1990-2005 Cycling 74/IRCAM
Friday, 21 November 2008
CC2 Major Assignment
1990-2005 Cycling 74/IRCAM
Thursday, 16 October 2008
CC2 Week 8 MIDI & MSP
Haines, Christian. 2008. “CC2 – Creative Computing Semester 2.” Seminars presented at the University of Adelaide.
1990-2005 Cycling 74/IRCAM
Wednesday, 15 October 2008
Forum Week 9
Whittington, Steven. 2008. “Forum.” Seminar presented at the University of Adelaide, 9th October.
Tuesday, 30 September 2008
AA2 Game Sound week 7
The sound effects need to bring a sense of reality to the game bringing the on screen images ‘alive’. To a certain degree, they must match our own physical reality to make a player connect to it. The vehicle and creature movements can be a bit imaginative in their sounds but the explosions themselves should remain modest in imaginative sound design to give the player something sonically recognisable.
Edward: (sound designer VO)
Doug: (composer):
Sanad: (sound designer FX):
Freddie: (sound engineer Effects and Mixing - Team Leader)
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Haines, Christian. 2008. “AA2 –Game Audio.” Seminars presented at the University of Adelaide.
Sunday, 28 September 2008
AA2 Game Sound week 8
Haines, Christian. 2008. “AA2 –Game Audio. Asset Integration.” Seminars presented at the University of Adelaide.
“SuperTux” Bill Kendrick. Accessed 21st August 2008. <>
Thursday, 25 September 2008
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Haines, Christian. 2008. “CC2 – Creative Computing Semester 2.” Seminars presented at the University of Adelaide.
1990-2005 Cycling 74/IRCAM
Friday, 19 September 2008
Forum week 8
If something is being presented as their ‘favourite thing’ I would much like to hear about why it is their favourite thing. I am much more interested in hearing about what makes this particular thing appeal to the presenter than listening to a history lesson about this ‘thing’ or random tidbits and trivia. It would be much more entertaining to hear if this ‘favourite thing’ has inspired the presenter in some way directly or indirectly in their work or life. Most importantly, why is this a favourite thing of theirs? Was it life changing? How it influenced them. Did it change their career? Did it change musical choices, writing or listening? Simply stating that they like the sound of it, talking about some history and then pressing play and sitting back is a pretty easy way out if you ask me. Why could we not have focused on a few chapters only? We could have viewed those, perhaps one at a time, received a commentary on why this is significant and then possibly discussed them in more detail with the class.
Harris, David. 2008. “Forum.” Seminar presented at the University of Adelaide, 18th September
Sunday, 14 September 2008
Forum week 7
Bombings and a bit of boob wobbling? All on September 11? Again? It really seems of little point to merely repeat here what was presented in Forum or voice an opinion on each presentation with a couple of sentences so I shall explore a slight ‘trend’ that appears to be happening lately. Maybe it is just my imagination, but it appears the boundaries of humour have been tested in recent weeks. I just hope we are not stepping too close to the edge with what is perceived as humour. I guess as long as we all laugh together it is funny, if people are offended or the class goes silent it is not.
Quoting good old Wikipedia (which may be humourous in itself), humour occurs when:
1. An alternative (or surprising) shift in perception or answer is given that still shows relevance and can explain a situation.
2. Sudden relief occurs from a tense situation. "Humourific" as formerly applied in comedy referred to the interpretation of the sublime and the ridiculous, a relation also known as as bathos. In this context, humour is often a subjective experience as it depends on a special mood or perspective from its audience to be effective.
3. Two ideas or things are juxtaposed that are very distant in meaning emotionally or conceptually, that is, having a significant incongruity.
4. We laugh at something that points out another's errors, lack of intelligence, or unfortunate circumstances; granting a sense of superiority.
Well there you have it. People can do with that as they see fit.
Anyway (and not intended to be related to the above paragraphs but it will appear to be so)…this appears to be evidence that Sanad should have perhaps played this composition in last weeks Forum instead of what he then improvised. This piece seems to have gotten a lot more emotional response. :)
Whittington, Steven. 2008. “Forum.” Seminar presented at the University of Adelaide, 11th September.
