Documents found
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282.More information
AbstractThis article reveals the compositional process for Elvio Cipollone's concerto for basset horn and electronics, a work performed at Ircam's 2005-2006 Cursus de Composition et d'Informatique Musicale. Using the Ircam studios as an observation ground, this study gave rise to observations, interviews, and recordings that enabled the gathering of information about the genesis of the work. The influence of the social environment is set out with the help of musical assistant Mikhaïl Malt and performer Alain Billard, but it is principally the technical aspects of the work that are discussed here. Following the production of this mixed work reveals how the composer may make use of tools conceived for a larger community of composers, researchers, and musicologists, in order to draw out and define his own personal ideas, and later create his work. Despite the obstacles encountered during the process, the constant need to adapt the tools to specific aesthetic and stylistic positions – here with particular regard to the blending of instrumental and electronic music – enabled the creation of a mixed work for highly contemporary electronic sonorities all the while remaining faithful to the composer's musical imagination, steeped in the possibilities of instrumental timbres.
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285.More information
If structure is quite present in librarianship and information science, style is less so. Style is used as a catalyst, helping knowledge and applications merge, the objective being the welfare and development of a human being in society. This essay brings to the fore the author's experience and several current events as they relate to that experience in an academic engineering library.
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286.More information
This work aims at studying the psychic effects of the virtual-digital death experience in video gaming within a digital-mediated-virtual setting using the New Super Mario Bros U video game software on the console of Nintendo Wii U video game with young adults. The experience of death in the video game in group, echoing the suicide attempt previously carried out by a young woman, allows the presentation of the foundations of the psychodynamic approach of therapeutic mediation while revealing the specificities of the modalities of symbolization in therapy by video gaming.
Keywords: Médiation virtuelle-numérique, transfert, jeu vidéo, mort virtuelle-numérique, corps virtuel-numérique, symbolisation sensorimotrice
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287.More information
What will archives look like five or ten years from now? For example, what will digitized student report cards look like when they have been moved to historical archives? Will these archives be different from analog archives? Most important, how will archivists manage these documents and guarantee that there will not be any “memory holes” or digital black-outs?
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288.More information
Far from being neutral intermediaries, digital creative tools such as Word, Power Point, Facebook, Instagram or Gmail materialize the “mind models” advocated by their creators and owners. From the first works of net art to the “third generation” works of digital literature that are written and published on social platforms, how do the authors negociate with these models? I discuss in this article historical examples (Annie Abrahams, Don’t touch me ; Jean-Pierre Balpe, “Rachel Charlus”) and examples drawn from my own research and creation practice (Böhmische Dörfer, Nouvelles de la Colonie), relying on a techno-semiotic methodology.
Keywords: Réseaux sociaux, Récit, Littérature numérique, Dispositif, Fiction, Interaction, Données, Recherche-création, Modélisation, Social networks, Narrative, Digital literature, Device, Fiction, Interaction, Data, Research-creation, Modelling
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290.More information
Keywords: net art.