Please click the link below to listen to my 8 bit game soundtrack, developed through the web program Pulseboy. ![]()
Class discussion this week focused on examples of older video games - many of which used 8 bit soundtracks- but many companies still use the same processes of synthesizing sounds as we learned, and for the same reasons. One of my favorite video game series at the moment, Zero Escape, is a fine example of synthesized sound development in a current video game, as well as how sound can affect the mood of a scene. Zero Escape is a trilogy of games that center on nine people trapped and made to play a game of life or death until they can find a way out. As a "visual novel" video game series, background music and sound effects play a huge impact in the game for the audience. An example of one of the synthesized tracks from the game is included in link below. The music is clearly synthesized, with sound tracks intertwined, in such a way that it sets a chilling vibe and urgency about the game setting to keep the player on the edge of their seat. These are all qualities of the SAMR model, in use to create an effective video game soundtrack. The use of synthesizing sounds and sound development in general, would be a really interactive approach to teaching about sound. This could be done through the use of programs like bfxr, soundplant, and pulseboy, and could inspire students to think about what they listen to and how it is made. The programs could also be used to challenge students to try copying their favorite song, or make their own song.
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Week 3 of ARTE 543 centered on the role audio plays in in video games, the history behind video game music, and a 101 lesson on the device known as Makey Makey. For those who are not familiar with the device, please follow the link at the end of this post. The readings this week were : "Image Versus Sound: A Comparison of Formal Feature Effects on Presence and Enjoyment:" (2010) written by Paul Skalski and Robert Whitbred, located in pages 67 through 84 of Psychology Journal Vol 8 N.1 2010 ISSN # 1720 7525 The article centered on a study of the role sound plays in enjoyment of video games and the history of similar testing as the basis for their hypotheses and study as a whole. The study concluded that sound plays a huge factor in enjoyment of a video game ; it increased interactivity, perceived realism, and immersed players in the game. Quality of graphics were determined to have had little impact on enjoyment of a video game. Prior to this class, I had limited knowledge of sound development or the impact audio can have when included or excluded from a video game. Through the class presentation and reading this week, I feel I learned a lot. The background music in a video game can set the mood and theme of a video game, while the sound effects in response to actions provide an overall boost of enjoyment of the game. Since of the start of these projects, I've definitely become more aware of the use sound in video games and how I interact with them. For my synthesized sound project, I used the web program bfxr.net , and developed several sound effects. After toying with the program for awhile, I settled on a theme of a alien shooter game. I created an outline for what sounds I would need ( zap noise, space ships coming/going, success, fail, etc.) and developed the following 10 sounds ( 1 Pulse, 1 Wave, 1 Noise, 1 Sample, and 6 other). The sample used is custom made, using my older brother Frank as the voice actor, doing a mechanical laughter. Please click links below to listen to the video game sound effects I created through BXFR.net. It took a lot of planning and trial and error for my Makey Makey instrument. I created an outline, a spider web layout, and had originally settled on the use of a palm tree. As fate would have it, I changed my mind again - This time, I settled for a pumpkin as the base of the project, with leaves surrounding it as buttons. The sounds would include a variety of screams, voices, music, and other sounds from various horror movies. Despite many attempts, I was unable to successfully "earth" the pumpkin. In the final production of the project, the pumpkin acts as a decoration to help set the theme of the project. I was able to program 10 leaves as fully functional buttons to play different horror themed noises, voices, screams, and other sounds. Please view the video below to see the outcome of the project. I may revisit this project later in the fall, or create a spin off of the project by using samples from my favorite horror movies, and use memorabilia from the films as the buttons. Makey Makey Instrument Please click the button titled "Makey Makey Instrument" to view my video. There is a total of 10 sounds included, all gathered from the website freesound.org. For information about concept development and theme, please read the entire blog posting. Video Game Sound Effects I have included links to the wav files of 10 sound effects I developed through BXFR. For information about concept development and theme, please read the entire blog posting. ![]()
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Week 5 - September 23rd 2016 Week 5 centered on discussion of gif animation and stop motion animation, and how they can be integrated into classrooms as projects. The article we read ( Blair, J. 2014) was a great introduction to the subject, and provided many examples of how stop motion projects, for older grades, motivate and compel students to do their best. Depending on the student, these projects may end up very meaningful and therapeutic. Examples being, the young girl who portrayed her childhood growing up homeless with drug addicts for parents, through the use of barbie/ken dolls and photographs. I was particularly intrigued by stop motion for this segment, and learned a lot about the methods . There are 5 methods of stop motion animation : claymation , object manipulation , pixel animation , puppet animation , and whiteboard animation . The beauty of stop motion is in its simplicity - everything is essentially handmade, and manipulated constantly to fit the needs of the production . The work that can be made is astounding , and made this project a bit intimidating for me . I researched my options for tools, and found a great asset for a classroom : Stikbot Studio . The company ZING sells toys that allow kids to make their own stop motion animation videos through the use of a tripod for smartphones and phone app. There are now many set options, but the most innovative is the Zanimation Studio sets- they integrate green screen technology ! Each of the Zanimation stikbot studios come with a double sided cardboard in colors blue and green to act as professional green screens for productions. The phone app allows users to upload their own images, or use one from their library. The app also allows users to add sound and music to their videos. I tested out a Stikbot Zanimation studio mega pack and LOVED it. The device reminds me so much of the Makey Makey device we have used, and I feel a Zanimation studio would be great to supplement student projects, and an even better way to integrate the SAMR model. As you can see in my video below, the studio set worked great with modeling clay, play-doh,, and figurines. Thanks to the green screen technology, I was able to use green play doh to manipulate my set further and have objects float through the air. I completed 4 of the 5 methods of stop motion animation in my video - white board animation, claymation, puppet animation, and object manipulation. Please view both YouTube videos linked below - I unfortunately ran into a error while developing my video, and made the introduction sequence separate from the actual video. The Stikbot Studio could easily be shared in a classroom doing a claymation or stop motion project - and considering how cheap it is ($20 for set) its also an affordable option. You can also view the GIF animation I made in class below. Download the links for it to work properly. Please let me know if there is an error ! I will post the 101 video of stikbots from YouTube in a more recent post, for those who would like more information about the device. ![]() ![]()
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![]() This post centers on the automata project completed weeks 2 and 3 of ARTE 543.
