Archive for the 'sound' Category

Shake that waterscape,

[Written by jose|sound, image|02.12.05]

or the maraca PDA

http://hhil.hitachi.co.jp/products/waterscape-e.html

To allow browsing of information in a passive and relaxed way, we have developed a prototype personal digital assistant (PDA) terminal with no buttons at all. By operating the terminal with simple tilting and shaking gestures, contents such as movies and music can be enjoyed.

In a former article (see below), I wrote about the increasing importance of what I called “gestural control”, which I had already been following in relation to musical intruments and seems to be slowly finding its way into everyday life (it even went mainstream when it was used in the videogame “Black&White”, for instance). In this case, Hitachi shows us a little neat device, merely a screen, where several icons (bubbles) literally “float” around. Tilting the device will displace those bubbles in such a way that when one of them gets to a “hotspot”, located in the center of the screen, it will reveal its contents, which the user can select in the same way. A second different gesture, that of shaking the device, provides a means to “go back” or deselect the current feature.

As a prototype, the waterscape is a study for new, more intuitive ways of accessing data in electronic devices. However, there are Read the rest of this article »

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Pulsars, Planets, Poms

[Written by jose|self, sound|29.11.05]

Pulsars

http://www.jb.man.ac.uk/~pulsar/Education/Sounds/sounds.html

A pulsar is a highly magnetised neutron star, with a radius of 10-15 km, having somewhat greater mass than the Sun which has a radius of approximately 1 million km. Radiation is beamed out along the magnetic poles and pulses of radiation are received as the beam crosses the Earth, in the same manner as the beam from a lighthouse causes flashes.

Listen to the sound of a Pulsar

Planets

http://www.nasa.gov/mission_pages/cassini/multimedia/pia07966.html

Saturn is a source of intense radio emissions, which have been monitored by the Cassini spacecraft. The radio waves are closely related to the auroras near the poles of the planet. These auroras are similar to Earth’s northern and southern lights. This is an audio file of radio emissions from Saturn.

Listen to the eerie Sounds of Saturn’s Radio Emissions

Poms

http://www.envelooponline.com/main.htm

POM is the short for Petit Objet Musical, that is, a Little Musical Object (…)They are offered as landscapes or “living sculptures”(…)I record typically two to three minutes as to get a detailed image of all the nuances in the sound, but these are only windows into conceptually infinite pieces.

Listen to Pom n.17 (which I also call “Forbidden Planet”, after the soundtrack of the classic movie).

Source: musicthing

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Harry Potter&the goblet of fire: Afterthoughts

[Written by jose|sound, image|28.11.05]

http://harrypotter.warnerbros.com/gobletoffire/main.html

Harry Potter, “the boy who lived, is in for a dangerous fourth year at Hogwarts when the goblet of fire selects him to compete as one of four champions in the triwizard tournament -despite the fact that he did not submit his name”

I find Harry Potter and… both interesting and enjoyable: even though it goes on for almost three hours, I didn´t feel tired or bored after it finished. However, although the different sequences were all very good, the whole movie suffered most from the editing. Some transitions between scenes were too abrupt; many times, it seemed like chunks of the plot were missing, and at times the story didn´t flow as naturally as it should. In my opinion, the best part of the movie was around the middle, when it showed the relationships between the main characters and bits of their life as teenagers, like in the events surrounding the Yule Ball. After that the movie got pretty intense, but I felt that the whole thing ended too suddenly: I was expecting more action at Hogwarts after the villain had been revived!

Now that I made that last remark, it may be the time to add a caveat: I haven´t read the book yet, so while watching the movie I wasn´t biased by it, nor was I recalling a previously assumed plot. That´s why, after the movie had ended, I talked to several others who had previously read the book and asked them for their opinion. I found out that they thought that the movie had been too short, and also that many things were omitted from the book, from small details to entire characters (Ludo Bagman or the house elves, for instance). They also coincided with me in that the movie felt rushed (I´m quoting my girlfriend: thanks Steph!). However, though being disappointed in some ways, I think that no one could say that the movie hadn´t been a good one. My footnote on the music: I found it accomplished and technically well done, though several times, like at the very beginning, if I closed my eyes I wouldn´t know if it was Harry Potter or Batman. In this sense, and especially for its orchestrations, I prefer the music John Williams made for the previous movies.

