Friday, October 23, 2009

Its an Essay... Right?

The following is a response to the question 3 proposed by the NCT learning blog,

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Digital media put the tools of production into the hands of the everyday computer user making it incredibly easy to produce content. These creative skills used to be something that people worked to develop. Now it appears that amateurs can produce content of a fair standard within a relatively short period of time. Where does this leave 'professionals' and highly-skilled artists? Choose one area of creativity and discuss some of the challenges facing practitioners vs amateurs in producing digitalcontent.

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Digital Music Production Technology in the Digital Age


Due to the massive influx of interest and mass marketing of digital technology, digital music production has never been so easy to create. With the constant development of digital studios, legal and illegal means of obtaining new industry standard audio technologies and instruments, and the rising popularity of online music distribution stores, the distinction between practioner and amateur in the facet of digital music production, has never been so severely blurred. However, fair distinctions can still be made, and in some cases, explicitly highlighted by the technologic advances to which aim in assisting and reducing the complexity of digital music production. Perhaps, it is not the distinction between professional and amateur that has been blurred, but the gap between the two merely shortened. With the rise in popularity of digital music production, coupled with the large influx in online hosting websites, blog spots and other various online resources aimed at sharing industry quality virtual audio technologies and instruments, tools which were at one time, only available to established producers and or enthusiasts with enough disposable cash, are now available to your everyday computer user; for next to nothing. The shift from the once conventional method of buying music from a store, to buying music online, has seen a large development and increase in websites offering high quality digital music, direct to the user, online. Distribution of digital music has never been so simple. It is due to these various factors, that the seeming degradation of the classification between professional and amateur in digital music producer has occurred.

Digital music production technology has developed in such a way, that if you own a personal computer, and or laptop, you can have a professional fully functional and mobile studio workstation. The ability to compose, record, edit, mix and remix is all available given the development of virtual workshops and multi-trackers, more or less, identical to the real life studio workshops that cost thousands to create. (Pekka G, Ilpo S. 1999, pg 223) By the mid 1980’s, the typical professional studio generally comprised little more than a 16 or 24 track tape machine, 24 track mixing desk, sufficient rack of signals, processors and effects, as well as, half a dozen analogue synths. From an early stage, the advantages of having a digital assisted recording studio were already being noted. (Middleton, C 2006, pg 20) The massive recording studios of today, despite now containing a far greater range of equipments, have found their way onto the everyday computer. Studios that were once basically off limits to professional artists only, costing hundreds of dollars a day to use, are now fully available in a virtual environment. (Journal of Digital Recording and Reproducing Techniques, pp. 48 – 55) With the huge potential of these virtual workshop environments realized, big company investments along with the mass marketing of this digital technology resulted in professional studio quality programs, aimed at taking the complexity out of the recording process. This, in a sense, has leveled the playing field for all artists, regardless of their musical abilities.

The development of these digital workstations essentially, eliminated the need for the user to understand the theory behind the given tools of production (be it a compressor, equalizer or type of effects). (Middleton, C 2006, pg 37 - 43) Users have the ability to select from pre-designed setups for each individual tool, as created by the software designers. (Middleton, C 2006, pg 40) This allows even those users with limited to no knowledge of track dynamics to produce a seemingly polished sound. ((Middleton, C 2006, pg 26) However, this assistance in turn creates a fundamental flaw in the development of user’s future tracks. Professionals on the other hand, with the ability and understanding behind a tracks design, structure and dynamics, will be able to produce sounds at a higher quality than that of the standard of a generic ‘to suit all sounds’ setup for given equalizers, compressors and other tools created by the software makers. The challenges of dithering, effects, equalization, mastering, mixing, normalization and quantization can all be solved from a novices point of view, using the software settings, however, a professional can utilized the theory behind the tools to produce a higher quality track in the end. This therefore shows, that whilst the development of these digital workstations have allowed for nearly any user to produce a relatively high quality, the distinction between professional and amateur can still clearly be noted. However, these new digital production tools wouldn’t be in the hands of amateurs in the first place, if it wasn’t for the massive influx of interest and mass marketing of digital production technologies, coupled with a rise in popularity of blogs, forums and other internet mediums.