Merriam-Webster's Dictionary defines technology as "...the use of science in industry, engineering, etc., to invent useful things or to solve problems." . This definition is fitting, and does not differentiate between the two, digital and non digital technologies - But what is non digital technology? Wheels, pencils, pulleys. What is digital technology? Easy - Cell phones, computers, and TV entertainment systems. Here in the 21st century, many people tend to think of digital technology as technology. As teachers, we have the opportunity to challenge this mindset, and create innovative projects to hone critical thinking skills of students. There are no loop holes or "cheats" to making non-digital technology work, so students have to prepare, think critically about the materials they use, why they use them, and evaluate the ending project closely, to ensure the best outcome. For the past two weeks, the course has been tinkering with automatas, which are a great example of how non-digital technology can be used in a lesson. Automatas, in short, are among the earliest forms of robotics. The earliest models mimicked animals and human motions, such as birds singing, and humans illustrating and playing the piano. Automatas were able to mimic these sounds and movements through the use of various mechanisms. Automata projects made for ARTE 543 consisted on primarily cardboard - in effort to show how easily it can be manipulated and used in a classroom. The subject for my project (Seen below) was a tornado coming upon a house, and sweeping it away with the storm. In images 2, you can see the mechanisms of my automata, which made it spin effortlessly . I used cardboard as the base of my project, but used an assortment of acrylic paint, popsicle sticks, white and colored construction paper, and cotton balls, attached with hot glue, to decorate my automata. I ran into some problems with my cams mid through the project, and was able to balance them through gluing wooden block, and card board cams underneath the foamies, to provide support. By doing this, I was able to make my tornado and house spin; mimicking the motions of a tornado and house caught in the storm. Day 1 of ARTE 543 - August 26, 2016
In my first post here, I would like to reflect on the class itself, SAMR model, the readings, and what I learned from them. The course ARTE 543 at Northern Illinois University is the graduate adaption of ARTE 343, and is intended to introduce pre service art educators to the philosophy and pedagogy behind the use of technology in art classrooms. The school recognizes we live In a world with ever changing technology, and that it can be a valuable asset to teach art. Technology inspires interest and critical thinking skills; and as art educators, it is essential we adapt alongside these advances in technology, learn how to use them, and how to integrate them into our lessons, so we can, in turn, inspire students in new ways. This week, the required readings were:
The SAMR Model stands for Substitution, Augmentation, Modification, and Redefinition; which refer to the stages of the process of enhancing and transforming a project through the use of integrated technology. Examples of the SAMR model can include using "apps" on a tablet or smart phone for note taking or drawing, as well as the use of audio books, podcasts, or videos on YouTube to introduce or explain a new topic before class. In short, the core of the lessons are the same, but can inspire creativity, interest, and critical thinking, in entirely new ways through its use of technology. For more information, please refer to the YouTube video at the end of this post. "New Media" art is the umbrella term used for art created in the digital age, often through digital means, and with the purpose of creating awareness of a cause, current event, or issue affecting society. New Media Art - Introduction centers on the genre as a whole - the authors define and tell the history of the art movement, as well as provide examples to act as visuals, and help show just how expansive and diverse the genre is. Examples discussed in the article include glitch art, hacktivists, pop art, and use of video games. I have provided the painting Hopeless (1963) by Roy Lichtenstein as an example below. New media art is, in many ways, a refreshing twist on modern art. I believe it can be a great way of approaching topics and help inspire students to think more critically about meaning behind a work of art, the materials they use, and what message it may send as a whole. |