Thursday, November 7, 2019
Taking Home The Wrong Message Essay Example
Taking Home The Wrong Message Essay Example Taking Home The Wrong Message Essay Taking Home The Wrong Message Essay How many times have you been cautioned of eating too many saturated fats? Manfully increase your risk of heart disease! Youll be diagnosed with diabetes if you dont stray away from those dreadful things! This has been the message from the U. S government since 1970. An article published in Scientific American by Melinda Moyer, noted that recently however, a spate of new research, including a meta- analysis of nearly two dozen studies, suggests Researchers were pointing their fingers at the wrong culprit (Moyer 19). In the article, Moyer offers three studies in which she attempts to pin refined carbohydrates as the guilty party threatening the heart. These studies seem to appeal mostly toward the female gender, rather than the population as a whole. For example, directing ones attention like so can raise questions from readers like, Why does this apply to me? This can make the articles purpose unclear, confusing, and ultimately misleading to readers if they are unable to identify with it. The first study that Moyer presents is very general. It could easily be understood by both men and woman and equally appeals to both groups. The study, overseen by Ronald M. Krause, combines nearly 350,000 peoples daily food intake over a period of almost 23 years and compares their risk of developing cardiovascular heart disease. Karakuls findings were extremely contradictory to the old logic because he found no association between the amount of saturated fat consumed and the risk of heart disease (Moyer 19). The biggest issue with the old logic being found now is that bad cholesterol is not the greatest predator of risk so to speak. The study could have easily included men and women, and the findings loud be applied to help both sexes. The next study that the author offers readers is very similar to the first study. Meir Stauffer, professor of nutrition and epidemiology at the Harvard School of Public Health, co-authored a study that followed three hundred twenty-two moderately obese individuals for two years as they adopted one of three diets; a low-fat calories restricted diet; a Mediterranean restricted-calorie diet high in vegetables and low in red meat; or a low-carbohydrate, restricted-calorie diet. His findings were that the individuals who ate the low-Carr diet had the highest Asia of saturated fat ended up losing twice as much weight as their counterparts (Moyer 20). This study, much like the first, has the ability to interest both men and women. The study of three hundred twenty-two people could have included a mix of the sexes, therefore allowing all to incorporate these findings into their lifestyles. Streamers findings ultimately mean that saturated arent so bad for us and it indicates that carbohydrates could be worse for everyone. And finally, the third study that Moyer offers readers was once again led by Meir Stauffer. In 1997 he co- authored in the Journal of the American Medical Association which evaluated sixty- five thousand women and they were able to find the percentage of women who had the highest glycerin index. Those with the highest index were forty-seven percent more likely to acquire type 2 diabetes than those with the lowest glycerin index score. This trend may be explained by the effect that high glycerin-index carbohydrates have on blood glucose, which stimulates fat production as well as inflammation (Moyer 21). Unlike the first and second study that Moyer presents be helpful and resourceful to the male gender, it doesnt necessarily apply to them. In conclusion, these studies seem to appeal more toward the female gender, rather than the population as a whole. The first study, a very general study, can be applied to everyone, both man and woman. The second study goes a little more in depth, but sticks with the idea that the findings can be applied to everyones life. And finally the third study, conducted with all women and no men, has the ability to capture the interest of mostly women. Although the findings could be found useful and interesting to a man, it would be imprecise how the study could be applied to him.