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The incredible Robopet,

[Written by jose|sound, image|23.11.05]

or When aliens mate with aibo

a robot by Mark Tilden

http://www.robopetonline.com/

Robopet is the perfect fusion of technology and personality. He “comes alive” with a combination of user-controlled movements and autonomous, free-roaming behaviors, some of them naughty and some of them nice. And, at seven inches, he’s the perfect interactive pet to take anywhere!

A few days ago I found Robopet while walking down the toy section in a nearby mall (don´t raise your eyebrows. Since we are approaching Christmas the toy section has taken over the entire place. Anyway, I was searching for toys for my little nephew. For when I have one, that is). That first contact was kinda tepid: flanked by a bunch of huge Roboraptors, the much smaller robopets didn´t really stand out very well on the shelves. However, I decided long ago that Roboraptor is too expensive for my budget nephew, so I took a box with one robopet and looked at it carefully. Now, after some time, several reviews read and a few videos watched, I still look at it with the same “what the …?” expression. I like robots very much, and robopet seems to feature some of the things that made aibo so interesting for a fraction of the price: it moves smoothly, has several well thought interactions, runs on batteries (I wonder how long they last), and can either be autonomous (to impress oneself) or remote controlled (to impress oneself´s friends). However, it seems that for some reason I can´t get accustomed to the way it looks. Quoting a PC Magazine Article describing the robot, “Robopet is, more accurately, a skeletal representation of a small Chihuahua’s physical anatomy, especially in the legs, which have been engineered to realistically interpret the bones and tendons of a dog”. Well, I don´t know if I´ll buy the robot, but of one thing I´m sure: chihuahuas will never look the same to me. :P

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Shadow of the Colossus

[Written by jose|sound, image|21.11.05]

Last Updated 18.02.06

a PS2 game by Fumito Ueda

http://www.us.playstation.com/Content/OGS/SCUS-97472/Site/

a majestic journey through ancient lands to seek out and destroy gigantic mythical beasts.

Shadow of the Colossus is a game which succeeds in conveying an atmosphere of purity and refinement, partially by means of its sense of aesthetics and gameplay, partially because of its technical achievements, and mainly because it avoids or even twists most of the common places in videogames in such a way that it is unique without being pretentious. There´s no hurry to reveal the story too quickly, nor unveil it completely, and no interest in adding elements alien to the core of the design to lenghthen the game. These decissions are certainly risky, but they pay off by making the whole look coherent, special and more than just a game (less is more, they say). Sometimes finding the beasts can be tedious, the camera angles unreliable and certain fight patterns frustrating. However, those are small shadows out of a truly brilliant whole, from which two highlights overexcel: the beasts, which are the most incredible creatures I have ever seen in a video game, and the music, great in both how it is made and what it adds to the overall experience. Together with ICO, which shares most of its values and quality, Shadow of the Colossus stands as an all time masterpiece of digital art.

Update 18.02.06 Link to a recent interview with Fumito Ueda and Kenji Kaido.

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Dogma05: Experimental Gameplay

[Written by jose|sound, image|19.11.05]

http://www.experimentalgameplay.com/

Our philosophy that complexity is not necessary for fun, and that it is possible to have fun even with basic primitives given a compelling interaction and goal.

Born by the initiative of four students at the Carnegie Melon University, Experimental Gameplay is as much a project as a manifesto by which the participants commit themselves to make games under three constraints: one person, one week, one topic, an attitude which parallels that of the Dogma 95 filmmaker movement.