CC2 Week 6 Sampling 1
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MSP
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Haines, Christian. 2008. “CC2 – Creative Computing Semester 2.” Seminars presented at the University of Adelaide.
1990-2005 Cycling 74/IRCAM
Monday, 8 September 2008
AA2 Game Sound week 6
I have used three separate texture sounds of walking on various substances (wood, metal and swamp). I assume from the readings that these will all operate under the same global volume settings and will be triggered by the programming code as to what surface is being walked on and at what speed. This is about my understanding of this, and I know it is not very much. What a shame I am not a mathematical genius also. To be honest there are far too many letters and numbers floating about in our classes this semester for my peanut to take in. Give me lateral over logic anyday. So…when are we moving from programming and going back to sound and music again?
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MP3
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Haines, Christian. 2008. “AA2 –Game Audio. FMOD.” Seminars presented at the University of Adelaide.
FMOD, 2007, 2006,
Friday, 5 September 2008
Forum Week 6
The third year students will probably recall my presentation last year on so called formulas in music and generating particular emotional responses with sound. Since psychoacoustics is already an area of interest to me I found this forum very enjoyable.
It is my understanding that the Indian emotions are to trigger a direct emotional response in the audience and not simply to project an aural cliché* of this emotion, therefore I made a conscious decision to not simply play musical sounds or manipulated sound effects. I wanted my audio choice to be a single subject with many possible interpretations based on timbre, pitch, frequency and generally on how it made me physically respond. I wanted the sound to be organic so as to relate to humans more. I considered various animal noises, and then realised what the creature was that spurs the most emotional response from other human beings on the planet. Babies.
Instead of repeating what I said at forum, I will move on at this point. It would appear that to get a ‘true’ emotional response from a sound and not a mere cliched memory of a sound, one would need to be in a Theta state. In other words, you would not need to think about it. It would just happen. You have suddenly gotten goosebumps while hearing something for example. Quite often during todays presentation we needed to do a lot of thinking or simply guess as to what emotion the sound was representing. This is sending us up into Beta states. So does that mean a piece of the puzzle of emotional response in sound lies somewhere around 5 to 8Hz? So emotion in sound is based on sub frequencies? Possibly, but I am only speculating. If there is a way to identify what makes us respond a particular way to certain sounds, could it be extracted and included in non cliched 'off the wall' music to create the same intended emotional response as the cliched music? One thing I forsee in a future such as this is that music would lose all melody and harmony. Would this be a good thing for music? Perhaps deep down we all like the cliches and familiarities in music and would not want it any other way.
bhayanaka (fear/terror)
Whittington, Steven. 2008. “Forum.” Seminar presented at the University of Adelaide, 4th September.
* Edward Kelly had stated that we [the public] had grown used to Hollywood’s cliched use of the same chord progressions and sounds to express a particular emotion.
CC2 Week 5 Synthesis 2
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Patch
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Haines, Christian. 2008. “CC2 – Creative Computing Semester 2.” Seminars presented at the University of Adelaide.
1990-2005 Cycling 74/IRCAM
Monday, 1 September 2008
Forum Week 5
What the!? Negativland is a group that rebels against corporate America and its social and political influences (or simply because they feel like being a pain to a particular celebrity on any given day) by taking videos, music or advertisements owned by these corporations and editing them to reflect Nativland’s own personal and/or political views instead? What the!? Who’s trying to brainwash who? Pfft. Honestly, if a satirical approach on copyright protected works is what they were simply trying to accomplish I think they missed the mark as artists such as Weird Al Yankovich has satirical pieces with just a tad more humour. And I do mean just a tad. I think Nativland has no point at all much like films such as Flying High but I guess I could find people ready to queue up and tell me all about the cinematic genius of films such as these. I am certainly not offended by them, I simply do not find them amusing. I guess I am hard to please.
Whittington, Steven. 2008. “Forum.” Seminar presented at the University of Adelaide, 28th August.