Tuesday, November 5, 2019
Facts About Shakespeare - A Shakespeare Crib Sheet
Facts About Shakespeare - A Shakespeare Crib Sheet Facts about Shakespeare can sometimes be hard to find! To help you sort the fact from the speculation, weââ¬â¢ve put together a Shakespeare ââ¬Å"crib sheetâ⬠â⬠¦ a single reference page packed with facts ââ¬â and only facts ââ¬â about Shakespeare. The links are there to help you delve deeper into the subject. Key Facts About Shakespeare William Shakespeare was born on 23rd April, 1564He died on 23rd April 1616The dates above are approximate because there is no record of neither his birth nor death. We only have records of his baptism and burial.If we accept the dates, Shakespeare was born and died on the same day ââ¬â in fact Shakespeareââ¬â¢s death occurred on his 52nd birthday! Facts About Shakespeareââ¬â¢s Life Shakespeare was born and raised in Stratford-upon-Avon, but later moved to London for workShakespeare had three children with his wife, Anne HathawayWhen he left for London, Shakespeare left his family behind in Stratford. He did, however, retire back to Stratford at the end of his careerThere is evidence that Shakespeare was a ââ¬Å"secretâ⬠CatholicBy the end of his life, Shakespeare was a wealthy gentleman and had a coat of arms. His final residence was New Place, the largest house in Stratford-upon-AvonShakespeare was buried inside Holy Trinity Church in StratfordShakespeareââ¬â¢s grave has a curse engraved upon itShakespeareââ¬â¢s birthday is celebrated worldwide every year. The main festival is in Stratford-upon-Avon on Saint Georgeââ¬â¢s Day Facts About Shakespeareââ¬â¢s Time Shakespeare was not a ââ¬Å"one-off geniusâ⬠, as many people would have you believe. Rather he was a product of his timeShakespeare grew up during the renaissanceQueen Elizabeth I ruled for much of Shakespeareââ¬â¢s life and she would sometimes come and watch his plays Facts About Shakespeareââ¬â¢s Plays Shakespeare wrote 38 playsShakespeareââ¬â¢s plays are split into three genres: tragedy, comedy and historyHamlet is often regarded as the Bardââ¬â¢s best playRomeo and Juliet is often regarded as the Bardââ¬â¢s most famous playShakespeare may have co-authored many of his plays Facts About Shakespeareââ¬â¢s Sonnets Shakespeare wrote 157 sonnetsThe sonnets are split into sections. The first follows the Fair Youth and the second follows the so-called Dark LadyIt likely that the sonnets were never intended for publicationSonnet 18 is often regarded as Shakespeareââ¬â¢s most famous sonnetShakespeareââ¬â¢s sonnets are written in a strict poetic meter called Iambic Pentameter and have 14 lines each. Facts About Shakespeareââ¬â¢s Theatre The theatre experience in Shakespeareââ¬â¢s time was very different to today ââ¬â crowds would eat and talk through the production and plays would be performed in the open airThe Globe Theatre was made from the materials of a stolen theatre that Shakespeareââ¬â¢s theatre company dismantled at midnight and floated across the Thames RiverShakespeare described the Globe Theatre as the ââ¬Å"Wooden Oâ⬠because of its shapeThe original Globe Theatre was demolished to make way for tenements in 1644 when it fell out of useThe building that currently stands in London is a replica built from traditional materials and techniques. It is not on the original site, but very close to it!Today, the Royal Shakespeare Company (RSC) is the Worldââ¬â¢s leading producer of Shakespeare and is headquartered in the Bardââ¬â¢s hometown of Stratford-upon-Avon
Sunday, November 3, 2019
Worst Day in School Personal Statement Example | Topics and Well Written Essays - 500 words
Worst Day in School - Personal Statement Example But when I saw the Mathematics teacher entering the class I lost my wits. At first I thought that the teacher just came in to check or ask for the copies but the next moment I realized that he was in the classroom to conduct his class. The teacher asked all the students to take out their text books from their bags. But as I made the timetable according to some other day I did not have the Mathematics text book. As soon as the teacher noticed me he not only honored me by insulting me but also threw me out of the class. As I was leaving the class the students hooted and taunted at me but as I was so embarrassed that I did not dare to reply to them. This was not the end. More was to come. A group of bullies passing my class saw me and started making fun of me. This was it and I could not take it anymore and I also started yelling at the boys and started cursing them. This was another mistake committed by me which marked my worst day in the school. As I replied them harshly the faction o f the boys started to get rude to me and passed even worse comments. Hearing those comments I run towards the boys and a fight started. I was alone and they outnumbered me. I did not only get a very good beating but was also caught by the principal. This gift was given to me by my mathematics teacher.