In a situation where mainstream videogame developing is quickly moving towards the same practices of film industry, with evergrowing companies and games which aspire to comprise as many different experiences as possible, it seems a paradox that some young creators want to refine their skills by putting boundaries to their work. However, there are in fact many benefits in doing so: a seven day deadline underlines the need for accuracy and self criticism, both in analyzing the problem and giving solutions to it; that the work must be all done by oneself forces to face all the elements of game creation, which will result in a better understanding of the teammates in bigger productions; and limiting the subject focuses the problem, thus stimulating creativity and putting the technical and craftmanship skills to a test. Moreover, an emphasys is made in that the main goal is not to show off those skills, to output “tech toys”, but to make playable games: wise words! Read the rest of this article »

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Let´s make a mini-me! now, in 3-D

[Written by jose|sound, image|16.11.05]

http://www.haptek.com/products/peopleputty/tour/

People Putty is a tool (and also, a toy!) that allows you to make your very own interactive 3-D character, then use it to play dress up or act as a tour guide for your own web page.

Sounds too good to be true, right? Well, in fact it´s true and, even more, it´s fairly easy to accomplish. Right after you start People Putty (try to read the funny descriptions while loading), you face… no, well, actually a 3D character faces you, a nice girl who quietly stares at you while behaving in a very realistic manner. (actually only the face is represented, though it is possible to get full bodied characters from the company) . This is already quite impressive, but it´s only the tip of the iceberg. The interface to the program is self explanatory, intuitive and very well documented, comprising all the stages which take part in the creation of a character in a single row, from top to bottom: skin, shapes, emotions, accesories and theatre. Read the rest of this article »

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Keep on movin´, it sounds good

[Written by jose|sound, image|16.11.05]

http://www.sodaplay.com/constructor/betasound/index.htm/

the betasound version of sodaconstructor is an extension to the current sodaconstructor beta version, including all new functionality like fixed bar springs, variable model area etc. In addition it offers a new sound feature, enabling hi-fi stereo sound generation in realtime response to model motion.

Soda constructor has been out there for quite a long time (more than I can remember; the first models in their records point to October, 2000). For those who may not know what it is about, the constructor is a java simulator where you can create 2D models made of masses and springs, whose movement you can control by means of a simple interface. Over the years there has been a constant flux of new, amazing machines and critters, with initiatives like sodarace preventing the project from coming to a standstill. The latest of these refreshing ideas, betasound, improves the sound capabilities of the system up to hi- fi levels, by means of two different sound generators which act like choirs, each of their voices associated to an element of the model: “each spring and node of a model has its own voice”. Besides the classic controls, there are some new sliders that can be used to tweak certain parameters in the generators, and are intuitive enough to play with without bothering about the technical details. The whole is still too constrained, since one of the generators uses sine waves, while the other uses “more complex waveforms” (which isn´t saying much, since sine waves are the simplest ones). However, even with these limitations the results are already very interesting and highly promising. It´s amazing to perceive the organic correspondence in between a model´s behaviour and the sounds it produces, which are sometimes cloudy, sometimes percussive, and at least as interesting as the models themselves. Installing the simulator is really simple, and whether you are interested in sound or cOol ideas, it really worths to check it out.

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Space Ouija?

[Written by jose|sound|14.11.05]

http://www.future-retro.com/

The Revolution is our latest concept synthesizer providing an intuitive interface which we feel most accurately represents the principles of time and music (…) We must conclude that music is cyclic, and should so be represented in its natural form. And so it is… the Revolution.


Ok, in fact it´s a synth, but I must claim in my defense that it can make weird songs which will escape out of your control. :P
Coming from a company named Future Retro, it´s no wonder that the Revolution looks like it could be the synthesizer of choice of the Discovery ship in the movie 2001. I haven´t played the synthesizer myself, but from what I heard in the demos it looks proficient, and it features an “auto pattern variation” (they call it Remix), which must make it a joy to play with, especially if the controls are as intuitive as they say.
The Revolution sells for $699, which sounds fair enough (both the synth and the price), and it would make good company with the perhaps more intellectual evolver.