AA2 Game Sound week 5 Audio Engine Overview
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Haines, Christian. 2008. “AA2 –Game Audio. FMOD.” Seminars presented at the University of Adelaide.
[1] “Overview and Workflow Philosophy” Chapter 2: Getting Started. Creative 2007, FMOD DESIGNER:
USER MANUAL, page 19, Creative Labs, 2007,
FMOD, 2007, 2006,
Thursday, 28 August 2008
sideband art
Wednesday, 27 August 2008
CC2 Week 4
I don't know if this is any good. It may be too simple. I think I understand the concept, but I am not confident. Making the patch seems difficult but I seem to be able to see how to modify it after the fact. What I was thinking of doing was adding an audio in and split it into the poly to create a reverb. I assume delays could be set between each function window, say 5 ms, to determine space. This could also be manually adjusted with a single knob connected to a series of multipliers between each function essentially making a logarithmic decay. I would assume there would need to be at least 500 function windows at least to make this work half decently. One thing I could not do was bang a list directly into the function to act as presets.
1990-2005 Cycling 74/IRCAM
Tuesday, 26 August 2008
Forum Week 4
Hasya appears to be about laughter but separated from forced laughter that simply becomes sarcastic. An inner joy that cannot be self created such as a direct connection with God.
Adbhuta -“The key to wonder is to remain open-minded toward the miracle of life, which can be experienced in everything.”[1] Very cryptic as most of these spiritual cult leaders are.
Veera explains that apparently the desire for freedom and independence is an illusion as everything and everyone is interdependent. Eh? More religious phylosophical gobbledeegoop.
Loneliness in general is the main cause of karuna.
What has this got to do with sound? Nothing as far as I can tell so I will have to make my own interpretations of this as will everyone else. A copy of the Natya Shastra would be handy.
Whittington, Steven. 2008. “Forum. Composition Workshop” Seminar presented at the University of Adelaide, 21st August.
Harris, David. 2008. “Forum. Composition Workshop” Seminar presented at the University of Adelaide, 21st August.
[1] “9 Rasas: The Yoga of Nine Emotions” www.rasas.info. Accessed 25th August 2008. http://www.rasas.info/wonder_mystery_curiosity_ashtonishment_adbhuta_adbhut_rasa.htm
“Rasa (aesthetics)” Wikimedia Foundation Inc. Accessed 25th August 2008
http://en.wikipedia.org/wiki/Navarasa
“Natya Shastra” Wikimedia Foundation Inc. Accessed 25th August 2008. http://en.wikipedia.org/wiki/Natya_Shastra_of_Bharata
Monday, 25 August 2008
AA2 Game Sound week 4 Game Engine Overview
Game engine: SAGE (Strategy Action Game Engine) highly modified
Electronic Arts, June 14 2001.
Audio Engine: PATHFINDER is a proprietory audio engine of EA although I could not find evidence if it is used on C&C3 or not.
After hours of searching this is as much as I could find on this game for this weeks exercise. I am not sure why we are doing this anyway as a company would surely give this information in a brief. I believe we need to know how to do the work and the delivery requirement of the assets should be spelled out by the game developers. The capabilities and limitations of a particular audio engine is something that should be addressed right at the start by the sound designers. It is no different than us learning to record a band but ignoring the fact 192k SR will not work on CD or the recording was supposed to be done on vinyl. We need to know the final medium as early on as possible and not start Googling or looking in the library to find out what type of engine an employing company will use for any given game. Either way, I would be pretty confident that a company would state what the engine is in a brief so the sound designers can work within the particular parameters and requirements needed for the game.
“SAGE Engine” Wikipedia. Accessed 24th August 2008. http://en.wikipedia.org/wiki/SAGE_engine
“SAGE” Mod DB. Accessed 24th August 2008. http://www.moddb.com/engines/sage-strategy-action-game-engine
Haines, Christian. 2008. “AA2 – Game Audio Analysis.” Seminars presented at the University of Adelaide.
“Command & Conquer 3: Tiberium Wars” EA games, 2007.