Thursday, October 31, 2019
Reflection Essay Example | Topics and Well Written Essays - 500 words - 32
Reflection - Essay Example The most relevant information that I have learnt about the concept of diversity is that, there are various strategies which can be put in place in to enhance diversity. People can be trained and sensitized on different cultures to be able to understand, interact and accept others. I learnt that diversity boost production rate in an organization due to different ideas from diverse places. Additionally, diversity training enhances effective diversity management and this in turn motivates people to cooperate well. However, diversity is prone to various problems like discrimination, inequality in subordinate groups and harassment of employees. Diversity is important to me because it eliminates problems caused by differences in race, gender, or culture. Consequently, when people adapt to diverse working conditions positively, they help in eradication of conflicts and increase productivity of the organization.Basically, this research has really changed my thinking and approach to diversity and leadership. For instance, I have realized that lack of diverse workforce is in most cases caused by discrimination and stereotypes among us. People can learn a lot when they interact and work with diverse people with different cultures, belong to distinct races or gender. The most relevant information about the research based on diversity and healthy living is that everyoneââ¬â¢s life is always influenced negatively or positively. However the case, they are affected physically or mentally therefore, appropriate exercise is necessary in order to live a healthy life. In this research, I have learnt that positive feelings increase our attention capacity as well as emotional well being. Participation in activities helps in elimination of prejudices. Additionally, I have gained knowledge on diversity climate which concentrates on views of openness and reaction towards a particular group of diversity. Have knowledge on peopleââ¬â¢s personalities, backgrounds and habits make one to be
Tuesday, October 29, 2019
Use data mining tools (Weka) to enhance a marketing exercise Assignment
Use data mining tools (Weka) to enhance a marketing exercise - Assignment Example Tayko company is almost dispatching their next mail out, the company want to flag out clients who are promotional receptive. This is important because it will help them reduce their cost and also maintain a good relationship with their customers by not becoming a bother to those who do not need the promotion. The company wishes to come up with a better and a targeted list by selecting their clients randomly and sending the trial promotion to them. The paper therefore, mine the data to assist Tayko identify the attributes of companies that show that they will respond positively to the mail-out. This will help improve the performance of mailing promotion. The attitude of the customer toward the product, and the perception of the company of origin are crucial factors when assessing the receptiveness of the customer. As the figures of younger, and high income clients with increasing demand for electronic products continues to grow, the market become interesting and the need on assessing the receptiveness of the clients to the companyââ¬â¢s brands and business becomes very crucial. The receptive of the customers to the companyââ¬â¢s goods is not considered a conventional framework when selecting the market. However it has crucial implications for the marketing department in sensitizing and assessing the standard, easily accessible risk indicators of commercials used. Tayko introduces the customer receptiveness as an added criterion in the specialized mechanism to the assessment of its customerââ¬â¢s relation. 2. Data pre-processing a) Therefore, the best indicator of the clientââ¬â¢s receptiveness to the promotion is attribute number 25 describing the amount spent by client in test mailing in terms of dollars. b) Another attribute that could be selected as this, is the attribute that highlighted the client made purchases in test. The ââ¬Å"test purchase requestâ⬠will document the service pursuant of sales and has information on the clients name, a ddress, corporation, and firm where the customerââ¬â¢s request. Additionally, it contains the office mailing address, signature, title, name, and the telephone numbers for the client making the request. The attribute is also important because it contains the statement of the conduct nature under investigation. Also, it is crucial because it contains the statement that the service must be tendered at the place and time. c) There are other attributes that are not important in this project. Such attributes includes, ââ¬Å"How many days ago was first update to customer recordâ⬠, and the sequence number for the customer (Han & Kambe, 2006). The meaningless attributes creates a valued difference between the brands, and during the process. When the meaningless attributes are added they change the decision consumer structure, majorly if the differentiated attribute is hard to evaluate. This may make the consumers to infer the value of attributes. d) Some of the classification model that I designed using the Weka classifier is as shown in the figure below. The above is the visualization of the mailing promotion model. Data @attribute seq numeric @attribute US binary @attribute Freq numeric @attribute web_order {1, 0} @attribute Gender=male numeric @attribute Address_is_res binary @attribute Purchase {1, 0} @data 4, 200210, 200601, 0 5, 200301, 200601, 1 Calculation === Run information === Scheme: weka.classifiers.rules.ZeroR Relation: Ass3Data67_33 Instances: 1501 Attributes: 25 Seq US Source_1
Sunday, October 27, 2019
Application Of Sound In Movies And Games Film Studies Essay