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Glest 2.0-rc2 released

[Written by jose|self, sound, image|11.11.05]

http://www.glest.org/


This version improves particle blending. You can see what the improved particle effects look like here.

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Glest 2.0-rc1 released

[Written by jose|self, sound, image|11.11.05]

http://www.glest.org/

At last, Glest 2.0-rc1 has been released. The version is not the complete 2.0 though, some icons are missing and some animations will be improved; However it includes most of the features that will be present in the final version.

- New Magic units:

- Tower of Souls: Air defense building, attacks air only
- Golem: Defensive unit, needs EP to walk, can’t attack air
- Daemon giant: Heavy melee unit
- Drake rider: Light ranged unit

- New Tech units:

- Aerodrome: Building for producing air units
- Air ballista: Air defense building, attacks air only
- Horseman: Fast medium unit
- Ornithopter: Light air unit
- Airship: Heavy air unit, can’t attack air

- New Magic upgrades
- New Tech upgrades
- New animations for existing units
- Loads of balance changes

New units really change the way factions are played. The Magic faction now has a new defensive unit, the Golem, that makes them stronger at the early stages of the game. The Tech faction now has air units, but should be less powerful because both factions have new anti air defenses too, which make towns very difficult to attack with air units only.

To play this version, download the data and win32 binary packages from sourceforge. Linux users can still use 1.2.1 source code with 2.0-rc1 data.

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Serenity: Afterthoughts

[Written by jose|sound, image|27.10.05]

http://www.serenitymovie.com/

Hunted by vastly different enemies, they begin to discover that the greatest danger to them may be (…)

Opposite feelings and a kind of certainty: that´s how I feel about this movie. On the positive side, I have to say that it offers two hours of entertainment, is impressive at times (both in visuals and sound), brings moments of very accomplished music, has some hilarious lines, doesn´t take itself too seriously and introduces a memorable antihero (Mal, the captain). On the negative side, I should say that the plot is kinda fluffy and at times dull, as dull are some of the characters. The villains represent Read the rest of this article »

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Jump, Rotobo, jump!

[Written by jose|sound, image|25.10.05]

http://www.miniglobz.com/games/rotobo_en.html

Rotobo is a level- based Flash game by GlobZ where, from a top-down view, you handle a little robot which has to achieve the goal by jumping from platform to platform without falling in the surrounding magma.
As well thought as the game is, the interaction is very simple: the robot´s head is constantly spinning and its eyes tell the direction of the jump; by pressing and holding the left mouse button (or the space bar), you control its height and length; finally, when you land, Rotobo´s head starts to spin again in the opposite direction. But beware! once in the air you can´t change directions, and when you want to get the bonus items and finish the level quickly for extra points, thinking twice usually means one less life. :P
In all a very nice game with solid visuals and gameplay, its only drawback is the lack of sound, but that doesn´t make it less amusing!

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Glest 1.2.1 released

[Written by jose|self, sound, image|24.10.05]

http://www.glest.org/

New features in this version are:
- New tileset objects
- AI now expands its base
- 2 new maps: “in the forest” and “island siege”
- Improved existing maps
- Pathfinding optimizations
- Fixed issues in windowed mode
- Balance changes
- Enemy projectiles are visible when being attacked outside the sight range
- Fixed crash when trying to build a unit without be_built skill

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Glest 1.1.0 released

[Written by jose|self, sound, image|17.07.05]

http://www.glest.org/

This version merges the previously available data (rc7) and binaries (rc5) in a single installation package, which replaces the former version in the downloads section; it also features maps adapted to the new tilesets. Moreover, Zanni made a big effort to update the whole web site so that it could benefit of the CSS technology, and we made a presentation of Glest at the Mundos Digitales festival, as we were finalists of the videogames workshop.

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