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COMPENDIUM

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ESSAYS

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MISC.

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  • historic
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26 Topics in Compendium
  • systematic
  • Audiovisual Perception
  • Color-Sound-Analogies
  • Conceptual Correlations
  • Montage
  • Parameter-Mapping
  • Structural Analogy
  • Synchronization
  • Synesthesia
  • Transformation
9 Topics in Compendium
  • Introduction to the compendium
  • Introduction to the essays
  • Hybrids at the Interface of Sound and Vision
  • Separation and Conjunction
  • Deaf Dumb Mute Blind
  • The Expanded Image
  • Between the Poles of Mickey Mousing and Counterpoint
  • Sound and Image Worlds in Pop Music
  • Audiovisual Interactive Art
  • On Hearing Eyes and Seeing Ears
  • The Question of Thresholds
  • Audition and Ergo-Audition
  • 12 Essays in Archive

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  • SEE THIS SOUND
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  • Come Together—Let’s Dance
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  • Background Noises—Institutional Sounds
8 Areas in the Exhibition
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by Axel Stockburger

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previously read texts
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  • The Film Score
  • Color Organs
  • Expanded Cinema
  • Architecture and Music
  • Sound in Animation
  • Absolute Film
  • Graphic Notation and Musical Graphics
  • Gesamtkunstwerk
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Works
People
Socialbodies
Workdescriptions from this text
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Electroplankton

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Rez

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fijuu

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List of all Relations in this Text
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Works
Electroplankton, Rez, fijuu
People
Acorn Al (Chap. 1), Betts Tom (Chap. 6), Chion Michel (Chap. 4.2, 1, 4.1), Clark Andrew (Chap. 4.2), Fujihata Masaki (Chap. 7), Furukawa Kiyoshi (Chap. 7), Gibbons Scott (Chap. 7), Iwai Toshio (Chap. 5.2, 5), Kent Steven L. (Chap. 1), Leandre Joan (Chap. 6), Levin Golan (Chap. 7), Münch Wolfgang (Chap. 7), Olivier Julian (Chap. 7, 6), Pias Claus (Chap. 1), Pickles Steven (Chap. 6), Shakar Gregory (Chap. 7), pix (Chap. 7)
Socialbodies
ASCII Corporation (Chap. 5), Acornsoft (Chap. 2), Ars Electronica Festival (Chap. 7), Atari (Chap. 2, 1), Harmonix (Chap. 5.1), Konami Corporation (Chap. 4.1), Massachusetts Institute of Technology (Chap. 1), Maxis (Chap. 5.2), Microsoft Corporation (Chap. 3), Midway Games Inc. (Chap. 2), NanaOn-Sha (Chap. 5.1), Nintendo (Chap. 3, 5.2, 5.1), Sony (Chap. 4.2, 3), id Software (Chap. 6)
Mentioned
Amiga 1000 (Commodore Amiga 1000) (Chap. 2), Amplitude (Chap. 5.1), Audiovisual Environment Suite (AVES) (Chap. 7), Discs of Tron (Chap. 2), Elite (Chap. 2), FreQuency (Chap. 5.1), Gran Turismo (Chap. 4.2), Guitar Hero (Chap. 5.1), Metal Gear Solid (Chap. 4.1), Otocky (Chap. 5), PaRappa the Rapper (Chap. 5.1), PlayStation 2 (PS2) (Chap. 3), Pong (Chap. 1, 2), QQQ (Chap. 6), Quake III Arena (Quake 3) (Chap. 6), Rhythm Tengoku (Chap. 5.1), Rockband (Chap. 5.1), Scribble (Chap. 7), SimTunes (Chap. 5.2), Small Fish (Chap. 7), Small Fish Tales (Chap. 7), Space Invaders (Chap. 2), Spacewar (Chap. 1), Super Nintendo Entertainment System (Super Nintendo, Super NES) (Chap. 3), Vib-Ribbon (Chap. 5.1), X-Box (XBox) (Chap. 3), q3apd (Chap. 6), retroYOU r/c (Chap. 6)
Keywords
Algorithmus (Chap. 7), Entgrenzung (Chap. 5, 6), Intermodale Analogie (Chap. 5.1), Performativität (Chap. 6, 7), Polysensualität (Chap. 1, 4.1, 5.1), Verzeitlichung (Chap. 4.2), notation (Chap. 7), participation (Chap. 6), rhythm (Chap. 4, 5, 5.1), sampling (Chap. 2), synchronicity (Chap. 4), synthesis (Chap. 2, 5.2)
Timespans
1960 – 1980, 1970 – 1990, 1990 – 2000, ab 1990, ab 1990, ab 1990, ab 1980, ab 1990, ab 1990, ab 1990, ab 1999

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