Application Of Sound In Movies And Games Film Studies Essay Approaches to Game Audio. Modern computer games are undeniably becoming more realistic and cinematic. As graphics become better quality and game consoles become more powerful, the distinctive line between films and computer games that was set in the 1970s now hardly exists. Graphics have a big part to play in films and modern computer games, but an even bigger part of films in my opinion is the music and the sound in the film general. The music helps create the tension, emphasise dramatic moments in the plot and giving films another dimension to what is shown on screen. These techniques in music and sound/sound effects in film have been taken and used into the production of the modern computer game. Although the music and sound in film and modern computer game may have the same cinematic practice, the way it is implemented in computer games is very different. This is because of the interactive nature of the gaming environment in the computer game. Throughout this assignment Im going to be looking at what kind of strategys game audio developers have created and adopted from film to produce effective audio in the music, dialogue and effects in computer games. We will firstly be looking into the techniques on how film music and sound is made, and the different strategies have been used to produce them. Then at the strategies and techniques on music for modern games, then discussing and evaluating the different and similar techniques and strategys that computer games have adopted. Sound in film Music and sound have always been a big part of film. Even before technology was advanced enough to play dialogue or music, silent films would normally accompanied by a pianist or even a whole orchestra. But why is sound so important to film? Composer Aaron Copland describes five purposes of film music which we will be going into detail about: Creating a convincing atmosphere of time and place; Underlining psychological refinements the unspoken thoughts of the character; Serving as a kind of neutral background filler; Building a sense of continuity; Underpinning the theatrical build-up of a scene, and rounding it off with a sense of finality. (Copland 1975: 154-5) Creating a convincing atmosphere of time and place Composers can achieve creating a time and place by capturing the musical colour, creating the feeling that the music would be created in that location or time. They can achieve this by using instrument of that era or location- Bagpipes would suggest the scene was in Scotland, while a String quartet could symbolise a Scene from the 1800. Although this is an effective way of locating the film musically in some respects, sometimes the composer or director of the film may not want to use authentic Chineseà music but just want to achieve a Chinese flavour or colour by using a pentatonic scale with Western instruments (Source 1) This can create a better effect overall, hinting towards where the scene is musically without using unwanted interments. Underlining psychological refinements the unspoken thoughts of the character In some instances, music can portray a psychological element much better than dialogue can. This type of film music seems more effective if the composer reads over the script at the creation stage, making suggestions on where he would like the music to be. Far too often, however, this possibility is passed over and music is not allowed to speak (B source 1). Music can also give the viewer a better understanding on what is going on within the head of a character, not specific detail, but an overview. Leonard Rosenmanà thinks that The musical contribution to the film should be ideally to create aà supra-reality, a condition wherein the elements of literary naturalism are perceptually altered. In this way the audience can have the insight into different aspects of behaviour and motivation not possible under the aegis of naturalism. This show that music can give a film another dimension, bringing out emotions and insights into characters where film without sound cant. Serving as a kind of neutral background filler Through research many composers feel this is one of the hardest things to do within composing a piece of music. Roy A. Prendergast point out that creating background music for a composer calls for him to be at his most subordinated. At times one of the functions of film music is to do nothing more than be there This shows that sometimes music is just needed to blend in the background as though it would exist as sound rather than as constructed music. Building a sense of continuity What is meant by continuity in film is that music can hold a film together Music can tie together a visual medium that is, by its very nature, continually in danger of falling apart (B source 1).The editor of the film will probably be the most aware of this particular attribute of music in films. Music can also bring a film together as a whole using a unifying musical idea. Underpinning the theatrical build-up of a scene, and rounding it off with a sense of finality When used correctly, music can add a huge amount of intensity and intimacy to a scene, it can evoke a gut reaction unobtainable in any other way (B Source 1) But music isnt a miracle worker, a lot of good composers have been asked to create music for a weak scene, hoping that it will the scene stronger. But if the scene is weak it is near impossible to make it stronger, and sadly it is normally the composer who critics blame. Three forms of music The sound in Cinema takes on three different forms: Speech, Music or Noise. Speech The dialogue in films are spoken by the actors or narration heard as a voice over (Source 2). A major component in speech for films is an automated dialogue replacement. When recording on set there is normally back ground noise of traffic or planes flying overhead, this drowns the actors lines out. Because of this, the dialogue is recorded within a studio. Recording dialogue in this way makes it possible for actors to make their lines more dramatic then recording on location. An example of this is the screaming by the actor in Jurassic Park actually was recorded in the sound studios in New York and Los Angeles (source 2). In the studio an ADR expert would match the new recording with the film, making sure that they were properly in sync so that the audience isnt aware of it being recorded in a studio. Music Music is a very powerful component to a film, in many different ways. For example in musicals such as The Sound of Music (1965) the music trys to captivate the audience creating an emotional response when music and words are linked in a scene (B source 2). Music also helps explain and move the plot instrumentally. Themes are very commonly used for individual characters, for example Star wars when Darth Vader appears on screen his theme music is played. There are two different types of film music. Firstly there is Source music, which