Testing the effects of game music on cognition

For Jan Plass‘ class on research in games for learning, I’m working on an experiment testing the effects of game soundtracks on cognitive performance. The game in question is All You Can ET, developed by the NYU CREATE Lab. Here’s the music: https://soundcloud.com/ethanhein/all-you-can-et-soundtrack You’re hearing four versions of the basic 32-bar loop: fast major, fast minor, slow …

Meet the audio file formats

There are a lot of audio file formats. Here are the ones you encounter most commonly. Analog formats Recorded sound consists of fluctuations in electrical current coming off of a microphone or mixing desk. Before computers, you translated that current into tiny smooth wiggles in the shape of the groove cut into a vinyl record, or …

Deconstructing the bassline in Herbie Hancock’s “Chameleon”

See also an analysis of this tune’s amazing drum groove. If you have even a passing interest in funk, you will want to familiarize yourself with Herbie Hancock’s “Chameleon.” If you are preoccupied and dedicated to the preservation of the movement of the hips, then the bassline needs to be a cornerstone of your practice.

Measurement in games for learning research

Note-taking for Research on Games and Simulations with Jan Plass Kiili, K., &; Lainema, T. (2008). Foundation for Measuring Engagement in Educational Games. J of Interactive Learning Research, 19(3), 469–488. The authors’ purpose here is to assess flow in educational games, to “operationalize the dimensions of the flow experience.” A flow state involves deep concentration, …

Introduction to Research on Games and Simulations

Note-taking for Research on Games and Simulations with Jan Plass In this post I’m summarizing some writing about the foundations of research on games for learning. It’s a dry topic, so to enliven it I’ve included a bunch of screencaps from Mega Man 2. They have nothing to do with anything, but they look cool. Plass, …

Affordances and Constraints

Note-taking for User Experience Design with June Ahn Don Norman discusses affordances and constraints in The Design of Everyday Things, Chapter Four: Knowing What To Do. User experience design is easy in situations where there’s only one thing that the user can possibly do. But as the possibilities multiply, so do the challenges. We can deal with …

QWERTYBeats design documentation

QWERTYBeats is a proposed accessible, beginner-friendly rhythm performance tool with a basic built-in sampler. By simply holding down different combinations of keys on a standard computer keyboard, users can play complex syncopations and polyrhythms. If the app is synced to the tempo of a DAW or other music playback system, the user can easily perform good-sounding …

QWERTYBeats research

Writing assignment for Design For The Real World with Claire Kearney-Volpe and Diana Castro – research about a new rhythm interface for blind and low-vision novice musicians Definition I propose a new web-based accessible rhythm instrument called QWERTYBeats. Traditional instruments are highly accessible to blind and low-vision musicians. Electronic music production tools are not. I look at the history …

Visualizing hip-hop melodies

I’m continuing to gather materials for my upcoming ISMIR 2016 presentation on Why Hip-Hop Is Interesting. One of my big themes is the melodic content of rap. Emcees are deliberate in their use of pitch, whether they’re singing or rapping or some combination of the two. In the post, I’ll analyze segments of three great emcees’ flow. I made the …