Julian Pattison Livres






American Sutra
- 400pages
- 14 heures de lecture
Cambridge International AS and A Level English Language Exam Preparation and Practice
- 184pages
- 7 heures de lecture
Updated and fully aligned with the Cambridge International AS & A Level English Language 9093 syllabus for examination 2021. Build confidence and success with the only exam preparation book for Cambridge International AS & A Level English Language. Help students learn how to improve their answers and avoid common mistakes with step-by-step guides to each exam paper and examiner's tips throughout. Guided practice will help students master the key reading, writing and analysis skills required to succeed in this course. Mark schemes and model answers are at the back of the book, giving students everything they need to revise and build their skills.
Complete English for Cambridge Lower Secondary Writing and Grammar Practice Book
- 128pages
- 5 heures de lecture
Improve language skills and strengthen written performance. Matched to the objectives of the Cambridge Lower Secondary English curriculum, this practical guide equips students of all abilities to feel confident in their use of English grammar and in their written work, supporting achievement in the Checkpoint Test and at Cambridge IGCSE (R) level.
Emotion in Video Game Soundtracking
- 167pages
- 6 heures de lecture
This book presents an overview of the emerging field of emotion in videogame soundtracking. The emotional impact of music has been well-documented, particularly when used to enhance the impact of a multimodal experience, such as combining images with audio as found in the videogames industry. Soundtracking videogames presents a unique challenge compared to traditional composition (for example film music) in that the narrative of gameplay is non-linear – Player dependent actions can change the narrative and thus the emotional characteristics required in the soundtrack. Historical approaches to emotion measurement, and the musical feature mapping and music selection that might be used in video game soundtracking are outlined, before a series of cutting edge examples are given. These examples include algorithmic composition techniques, automated emotion matching from biosensors, motion capture techniques, emotionally-targeted speech synthesis and signal processing, and automated repurposing of existing music (for example from a players own library). The book concludes with some possibilities for the future.