is the realistic part of the scene; Street Musicians, Rock band playing in the background etc. The second film type is Underscoring; Music motivated by dramatically consideration (B source 3). The composers are normally not needed until a rough cut of the film is made, or even later. Within films that have to be shot in time with music that does not exist yet a temporary music track may be played on set (B source 3). Many films without music feel very empty; this is why films are normally pretracked. The editor would cut scenes to stock or classical music so that the tempo and phrasing lend structure to the footage. Composers then have the task too music that is similar but different. In scoring, one of the first steps is deciding which scene will have music; this is called spotting. The composer will have to cue the start and end of the scene with a stop watch. The music editor will then create a time sheet or breakdown which will change the feet of the film into seconds, or even smaller time scale. He will then detail the action in a cue, making it easier for the composer to write any way he wants, The closes synchronisation of music to action is called Mickey-mousing' (B Source 3) There are two main types of cues in films. Long Cues which are length normally classical pieces of composition, an example of this is a scene from Gold finger where planes are dropping sleeping gas on to a military base, throughout this scene that lasts over two minutes, the same composition is played throughout. Short cues are normally just a few bars of music; this normally acts as punctuation. For example, in many horror films when someone is going to be stabbed with a knife, this is normal accompanied with a strings playing a high sustained chord, giving a sense of anticipation and making the audience uncomfortable. At the recording stage of the music, the conductor of the piece is alerted by a streamer, a three-foot scratch in the film at the end of which a punched hole producing a light on the screen that acts as the starting cue. For the additional short cue scenes, there are similar streamers that will alert the conductor. Throughout the recording, the conductor will normally have a set of headphones where he can listen to the dialogue or a click track. Noise This can be any other sound that can be heard within the movie for example footsteps or birds. Usually the quality recorded on set is poor, which means that special sound effect (SFX) have to be produced in a studio. To produce these sound effects, sound technicians called Foley artists will record different sound effect with items in a studio. For example to create a horse walking, the Foley artist can use two half of a coconut and tap them on the table or floor, or using a metal sheet to create the sound of thunder. Many of these sound effects can be bought digitally from companies that have noise libraries for a cheaper cost then to get Foley artists. But many producers for major motion pictures will employ people and spend more money on Foley artists to create custom sounds for the movie. Timing There are two different timings within films: Viewing Time and Story Time. Viewing time means the physical length of the film. This normally differs from Story time, which is the time that passes within the film itself. Films can normally cover a few years in the characters lives, but most films that we see only take around a couple hours to watch. Viewing time becomes an instrument of the plots manipulation of story time. (B Source 3) Matching a sound or dialogue within the films images is called synchronization. When dialogue or sound is synchronized properly, the audience will not normally be able to tell if everything has been over overdubbed, or sound effects have been added. Sound in games The process of producing game audio resembles in many ways the production of film audio. Game audio follows the same five purposes of film rules made by Aaron Copland, has similar recording techniques for live sound and Foley, and use many of the same software and recording equipment. A lot of game play, i.e. the battles or the big set pieces, essentially has to be scored in some form or fashion. So thats all similar to a film. (B source 4) Although these traits are very similar between game audio and film audio, there are very distinctive differences in the processes. Most of film audio is normally done on the post-production stage, which takes place after the film has been edited and the visuals have been locked (the final version set) (B source 4). A large amount of time is spent mixing and balancing the sounds at this stage, which is one of the most significant differences between film and games sound. Post- production within film doesnt generally exist within game audio. This is because the timings are variable, the music needs to adapt to the game play. The reason for this is because some game players may vary greatly in the length of time needed to complete a level, and often they can complete tasks in different ways. The way they have come across this hurdle is by creating adaptive audio or interactive audio to others. To find out how game audio makes this adaptive or interactive audio, we are going to look through the three production stages. The three stem can be found in the same file or separate files depending on the individual or companys choice. Pre Production The first step on pre production for game audio is the creation of an audio design document. An audio design document contains the details of the design and implementation of the games audio. At this early stage, the audio team dont have much information; they may only have storyboards and characters sketches on which they have to develop an audio design document. But with this information the can start at an early stage of the production, making sure that the audio plays a significant role in the game. The first thing is to determine what type of game it is, finding out the genre and theme for the audio. One technique of finding out the right genre is by creating a temp track. A temp track means placing pre-existing music where the final composition should be. This helps the composer have an idea on where to work from. The second step is how the sound will interact with the gameplay. Rules will normally be placed out by the games designer describing what role the sound design will have within the game. The next