AA2 Game Sound week 3 – Process and Planning
Electronic Arts, 2007
Without a direct audio folder to open, I could not examine the files directly. DirectX is used so I assume they are wave files. I am not sure of the meta data or file names the designers used so I applied my own based on obvious choices. It is probably not 44.1 audio either. Spoken dialogue is a large component of this game. There are many character classes. The main class is not an in game character but an emotionless voice (male or female depending on faction chosen: NOD or GDI) from the command centre telling the player certain things have been done or are being done. Each vehicle, soldier and device has its own characteristic sounds or dialogue. The ‘driver’ of a vehicle speaks different dialogue when commanded around the battlefield. I noticed in the “Almost too quiet”[1] article there is a column named ‘chance.’ I assume this is to show the programmers how often this sound is to be triggered as to which parameters are in effect in the game at that particular moment in time. The GDI faction has been chosen for this analysis.
[1] Lampert, Mark. 2006, IT’S QUIET … ALMOST TOO QUIET, Bethesda Softworks, 2006,
"Chapter 2 - Sound Database". Childs, G. W. 2006, Creating Music and Sound for
Games, Thomson Course Technology.
Haines, Christian. 2008. “AA2 – Game Audio Analysis.” Seminars presented at the University of Adelaide.
“Command & Conquer 3: Tiberium Wars” EA games, 2007.
Wednesday, 20 August 2008
CC2 Week 3 Polyphony and Instancing
Haines, Christian. 2008. “CC2 – Creative Computing Semester 2.” Seminars presented at the University of Adelaide.
1990-2005 Cycling 74/IRCAM
Monday, 18 August 2008
Forum Week 3
Whittington, Steven. 2008. “Forum: 1st Year Presentations” Seminar presented at the University of Adelaide, 14th August.
Friday, 8 August 2008
CC2 Week 2 Signal Switching & Routing
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MSP files
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Haines, Christian. 2008. “CC2 – Creative Computing Semester 2.” Seminars presented at the University of Adelaide.
1990-2005 Cycling 74/IRCAM
Forum Week 2
As stated in my earlier blog, the composer often invites the recollection of memories and imagery to influence our mindset for the enjoyment of a piece. Often such a piece is ambiguous with its lyrics or has none at all thus allowing the listener to interpret the story their own way. Sometimes the composer would prefer the program notes be a ‘guide’ to the setting and influence the memories recalled so as to directly place them inside that particular environment. This is often true where the composer has a distinct story to tell and would prefer the listener directly understand the composers meaning of the song. The composers story is told and understood, but at the same time memory recall is still in effect, but now the memories are guided and placed into the composers environment.
Harris, David. 2008. “Forum: My favourite things” Seminar presented at the University of Adelaide, 7th August.
AA2 Game Sound week 2 - Game Audio Analysis
Core Design 1996
Sony Playstation
Analysis of game in sequence.
SFX
Two differently pitched footstep sounds randomly alternating when walking. Always the same no matter the surface. Landing from a jump has a deeper sound, similar to dropping a large coat. Animal noises use volume changes to give a sense of distance. Levers sliding and doors opening use a grinding sound although utilising different pitches for each.
MUSIC
There are two distinct soundtracks. One comprised of ambient sounds using wind, synth tones, a reverberant gong and percussive noises creating an atmosphere of space and emptiness.
When opening a door or entering a secret area, brief string music starts giving the signal one is on the right track. Orchestrated music also starts when in danger or nearing the end of the level. These are the only times music is used. All other times the spacious, ambient track is used.
VO
Lara makes different grunting noises when hurt, climbing or jumping, although not made every time she jumps. There is also a vo of “aha” when she finds a secret area or item.
What was significant about 1993 in regards to video games? The arrival of the First Person Shooter and the dawn of multiplayer on-line gaming: Doom.
MP3
Haines, Christian. 2008. “AA2 – Game Audio Analysis.” Seminars presented at the University of Adelaide.
