrow.
?Daddy?, from Vision to Video
?A designer rarely works alone?. The first sentence of Jonas Löwgren and Erik Stolterman's chapter on design as a social process made me curious. What if a designer worked alone? What are the actual differences between working on a project alone and as part of a group? How would it influence the creative process? What would be different when coming up with ideas, meeting with clients and setting deadlines? Does the influence of another designer stifle the individual creativity or does it actually nurish it? This paper is written to answer these and other questions as well as take you through the creative process of the production of ?Daddy? - the music video..
Färdigheter och utvecklingsmöjligheter i ämnet musik : En kvalitativ studie av hur lärare och elever upplever möjligheten att nå högre mål i ämnet musik.
The purpose of this study was to investigate whether students? previous musical knowledge affected the rating achieved in the subject of music. My empirical material consists of interviews with three professional music teachers in local secondary schools. Two of the three teachers felt that they were not able to devote time for the students who had previous musical knowledge. Students from all schools said that teachers addressed more to help those students who found it more difficult to learn.
ATT ANV?NDA POPUL?RKULTUR SOM ROP P? HJ?LP: En kvalitativ studie om hur hiphop-musiken i Sverige anv?nds som identitetsskapande och verklighetsskildrande
Hip-hop music has long been an expressive medium used by individuals from marginalized areas in
Sweden to address social issues and shape their identities. Through interviews with Swedish hip-hop
artists and analysis of lyrics, this bachelor thesis explores the self-expression of the artists and how they
express their views of society. It focuses on how social problems are expressed and understood, as well
as on how the artists view the depiction of contemporary Swedish hip-hop music in media. Additionally,
the study investigates how hip-hop artists themselves perceive the significance of their music lyrics.
Furthermore, I explore the impact of music on the identity of hip-hop artists from marginalized areas, as
perceived by the artists themselves. To gain a comprehensive understanding, the ethnographic study
employs semi-structured interviews and participant observation with four non-ethnically Swedish hiphop
artists who live or have grown up in disadvantaged areas in Sweden.
PRESS / PLAY. Ett studium av övergivna format och metoder för flerfaldigande genom grafisk produktion för musikdistributören Kyrkvägen Kassett
The purpose in this Bachelor degree project has been to create a visual identity and to design a compilation cassette for the small music distributor Kyrkvägen Kassett. My way of approaching the task has been to draw parallells between the cassette as an obsolete music format and more or less abandoned or anachronistic formats, materials and printing methods in the graphic design area. The result is a visual identity that is built upon materials and methods of production rather than specific visual elements. The work is to be seen as a tribute to the small non-profit producers of music and graphic design. As often done in the DIY movement, I chose to consider my lack of practical knowledge in these fields not as an encumbrance but as an asset and an incentive.
Retrospel : En studie i hur retrotrenden påverkat digitala spel
I det här arbetet undersöker vi hur retrotrenden påverkat digitala spel. Vi undersöker hur retro blivit en erkänd stil och varför den har blivit det. Vi undersöker dess koppling med nostalgi, hur nostalgi fungerar och varför man kan tänkas vilja använda sig av det när man ska utveckla ett digitalt spel. Retro är inte ett fenomen som är medie exklusivt till digitala spel, vi undersöker hur retro verkar i andra medier och hur medierna blandar retroelement med varandra. Det är inte ovanligt att samtida digitala spel influeras av retrospel eller rent av utvecklas i syfte att bli ett nyproducerat retrospel, detta är något som vi gestaltar i vår produktion av ett digitalt spel.