stage is to find out which parts of the game should have ambient sound and music. This is known as spotting, it involves defining cue point entrances, exits, play-ins/play-outs, and game state changes, as well as deciding if the games variables (such as players health, surface properties, and so on) will be used to change sound parameters(B source 4). To help the music fit into context with the game, a music cue list can be created. This helps break down the storyboard or script into segments and chapters, creating an individual map for the game, as well as for each individual level. At theses first stages the audio team will need to look for spots for environments, action, pace, tension/release, objects, characters/personalitys and so on. Another important step is spotting the game in terms of emotion; Within a games there is normally movement or a certain rhythm in terms of emotional peaks and valleys (B source 4). To help the sound designer which sounds may interfere with one and another and which sounds need emphasis, an emotion map can be created showing tension and release points. At this stage level descriptions are broken down into different sound types, for example ambient noises, weapons sounds, Foley etc. These sound types will be created within an asset list which can be used at a later stage too track recording in order to reproduce sounds at a later stage, if necessary Production At this stage the production of game sound is normally taken place in several different locations. Like production of film sound: sound libraries are used and normally these effects are layered and manipulated to create the right effect. Bigger companies may have a dedicated Foley studio where Foley artists are hired and are told to create original sound effects for the game. The same techniques in film are used in game audio for sound. One of the most useful techniques that are being used in game audio is the processing of digital signal processing (DSP) in real time. Being able to do this saves a lot of recording time for the sound developers. Before processing DSP in real time effects on certain sounds had to be re-recorded individually, for example; to get the effect of footsteps to change when walking from, say, a stone path into a cave, the effects would have to be pre recorded onto the footsteps file (B Source 4) But now only one sound sample of footsteps needs to be recorded, this is because the DSP filters can be set for location, making the audio responded physics graphic engines which can create more realistic sounding effects in real time while playing the game. The final part of the audio production process is the integration of the music, sound effects, and dialogue. The integration of audio into game decides how the audio will be triggered within the game. This also controls what part of the audio might change the games state or the games parameters. For example Music or ambience tracks may be triggered by location, by game state, by time-ins or time-outs, by players, or by various game events. For the composers music to work with the game, it must be able to integrate into it. Cutting the music into chunks, splits or loops may help in creating a much more dynamic score for the game. An hour or so of music can be stretched out to many hours by cutting it up and looping it. To make it easier to cut, normally the songs have to be quite rhythmic. In game music compositions, the composer will normally make sure that the music is played within the same key throughout. This is because it is easy for sections to be cut and looped without the audience realising. The music composers for Red Dead Redemption composed the music by creating many riffs and small composition lasting less than a minute each, all within the same key. After mastering each one individually, they then put it into the music engine of the game where segments of the musical material are constantly chosen at random an put together to form a piece of music. (B source 5) Music can not only be cut, but also elements of it can be changed in real time in the game engine, for example DSP effects, tempo and instrumentation. Software such as Wwise and FMOD are being used much more these days to create editing such as this. This is because the software lowers cost and production time, and makes it easier to integrate a more dynamic score within the game. Segments of the musical material are constantly chosen at random and put together to create a piece of music. Post Production stage At this stage of production the main task is the mixing of the audio. The mixer has to find anything within the mix which is unnatural, too much repetition or anything having an unnatural imbalance. Within current games, the different stems of audio are competing with each other because they are all in the same aural space. This gives a great risk of sounds being in the same sound range and masking each other out. This is also problematic within film, but because of the unpredictability on where different sounds are going to be heard in a game, makes the mixing an even more difficult task. A strategy mixers have used to tackle this obstacle is by prioritizing sounds real-time in games. Using FX and ducking the music when dialogue happens, is an effective way of making sure needed information is passed on to the player. Another effective technique is making certain frequencies in the music quieter; this makes room for the dialogue to be heard and the music still has a presence. Strategies adopted by game audio developers To make it easier to see the similarities and differences in film and game audio, they have been made into two different sections Similarities Film and game audio have very similar, if not exact recording techniques. They both have to overdub dialogue and ambience. Game audio however, is more reliant on over dubbing, this is because there is no original sound because they have to create the ambience and dialogue from scratch. They both follow similar rules in what they want from the audio, and how they want their audience too feel. The music is very similar, both film and game audio often have scores arranged by professional composers, have a dedicated team that that deal with all the audios needs. Differences Evaluate Conclusion Overall thoughts Examples, including discussion and evaluation, of strategies adopted by game audio developers; Conclusion; References.
