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1390 Uppsatser om Game music composer - Sida 37 av 93
"Det krävs en by för att fostra ett barn" : En undersökning av sex- och samlevnadsundervisningen i mellanstadiet.
The purpose of this paper is to investigate how gender and sexuality are made in the videogames Prince of Persia and Fable II, and more specifically to look at possibilities and limitations for the construction of gender and sexuality in these games. I understand videogames as an interactive media form that differs from other types of media like film and literature. It is a media form that depends on a player to be played. At the same time it is constituted by rules of how it can be played. I have analyzed my material by a method called close-playing.
Improvisationsundervisning i olika musikgenrer? - Fyra pedagogers undervisningsmetoder i improvisation
Title: Teaching improvisation in different musical genres My curiosity for teaching improvisation in different genres emerged when I started playing with musicians who had another musical background than my own. I wanted to acquire a better understanding of what improvisation means to them and how improvisation is taught in their genre. The aim of this study is to gain insight into four pedagogues' methods of teaching improvisation. The four pedagogues represent the genres of jazz, blues, organ music and folk music. I chose these four genres for two reasons.
Ett val för studierna eller yrket? : En intervjustudie av musiklärares syn på sina val av inriktning under studietiden
Syftet med arbetet är att undersöka musiklärares syn på huruvida deras val av specialiseringar under studietiden var adekvata för deras nuvarande yrkesroll.Den kvalitativa forskningsintervjun har använts som metod och informanterna består av fyra före detta studenter från musikhögskolan Ingesund som arbetar som verksamma musiklärare. I min teoretiska utgångspunkt har jag valt att fokusera på musikeridentitet och läraridentitet. Resultatet av studien visar att informanterna valde sina inriktningar framförallt på grund av det egna musicerandet, men också för att få behörighet att undervisa i ämnet. Det framkommer också att läraryrket är mer än bara lärande och konflikthantering, och att samtal med elever och mentorskap har nästan lika stor del som lärandet. Det som informanterna har lärt sig mest av under sin utbildning till musiklärare är praktiken..
Svenska är ett sjungande språk : utveckling av svenska som andraspråk genom sång och musik
There are different ways of developing a second language. The purpose of this qualitative study is to investigate whether and possibly how music, focused on singing, can improve the development of Swedish as a second language. Through interviews with three vocal teachers, from three different schools in Sweden, and observations of one of the vocal teachers, information about how they work and think about the subject has been collected. The vocal teachers teach groups of second language learners by singing songs made especially for second language learning. The vocal teachers consider singing beneficial in the development of the pronunciation and improvement of the prosody, which affects the students? capacity to sound like a native Swedish speaker.
Blåsorkestern i förändring
Sweden has a long and extensive wind band tradition. Today the interest for the traditional instruments is decreasing among children and teenagers. What can this be due to? Which conditions are needed for a functional wind band in the future? The purpose of this essay is to find answers to these questions and at the same time shed light on good examples, where the wind band activity works. To be able to answer the questions have I made four interviews with persons who have a big knowledge and interest about the subject.
Gaming och informationsanvändning : En informationsvetenskaplig studie av tv-spel och gamers
The purpose of this bachelor?s thesis is to examine video games, gamers and gaming from an information science perspective. The purpose of the study is partly to study video games as a type of information system and partly to study gamers information use, information seeking and also the experience of gaming. A selection of five games have been analysed using a topology for video game analysis created by Espen Aarseth. A quantitative investigation has also been made, in the form of a web survey distributed through four Swedish online forums, the result of which was analysed using Carol Collier Kuhlthaus model of the information seeking process.
MyMusic ? e-shop för musik i Flash
This is the end report of my final exam at Medieteknik. It covers the planning, work process and review of a Flash based web application that I set out to do. The goal was to create a user friendly, interactive e-shop with embedded functionality for playing music, displaying rich media content and researching possible payment solutions, to enable buying music files online. The project involved creating the user interface, the programmatic functionality of a Flash client (an SWF file). Also, setting up an Apache HTTP Server and establishing a working ?bridge? between the Flash client and the web server with Flash Remoting components and AMFPHP.
Musikämnet och dess status
The Music Subject and its Status in School.
HipHopvideor : Från idé till färdig produkt
Vi, Anna Nilsson och Jeanette Svensson, valde att producera musikvideos under vårat kandidatarbete på Blekinge tekniska högskola. Detta eftersom vi båda har ett stort intresse till musik och rörlig bild. Vi valde att göra två stycken för att lära oss produktionens process grundligt och för att nu kunna jämför de båda och av detta ta lärdom. Den ena musikvideon gjorde vi till en skånsk duett som heter KC och den andra till Advance Patrol. Båda låtarna är inom genren hiphop.
