Normally, after so long an absence from the blog-o-sphere, bloggers (I’ve observed) tend to write a paragraph or more of apologies and excuses. I’m not going to do that, other than to say my wife and I welcomed baby Alec into our home in late August. Since I tend to labor over my blog posts for so long anyway, this made posting untenable according to the following proof:
This is a simulated mathematical equation. The names and functions have been changed to protect the innocent.
in which P represents the magnitude of parenthood, multiplied by the challenges n of being brand new to the parenting. B is the sum of all baby activities (including crying time elapsed, pacifier coordinates, and urination vectors) and Ro represents all other responsibilities (including spikes in number of errands run; time elapsed in teaching, grading, and lesson preparation; GPD (gross professional development); and number of deaf ears upon which my church music reminder emails fell upon. Added to that is the time spent eating π. These operations result in blogging quotient b, which is less than time t available.
As you can see in the maths, my reasons are justified. As they say, the numbers don’t lie (which is why I used letters).
So today I’m phoning it in and posting a recording I made of my recent presentation at the second North American Conference on Video Game Music, which took place 17–18 January at Texas Christian University in Forth Worth. It’s on Bioshock Infinite again, but this time focusing on some of the original music composed for the game by Garry Schyman, and how reminiscent it is of works composed by Charles Ives. (A look through some of my older posts might suggest that I’m a die-heard Ives fanatic, which isn’t really true; it’s just that I’ve happened to write about him a few times in this venue.)
I recommend watching it at the highest resolution; otherwise the musical notation and some text will be almost impossible to read. Without further ado:
It’s finally done. After completing three different 20-minute voice overs, only one of which worked as it should; after seven attempts to save said voice overs in the presentation and export it, three as HTML presentations, four at mp4s; and after being driven to near madness with how some animation builds weren’t working, or my meticulous attention to timing was ignored, or older voiceovers leaked through the new one in the final export—I did what no sensible person would do—I turned to iMovie. I know, I know, but I was pushed to extreme measures.
If that seemed nonsensical, there’s a good reason. In a previous post, I indicated my intention to upload some sort of recording of my presentation to the North American Conference on Video Game Music in January. I’ve been working for over a fortnight on this frustrating little project that should have taken a day. It didn’t turned out as polished as I’d have liked, but at some point one has to simply wring one’s hands in exasperation and go drink a pot of tea. I realized that several pots ago, but continued to work on it. At any rate, it’s done, cobbled together from bits of gameplay video and presentation slides though it be. I hope it may be of some value.
The presentation can also be viewed, along with its abstract, here.
Publishing Academic Presentations Online
This is an excellent idea from the GradHacker blog over at insidehighered.com. As many a grad student knows, publishing options are limited, especially while working on a dissertation, so why not put the presentations you’ve had to make to good use by recording them and publish in them online. It’s a nice way to disseminate your research beyond the six people who came to your session during the conference—and it’s handy when applying for jobs to be able to refer potential employers to a web address where they can see the quality of your work.