These days, the internet has grown to be a popular form of media, people can easily created and join worldwide community’s, specifically interested in a given hobby, to discussion and share their knowledge to a wide active audience of people. With the development of digital production technologies, and the availability of these technologies to those with access to a computer, interest in the digital music production has increased dramatically. ((Middleton, C 2006, pg 5) This increased traffic, results in more blog spots, forums and other dedicated websites aimed at sharing new digital audio technologies. With the increase in free online file hosting websites, the sharing of these files can be completed with relative ease. Whilst once upon a time, professionals would be required to purchase all their production tools, or receive products from sponsors in order to keep up to date with the latest audio technologies, at current, the latest audio technologies are hosted on websites in these given communities for anyone to obtain. Audio technology that was once only exclusive to professional artists, are now available for anyone to obtain. Distinction between practioner and amateur, in this case, comes down to the time spent learning the given virtual instrument and the actual musical theory and knowledge the producer posses. It seems that these internet communities have allowed for the connection of people in an infinite variety of ways, to share work, publish, collaborate and sell music online to a specific target audience and is even influencing the way we now purchase music material

The music industry itself is changing with the times of the internet. The selling of tracks directly to a listener online has proven to be widely popular, resulting in a large amount of online music stores popping up on the internet. The internet allows for the easy distribution of music, no matter what genre, to people all over the world. (Middleton, C 2006, pg 6 - 8) Professionals who once had to source out labels, to cover the costs of recording and distribute cds, are now able to create and distribute their own music via these online music stores. This however, is now also becoming the case for any amateur producer. Perhaps the most distinguishing factor between professional and amateur producers was distribution of music. With the change in trend of music distribution, it is now significantly easier to release new media for both parties, a large distinguishing factor in professional and amateur productions.

It is quite evident, that the developments in digital music technologies and increase internet traffic have caused a profound effect on the world of digital music production. Through the introduction of new, simplistic design digital workstations, aimed at un-complicating the production process, the increased interest and consequential sharing of digital audio technology, due to the mass marketing of these technologies, and the shift in music distribution and purchasing, the line between the definition of professional and enthusiast producers has been severely affected. However, the fundamentals of musical theory and deeper knowledge and understanding of production methods and tools, still allow for the distinguishing between the two parties involved. Whilst the range in quality of production between the two parties has been drastically reduced, there is still a notable difference between professional productions and amateur productions. Although the challenges facing both parties are seemingly similar, the extra time and money spent to develop and perfect ones production, will always separate those who have dedicated their work solely to music production, and the wider group of enthusiasts involved in the industry.

References

Kostka, Stefan M 1999, Materials and techniques of twentieth-centruy music – 2nd ed, Prentice-Hall, Inc. Upper Saddle River, New Jersey.

Pekka G, Ilpo S. 1999, An International History of the Recording Industry, Cassel, Wellington House, London.

Middleton, C 2006, Creating - Digital Music and Sound, Focal Press, Burlington, USA. Linacre House, Jordan Hill, Oxford, UK.

Zager, M 2006, Music Production: a manual for produces, composers, arrangers, and students, Scarecrow Press, Lanham, Md.

Chapman, Nigel P c2000, Digital multimedia, John Wiley & Sons, Chichester, England

Thomas S. Valpic c2000, Digital mythologies : the hidden complexities of the Internet, Rutgers University Press, New Brunswick, N.J.

‘Digital: music, recording, multimedia’, Journal of Digital Recording and Reproducing Techniques, no. 6, 1997, pp. 48 – 52

The Recording Engineer Comes of Age ‘ http://www.recordinghistory.org/ , accessed, 18/10/09






TAKE THAT WORLD! the week from hell nearing ever so closer to an end!!

Thursday, October 22, 2009

Random Car UPDATE!!!

