Friday, October 25, 2019
Epic of Beowulf :: Epic of Beowulf Essays
?Justification for the Abandonment and Solitude of Beowulf Beowulf is the classic tale of a mighty and heroic Geat leader who comes to an unpleasant and seemingly early end. Throughout his life, Beowulf had been an excellent leader and had led his army to many victories over many foes, of his land and of many others as well. At his peak, Beowulf was the mightiest warrior on all the earth: ââ¬Å"There was no one else like him alive. In his day, he was the mightiest man on earth, high-born and powerful.â⬠(297-298). Eventually, Beowulf would come to be ruler over many people. During this time he would defeat many enemies, two of which being Grendel and his mother. After their defeat, Beowulf and his people experienced a time of peace and prosperity which was enjoyed by all. He remained undefeated until the bitter end when he was defeated by the dragon in the underwater hell-like grave. Beowulfââ¬â¢s death marked the end of not only his reign, but also of the safety know by hi s people, and also the end of his kingdom. The reasons for his abandonment of his people and his insistence to fight alone are not clear, although many have theories as to why the great warrior chose the fate he did. The first topic at hand is why Beowulf chose to fight by himself, especially in the case of the dragon. Beowulf was a very valiant warrior who fought his greatest battles alone, or at least single-handedly. First of all, his battle against Grendel was brilliantly maneuvered in that he awakened from a complete slumber to slay the mighty Grendel and mutilate his body. Secondly, Beowulf battled against Grendelââ¬â¢s mother (who was excessively disturbed about the death of her beloved son) and won a triumphant battle. In both battles, Beowulf won by his own means and was very victorious in each occasion. The question could be raised as to why he chose to fight alone as opposed to having many skilled warriors to help him in his plight to defeat the evil in the world. One possible theory is that it is much more valiant to be the victor of a battle which you yourself have fought and won. This way, there is only one person who is capable of receiving credit for the battle which could help in later times as to the correctness of the tale. Epic of Beowulf :: Epic of Beowulf Essays ?Justification for the Abandonment and Solitude of Beowulf Beowulf is the classic tale of a mighty and heroic Geat leader who comes to an unpleasant and seemingly early end. Throughout his life, Beowulf had been an excellent leader and had led his army to many victories over many foes, of his land and of many others as well. At his peak, Beowulf was the mightiest warrior on all the earth: ââ¬Å"There was no one else like him alive. In his day, he was the mightiest man on earth, high-born and powerful.â⬠(297-298). Eventually, Beowulf would come to be ruler over many people. During this time he would defeat many enemies, two of which being Grendel and his mother. After their defeat, Beowulf and his people experienced a time of peace and prosperity which was enjoyed by all. He remained undefeated until the bitter end when he was defeated by the dragon in the underwater hell-like grave. Beowulfââ¬â¢s death marked the end of not only his reign, but also of the safety know by hi s people, and also the end of his kingdom. The reasons for his abandonment of his people and his insistence to fight alone are not clear, although many have theories as to why the great warrior chose the fate he did. The first topic at hand is why Beowulf chose to fight by himself, especially in the case of the dragon. Beowulf was a very valiant warrior who fought his greatest battles alone, or at least single-handedly. First of all, his battle against Grendel was brilliantly maneuvered in that he awakened from a complete slumber to slay the mighty Grendel and mutilate his body. Secondly, Beowulf battled against Grendelââ¬â¢s mother (who was excessively disturbed about the death of her beloved son) and won a triumphant battle. In both battles, Beowulf won by his own means and was very victorious in each occasion. The question could be raised as to why he chose to fight alone as opposed to having many skilled warriors to help him in his plight to defeat the evil in the world. One possible theory is that it is much more valiant to be the victor of a battle which you yourself have fought and won. This way, there is only one person who is capable of receiving credit for the battle which could help in later times as to the correctness of the tale.
Subscribe to:
Posts (Atom)