“Tomb Raider Lvl 1.” You Tube. Accessed 8th August, 2008. http://www.youtube.com/watch?v=3-cr_1UlW10&feature=related
“DOOM” You Tube. Accessed 6th August, 2008. http://www.youtube.com/watch?v=yr-lQZzevwA
Sunday, 3 August 2008
Forum Sem2 Week 1
Whittington, Steven. 2008. “Forum: Listening” Seminar presented at the University of Adelaide, 31st August.
“Types of Listening” AIR University. Accessed 1st August 2008. http://www.au.af.mil/au/awc/awcgate/kline-listen/b10ch4.htm
“Attentitive and Critical Listening: Description.” 1999, Strategic Communication. Accessed 1st August 2008. http://www.chass.ncsu.edu/ccstm/SCMH/morelisten.html
Saturday, 2 August 2008
CC2 week 1 Introduction to MSP
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Haines, Christian. 2008. “CC2 – Creative Computing Semester 2.” Seminars presented at the University of Adelaide.
1990-2005 Cycling 74/IRCAM
Monday, 14 July 2008
...and they all lived happily ever after
Friday, 27 June 2008
Semester 1 is DONE
Thursday, 26 June 2008
http://loudmandoug.blogspot.com/2008/06/cc-assesment-sem1-2008.html
Wednesday, 25 June 2008
AA2 Semester1 Major Assignment
Sunday, 22 June 2008
CC2 Sem1 Major Assignment
Warning: Operation of this Max patch may induce a trance like state.
MAX patch
Documentation
Haines, Christian. 2008. “CC2 – Creative Computing Semester 1.” Seminars presented at the University of Adelaide.
1990-2005 Cycling 74/IRCAM
Reason. 2008 Propellorhead Software
Wednesday, 11 June 2008
Forum Week 12
Oh wait! One more thing I stumbled upon. Are they serious?! This has to be right up there with knitting and origami on the list of worlds most useless courses.
Whittington, Steven. 2008. “Forum.” Seminar presented at the University of Adelaide, 5th June
Saturday, 31 May 2008
Forum Week 11
As for a greener University we could adopt this:
We should only wash half our face on Monday.
Perhaps even a ‘tits out’ Tuesday.
Smoke weed on Wednesday.
Eat only tofu on Thursday.
And wear flares and tiptoe through tulips on Friday.
On a final note is technology attractive, seductive and sexy as Steven pointed out? I guess it is.
Whittington, Steven. 2008. “Forum.” Seminar presented at the University of Adelaide, 29th May.
Harris, David. 2008. “Forum.” Seminar presented at the University of Adelaide, 29th May.
AA2 Week 11
With VU’s calibrated at –15 (RMS) I used EQ to bring out the vocals more and to add some air in the top end. I also used EQ to reduce the precussive sound from the acoustic guitar. Compression set at 4:1 was also used. The main thing I found was that when the second time “folly” is said, the sound goes dull then bright again. I don’t know if it had to do with mic technique or frequency masking in the mixdown. I am guessing it was the latter. The mix had a bit of out of phase content but nowhere near as troublesome as the next song.
Sanad’s song basically sounded better the minute I flipped one side out of phase, or in this particular case, back in phase. Again the VU was calibrated at –15, this time the song was off the scale with the VU completely pegged all the way through the song. Calibrated at –6 it still went over +1. This time the mastered version is actually quieter than the original, but at least now it should translate well on a variety of different stereo systems.
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Grice, David. 2008. “AA2 – Mixing.” Seminar presented at the University of Adelaide 27th May.
[1]Louth-Robbins, Tristan “Tragic.” 2007
[2]Sanad & Co. "The song with no Tech students." 2007
Digidesign. 1996-2007 Avid Technology, Inc All Rights Reserved.
Thursday, 22 May 2008
CC2 Week 10
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patch
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Haines, Christian. 2008. “CC2 – MIDI and Virtual Instrumentation.” Seminar presented at the University of Adelaide, 22nd May.
1990-2005 Cycling 74/IRCAM
AA2 Week 10
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before
after
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Grice, David. 2008. “AA2 – Mixing.” Seminar presented at the University of Adelaide 22nd May.