Heres how the new rims sit... not too bad for a street car thats driven daily. (and yes i realise it needs to be lowered a few million metres.. but thats alright.. silkroad coilovers are getting ordered from JAPPPAAANNN (yee' boi') in a few weeks.. it takes about 4 - 6 weeks to get here.. so i'd say by late novemberish, i will be dragging rails on the road haha)


Installing the new r33 BMC to ensure brake pedal feel after putting on the massiffffff new brakes haha... which seem to be taken a shine to squealing quite loudly... SIGHHH... i swear to god i researched the best brake pads to buy and everyone said they were DEAD SILENT... DEAD SILENT MY ARRRSSSE haha

Monday, October 19, 2009

Slightly proud

yes i am slightly proud of my amazing photoshop skills.. i even amazed myself...

you seriously can't tell me thats not p.i.m.p?

thats riiittteee... fatlace, risky devils, NS.com reppin' hahah


Thursday, October 15, 2009

Week 11 - Virtual Phil 'lol' sphy

Real time blogging, maximum productivity. Win.

i heard matrix (apparently its a good example)
- virutal reality vs real
- summary of 'where we are at' in the 21st century

'Some' people struggle to distinguish real life and make believe... the example of mario kart was given... and 'bumping' into each other.. then getting in ones real car and wanting to 'bump' people.

Virtual Reality
- on in which many people can participate in

requirements to make it life-like:
- visual depths, lights, colour...
- issues of parallax
- resolution levels
- sound/audio
- touch

Proving whether something is real = approval from researcher/scientist that the said item exists.

Thursday, October 8, 2009

Week 10 - Tutorial and Lecture

My Amazing 'Work of Art'

In Grade 10; i did art.

we drew knots.
no wonder i ditched art so early.

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The 'Video Game' Lecture

These days, video games include:

- PC Games
- Console Games
- Online Games
- Arcade Games
- Mobile Phone Games



Why Make Video Games?



To turn awesome real life stuff into boring, unrealistic virtual escapes.

No, but seriously.. i have to agree slightly with Josh.. it seems to be a bit like that.

The Demographic of Gamers:

so in 2005.. we got this awesome data regarding the demographic of the stereotypical gamer.. 18 - 25 yr old male (80% market)... this lovely data was happily quoted for quite some years.. and to be honest.. i know this is exactly what i think of when someone says... 'gamer'

however, contrary to popular belief.. these days we are more likely looking at:

25 - 40 yr old - M = 59% (the pre/2005 gamer all grown up)
- F = 41%


which makes sense.. all our closet gamers are all grown up... awwwwwww... how cute.

Here's Our Awesome Game Genre Choices

FPS | Puzzle
Sport | Fitness

The genre of the game, determines what type of skills the gamer is using... for instance, puzzle games require logical, thought out plans ect.

It was found, that kids who struggle in real life to knock off some essential life skills, for instance:

work, earn, learn


Will complete these skills, in a gaming environment.

Yet it does not translate to real life... it doesn't make any sense to me.. but thats different people and their priorities.. i guess?

Anyway, so heres the low down on gaming when viewed by:

Social Science Approach
- effects on people

Humanities Approach
- meaning & content of games

Industry and engineering approach
- development of games / new technologies

And thats about all for today lecture.. :)

Thursday, September 24, 2009

Week 9 - Lecture

Heres a little summary of this mornings lecture.... affectionately titled by myself.. as.....

'Something about Software'

So we today the topic of conversation was learning new software (or new versions of software).. and as usual we dabbled along a very windy information road, full of twists and turns and just complete utter randomness.. its too be expected when Mr im a digital poet takes a lecture.

So heres some steps everyone should follow when teaching themselves a new software package:

1 - Make sure you choose a software package that suits your needs... (dont go out and learn the ins and outs of photoshop if all you need to do is crop a picture.. MS paint will do this just as easily... if not easier then photoshop)

be smart, choose a package that will help you get what you want, fastest and with as minimal effort as possible.

2 - Sometimes you may not actually realize just what you want / need out of a program...

so go learn!

research industry standards... find out what type of programs people are using and what is considered good and bad..

(hmm.. i could best liken this to.. my music production... its a bit of a hobby of mine.. at first i was using just very basic software... with many limitations.. on further research of the topic and as my knowledge base grew, a switch was made to a much better software package to suit my needs and also bring my work up to industry standard)

3 - Don't expect to learn everything in a day... any well developed software package may take weeks or even months to learn... (the software i am using at the moment for music production, nearly everytime i open it up, i learn something new)

However, if you just need a very basic task completed.. exceptions can apply.