Jaget i musiken : en underso?kning av tva? musiker och tva? dansares upplevelser av hur deras jag kommer till uttryck i konsten
The purpose of the study is to examine and problematize how the ego affects musicians and dancers. Important factors that shape the ego is the artists educational background and experience within the artistic subjekt. Hence, the purpose is also to find out how these factors affecting the ego. I wanted other artists practitioners? thoughts on the subjekt, therefore I chose to interview four people, two musicians and two dancers.
Exploatering, kommodifiering och megaf?retag i popul?rmedia: En kvalitativ narrativanalys av datorspelet Cyberpunk 2077
This thesis aims to research how megacorporations are depicted in popular media by analyzing the video game Cyberpunk 2077. In this assignment I focus on how the narrative of said game discusses economic globalization, megacorporations specifically which is accomplished using a set of theories such as: exploitation, commodification and capitalist realism. The analysis is constituted using a modified version of narrative analysis in order to better suit my research field as well as presenting a clear and concise structure a reader can follow. This study concludes that Cyberpunk 2077 constructs a dystopian world with the megacorporations holding the political power where the majority is constantly oppressed by the 1% in power. Things that we find human are questioned and diminished in order to increase the profits of those in power which tends to be the megacorporations.
Möte med ett okänt musikstycke Musikhögskolestudenters strategier när de ska bilda sig en uppfattning om ett nytt musikverk utifrån ett fonogram eller en notbild
Title: An encounter with an unknown piece of music. This essay describes the mechanisms involved in musical interpretation, by studying a score and listening to a recording. I have tried to map processes dealing with listening and score reading through an experiment, in which students from the Malmö Academy of Music were presented with a novel piece of music. I have made some conclusions, for instance it seems as though there is a connection in the interpretation between musical complexity and tempo, and a connection between dynamics and pitch, moreover that the participants in this study seem to be affected by the interpretational practice at the Malmö Academy of Music. The study is qualitative in its design both regarding data collection and interpretation of data.
DRM - utveckling, konflikter och framtid : konsumenters reaktioner på och företags användande av DRM
With the digital revolution within video games, the need for Digital Rights Management (DRM) has increased significantly, alongside with the increasing problem of copyright pirates. To counter pirates, DRM was created to prevent illegal copying of software, this to ensure that the Distributors received an income for their work. DRM has, since the start of its use, been getting, a lot of bad criticism from the users of the software protected by DRM. The main function of this paper is to describe the creation and development of DRM by analysis of the vision of different groups on this phenomenon. The main questions are as follows, is it possible to define the very reason for why DRM was created and if so, can its development through time be defined too? What differences in opinions are there when it comes to DRM, counting the two major groups of creators, sellers, distributors (referred to as distributors) versus individual users (referred to as consumers)? In what way will the research results suggest that the future DRM will develop?The development has gone from solving puzzles in a handbook to start the game each time the user wants to play, to serial numbers that is needed during the installation of the game.
Interpretation och dissonansbehandling på kromatisk nyckelharpa
By describing and analyzing a self made composition for the Swedish folk music instrument ?nyckelharpa? with emphasis on playing techique, dissonance treatment and interpretation questions are reflected upon regarding how dissonances and andvanced harmonical progressions are treated on a limited instrument such as ?nyckelharpa?. By emphasizing the traditional norm connected to the interpretation and instrumentation of traditional Swedish folk music (a traditon in which the nyckelharpa is included) and comparing the te- chniques connected to it with the recent composed material in a western classical context the possibilities and limitations in composition and interpretation are further investigated. Thus the musical experience and the documentation of the process of composing a concert for nyckelharpa provides a knowledge base for reflective analysis upon questions regarding interpretation, composition and dissonance treatment. This thesis also provides a brief summary of traditional playing and bowing technique as well as a short historical description of the Swedish traditional instrument ?nyckelharpa?..
Vägen till framgång : En semiotisk analys av Tv3s representation av myten om det goda livet.
In the research field of the cultivation theory focus has shifted from TV in general to studying specific genres instead. It is proposed that there are similarities in otherwise different shows and that these shows give it´s voyeurs a solution to their problems. The purpose however of this study is to investigate how the myth about the good life is posed in Tv3´s supply. The theories used in this study are closely linked by their meaning. Narrative talks about the fact that texts, video in this case, contain stories. Ideology is the set of visions and beliefs one person has on the world and myth makes social, historic and cultural decided power orders in to facts.