Kartinyeri, James. "Land Rights." Ruwini. Kruize Kontrol Entertainment, 2005.
Digidesign. 1996-2007 Avid Technology, Inc All Rights Reserved.
Tuesday, 20 May 2008
CC2 Week 9
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Haines, Christian. 2008. “CC2 – MIDI and Virtual Instrumentation.” Seminar presented at the University of Adelaide, 15th May.
1990-2005 Cycling 74/IRCAM
Reason. 2008 Propellorhead Software
Friday, 16 May 2008
Forum Week 9
Seb, get down to IP Australia and patent your Water-chimes. You are sitting on a gold mine.
Tomczak, Sebastian. “Masters Student Presentation.” Workshop presented at the University of Adelaide 15th of May 2008.
Thursday, 15 May 2008
AA2 Week 9 Mixing
I dug up an old drum recording I forgot I had from about five years ago. The first mix is simple level adjustments, panning and a bit of eg and compression on the kick. The second has eq and compression on all the tracks. The third has eq, compression, a 27ms delay on the snare to thicken it, the kick drum has a 58hz sine wave gated across it and finally some reverb added to the snare and overheads. The reverb has a quick decay with a 20ms predelay to try and steer clear of the 80’s sound. I am pleased that I can not only start to get better sounds, but can actually imagine a sound and create what I hear in my head.
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Mix1
Mix2
Mix3
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Grice, David. 2008. “AA2 – Mixing.” Seminar presented at the University of Adelaide 13th May.
Digidesign. 1996-2007 Avid Technology, Inc All Rights Reserved.
Thursday, 8 May 2008
CC2 Week 8
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Haines, Christian. 2008. “CC2 – MIDI and Virtual Instrumentation.” Seminar presented at the University of Adelaide, 8th May.
1990-2005 Cycling 74/IRCAM
Reason. 2008 Propellorhead Software
Forum Week 8
Dowdall, Peter. 2008. “Forum.” Seminar presented at the University of Adelaide, 8th May.
AA2 Week 8 Mixing
Mix1 has the guitars panned slightly off centre. Bass is placed to be subtle and add depth but not overbearing. The vocals has a telephone effect on it via eq.
Mix2 has reverb added to the guitars and the telephone effect removed.
Mix3 has an added delay of 68ms on the vocals. I also stuck a modulator effect on the rhythm guitar. A compressor was placed on the melodic guitar. I also automated the volume to duck at the word ‘sun’ to reduce sibilance. This needs to be fine tuned though.
With only four tracks I kept the differences subtle and ‘more real’ while sparing people any ridiculous panning effects or over the top automation. I felt keeping the emotion in the song would be more challenging and appropriate. I will most likely use these ideas in different places in the final song and thought I would practice making a real world mix.
Grice, David. 2008. “AA2 – Mixing.” Seminar presented at the University of Adelaide 8th May.
Digidesign. 1996-2007 Avid Technology, Inc All Rights Reserved.
Forum week 7
Whittington, Steven. 2008. “Forum.” Seminar presented at the University of Adelaide, 1st May.
Wednesday, 7 May 2008
CC2 week 7
Haines, Christian. 2008. “CC2 – Introduction to Max.” Seminar presented at the University of Adelaide, 1st May.
1990-2005 Cycling 74/IRCAM
Saturday, 3 May 2008
AA2 Week 7 Piano
Grice, David. 2008. “AA2 – Recording Guitar.” Seminar presented at the University of Adelaide 29th April.
Digidesign. 1996-2007 Avid Technology, Inc All Rights Reserved.
Stavrou, Michael. “Chapter 6. PNO Secrets.” In Mixing with your mind. Christopher Holder ed. Flux Research. 2003.
Saturday, 12 April 2008
CC2 Week 6
Forum Week 6
Whittington, Steven. 2008. “Forum.” Seminar presented at the University of Adelaide, 10th April.
Harris, David. 2008. “Forum.” Seminar presented at the University of Adelaide, 10th April.