4 - The best way to learn.. is by messing around..!

have a go at everything.. explore and discover new features.. learn how everything works ect. this is the best way to get a basic idea of a new piece of software package

5 - Identify common features found in a given piece of software which can be likened to other software used.

6 - SAVE YOUR WORK... this is essential when completing any task.. when learning a new piece of software.. one minute your wonderful creation is working perfectly.. curiousity kills the cat.. and you decide to 'just try out something new' and before you know it.. EVERYTHING... IS... GONE. bam barmmmmmmmmm.. you fail.

the solution to this?

save your work periodically and methodically.

make a habit of saving multiple files of the same task.. e.g. for a remix competition at the moment.. i have the following folder containning:

Funkerman - Automatic (Remix)1.mp3
Funkerman - Automatic (Remix)2.mp3
Funkerman - Automatic (Remix)3.mp3
Funkerman - Automatic (Final Remix).mp3

Whilst it may seem unnecessary to save many files of the same tasks.. be doing this, you can revert back to the project at any given time... therefore you should never be in the situation of where you have nothing to show for your work if a freak accident should occur.

7 - Use the help file! (although this can be confusing for some new users, it is generally for competent users, wishing to clarify a given problem)

8 - (and yet.. apparently) the help file sucks!

if for any given task you are stuck.. try multiple methods to solve the problem... it is not wise to try the same method over and over again and hope for a different outcome.. source another solution to the problem.

9 - Searching is your friend.

If a given problem proves too hard to tackle.. chances are someone else on the internet has struggle with it.. do a search!

10 - Internet forums are a great tool to utilise... chances are there are people out there who know exactly how to answer your question.. a forum gives you a chance to ask this question and hope that someone out there knows the answer.

11 - Utilize books and video tutorials... these items contain a wealth of knowledge!

12 - Completing a uni course doesn't necessarily mean you will gain any better knowledge of a given software package, chances are they will just coax you through the above methods.

so there we have it.. some helpful steps to learning the ins and outs of new software.

have fun learning... yo'

*insert nerd picture here*

^_^

Monday, September 21, 2009

Week 9 - Tutorial -

Yo' back and better then ever.. and im about to go on an online Political participation spree..!

I signed an e-petition!!

"Car Enthusiasts Against lowering and raising vehicle laws"
http://www.thepetitionsite.com/94/help-save-the-future-of-modified-cars-in-nsw

I Responded to the following politcal bloggers, inregards to car modification and licensing laws; which i do strongly oppose:

"QLD new drivers license laws"

"QLD Transport Doesn’t Support Car Enthusiasts"

According to the above link, barak obama made his weekly adress today, regarding the global economy... wicked bro.

http://www.youtube.com/watch?v=hq8XowRpQRI&feature=player_embedded

Amongst a plethora of other, im sure, extremely important dealings.

I found who my local state representative is for Southport:

- LAWLOR, Mr Peter Joseph, MP

Thanks to the Gold Coast City Councils Website -

our local federal representative for QLD:

May, Mrs Margaret
Thanks to the Gold Coast City Councils Website -

Wow this is crazy... i was able to find the last time my local memeber spoke in parliment..

Hon. PJ LAWLOR (Southport—ALP) (Minister for Tourism and Fair Trading) (10.14am) on the 22nd of April 2009

I then let Mr Peter Joseph Lawlor, know what i thought about his last speech via emailing him at - Email: southport@parliament.qld.gov.au

What do you think of the Australian Government's plans to censor the internet (the so-called "Clean Feed")???

The whole idea of putting a censor on the internet is completely absurd, who is to define what sites are considered appropriate and inappropriate?

Whilst i do agree, there are things which do not need to be apart of the internet, there are also some things which i would consider fine and that others would not. I do remeber looking at a list of potential blocked websites (quite some time ago) if the plan was to take effect. Some of the sites could not in any way, shape or form, be considered bad. By allowing the government to control what we view on the internet, is just another way in attempting to control or shape our country to suit what ever needs required.

nnnnnnnn :) happy face