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"A lucid and passionate case for a more mindful way of listening to and engaging with musical, natural, and manmade sounds." —New York Times In this tour of the world’s most unexpected sounds, Trevor Cox—the “David Attenborough of the acoustic realm” (Observer)—discovers the world’s longest echo in a hidden oil cavern in Scotland, unlocks the secret of singing sand dunes in California, and alerts us to the aural gems that exist everywhere in between. Using the world’s most amazing acoustic phenomena to reveal how sound works in everyday life, The Sound Book inspires us to become better listeners in a world dominated by the visual and to open our ears to the glorious cacophony all around us.
In recent decades, the importance of sound for remembering the past and for creating a sense of belonging has been increasingly acknowledged. We keep "sound souvenirs" such as cassette tapes and long play albums in our attics because we want to be able to recreate the music and everyday sounds we once cherished. Artists and ordinary listeners deploy the newest digital audio technologies to recycle past sounds into present tunes. Sound and memory are inextricably intertwined, not just through the commercially exploited nostalgia on oldies radio stations, but through the exchange of valued songs by means of pristine recordings and cultural practices such as collecting, archiving and listing. This book explores several types of cultural practices involving the remembrance and restoration of past sounds. At the same time, it theorizes the cultural meaning of collecting, recycling, reciting, and remembering sound and music.
An award-winning visual tour of the world of sound. Intriguing, informative, and endlessly fascinating, a book that makes visible that which we otherwise only hear and feel as vibrations: SOUND. Award-winning authors and artists Romana Romanyshyn and Andriy Lesiv achieve a remarkable fusion of the scientific exploration of the phenomenon of sound with a philosophic reflection on its nature that will appeal to inquisitive children looking to learn more about science and nature. A stunning sequence of rich infographics provoke the reader to listen . . . learn . . . and think. Whether it's hearing noise, music, speech . . . or silence, no one will come away from these pages without experiencing sound with new ears and a fresh understanding. • Stunning visual sophistication and compelling infographics will appeal to adults as well as children. • A perfect book for educators to share with children interested in STEM topics • A fascinating overlooked topic that will help children explore complex ideas about science and the natural world Translated into over 20 languages! Winner of the Bologna Ragazzi Award for best nonfiction book of the year. The award-winning, visually stunning Sound will appeal to young readers who enjoyed Animalium, Botanicum, Eye to Eye: How Animals See the World, and Human Body: A Visual Encyclopedia. • Science books for kids ages 8–12 • Biology books for kids • Human physiology books for kids The accessible, kid-friendly visuals throughout Sound help children to connect with STEM topics and learn surprising and interesting facts about one of our most important senses. The husband and wife team Romana Romanyshyn and Andriy Lesiv, share an art studio, AGRAFKA, in Lviv, Ukraine. Sound, together with its companion Sight (coming Fall 2020) were the co-winners of the Bologna Ragazzi Award in 2018. Visit them at agrafkastudio.myportfolio.com.
Learn about the sound of the hard G, as Gavin brings Gary a gift for his birthday.
This book presents a clear and precise treatment of the physics of sound while using a level of math suitable for readers in the speech, language, hearing and health sciences. Simple mathematics, graphics, and qualitative descriptions are demonstrated to explain wave concepts, spectrograms, intensity, and decibels.
Experience the sights and sounds of 1930s Brooklyn and Coney Island through the eyes—and ears—of a hearing boy and his deaf parents. A Brooklyn family takes an outing to Coney Island, where they enjoy the rides, the food, and the sights. The father longs to know how everything sounds. Though his son does his best to interpret their noisy surroundings through sign language, he struggles to convey the subtle differences between the "loud" of the ocean and the "loud" of a roller coaster. When the family drops in at the library after dinner, the boy makes a discovery. Perhaps the words he needs are within reach, after all. Myron Uhlberg's story, based on his own childhood experiences, covers the almost unique topic within children's books of children raised by deaf parents. Ted Papoulas beautifully and sensitively portrays the family's day and brings the whole experience to life for readers.
This text traces the creation and legacy of the BBC's electronic music studio, the Radiophonic Workshop, in the context of other studios in Europe and America.
The Sun: "Simply charming" Roy is a lion and a sound catcher. He catches the sounds of the city and makes them into music, trying to avoid the annoying attentions of his neighbor, Jemmy. Feeling like his music isn’t good enough, Roy goes on a journey to find the best sound in the world for inspiration. He hears the pitter-patter of the rain in the forest, the wind whistling through the desert, and the hustle and bustle of the souk at sunrise, but none of it helps—he can’t decide which is the best sound. Just as he’s about to give up, he hears a familiar voice . . . can Jemmy teach him that perhaps there are lots of beautiful sounds, not just one, and that for Jemmy, Roy’s music is the best of all? This gorgeous debut picture book is a heart-warming tribute to the power of friendship.
Provides a variety of simple experiments investigating the science behind sound.
An examination of the player's experience of sound in video games and the many ways that players interact with the sonic elements in games. In Playing with Sound, Karen Collins examines video game sound from the player's perspective. She explores the many ways that players interact with a game's sonic aspects—which include not only music but also sound effects, ambient sound, dialogue, and interface sounds—both within and outside of the game. She investigates the ways that meaning is found, embodied, created, evoked, hacked, remixed, negotiated, and renegotiated by players in the space of interactive sound in games. Drawing on disciplines that range from film studies and philosophy to psychology and computer science, Collins develops a theory of interactive sound experience that distinguishes between interacting with sound and simply listening without interacting. Her conceptual approach combines practice theory (which focuses on productive and consumptive practices around media) and embodied cognition (which holds that our understanding of the world is shaped by our physical interaction with it). Collins investigates the multimodal experience of sound, image, and touch in games; the role of interactive sound in creating an emotional experience through immersion and identification with the game character; the ways in which sound acts as a mediator for a variety of performative activities; and embodied interactions with sound beyond the game, including machinima, chip-tunes, circuit bending, and other practices that use elements from games in sonic performances.