100SILEX, de 0 ŕ 100 s: experience
1517 THE MUTANT MACHINE Dynamic Analog Percussion Engine
MICROCONTROLLER FREE ANALOG PERCUSSION SYNTHESIS
unique Inverter Core oscillators form the MEMBRANE. Each analog oscillator has three waveforms to select from
capable of synthesizing everything from heavy-hitting bassdrums to classic 909-style snares and other complex timbres
modular design gives the Machine many auxiliary purposes, great for modular sound design of many varieties, and not just percussion
the SNAPPY section is comprised of a voltage controlled noise oscillator, for modelling the noisy part of drum timbres
both MEMBRANE and SNAPPY elements have an external input for replacing the built-in sound sources, opening up many avenues of possibility
13 control voltage and audio inputs, for a fully modular drum experience
7 audio and CV/gate outputs for maximum integration with other modules
dedicated outputs for each WAVE and NOISE oscillator mean you can use the Machine as a complex VCO in your system, when not synthesizing percussion
WAVEFORM SCANNING FEATURE GENERATES COMPLEX TIMBRES
the MEMBRANEâ€™s waveforms can be scanned through automatically by the wavescannerâ€™s voltage controlled clock generator, or an external clock or VCO can be used
SCAN FREQ CV forms a unique form of timbre control, making the Machine act like a complex oscillator at its WAVES output
the ENABLE input allows you to gate the wavescanner on and off with a CV or gate signal
ARCHITECTURE OF THE MACHINE
The Mutant Machine is a dynamic analog instrument capable of generating a wide palette of sounds, ranging from various forms of analog percussion to complex drones and oscillations. To achieve this, the Machine features two synthesis sections which are summed together at the final output: MEMBRANE and SNAPPY. Like the other Mutant Drums, the MEMBRANE and SNAPPY circuits began their mutation as classic analog percussion techniques and have been reimagined for 21st century modular synthesis.
The MEMBRANE forms the main body of the sound by way of two analog VCOs, and the SNAPPY section further adds to the timbre by contributing noisy elements to the mix. A noisy CLICK which occurs at the beginning of the SNAPPY sound can have its volume adjusted independent of the main decaying SNAPPY texture.
The waveforms which make up the MEMBRANE can be selected manually by button press, or the WAVESCANNER can be used to automatically scan through the available analog waveforms. By modulating the frequency through which waves are scanned, unique, complex sounds are created.
Experimentation is encouraged by the many modulation inputs and outputs available to you. The Machine features 8 CV and gate inputs for modulation as well as two external audio inputs, for bringing other modules into the Machineâ€™s core. There are many audio outputs for maximum versatility, allowing you to use the Machine to create drones and alien timbres for use elsewhere in the modular analog system.
1411 Homelab - server at home
1321 Derivative TouchDesigner 077
TouchDesigner is a visual development platform that equips you with the tools you need to create stunning realtime projects and rich user experiences.
real-time animation, realtime animation, realtime 3D, visual synthesis, real time synthesizer, 3D visualizer sequencer,music visual syncronization, live performance, interactive artworks, art,media artist, media art, MIDI, animation, VJ, DJ, visual jockey, video jockey, interactive music video.
1256 Sony | Vintage Electronics Have Soul â€“ The Pocket Calculator Show Website
We owe much gratitude to Sony, for they were responsible for making the personal stereo cassette player a reality. For over 25 years, Sony has been bringing a personal, portable stereo music experience to our earsâ€“creativity and innovation have continued to make Walkman a useful product to everyone. Walkman has reached pop icon status and become a symbol of youth, individuality and freedom. In 1979 Sony warned, â€śRemember the name: Walkman.â€ť How could we forget?
1164 Liz Lang at The MAP
A cathartic experience. As a composer, musical sound designer, and performer my lifelong passion/goal is to give listeners exactly that. Through works that evoke a sense of mood, mystery, and otherworldliness.
To achieve this, in a given composition I make a landscape of voice and/or instrumentation layered with heavily morphed samples and altered field recordings. The juxtaposition of familiar with supra-familiar gives the listener the experience of melody/harmony as a guiding light while giving voice to sonic geography of forms and energies unable to exist naturally in our matter-based world.
Bel canto voice training, impressionist and futurist composers, glitch and industrial/ambient genres all figure into what comprises my influences.
My professional experience includes composing, musical sound design, scoring, recording foley and dialogue, and creating sound effects for independent film. My work also appears on a number of collaborations on CD and vinyl currently floating around the globe, with works-in-progress slated for near-future release.
1060 Fukushima Robot Operator Writes Tell-All Blog
An anonymous worker at Japan's Fukushima Dai-ichi nuclear power plant has written dozens of blog posts describing his experience as a lead robot operator at the crippled facility
radiation, robot, fukushima robot blog, radioactive, nuclear, fukushima robot diaries, japan tsunami, robot operator, japan, japan nuclear emergency, japan earthquake, fukushima dai-1, warrior, robot operator blog, disaster robots, fukushima daiichi, irobot, packbot, nuclear accident, fukushima, fukushima robots, fukushima dai-ichi, nuclear disaster, robots, robotics, japanese robots, robot diary, radioactivity, robot diaries
1053 Fukushima Robot Operator Writes Tell-All Blog
An anonymous worker at Japan's Fukushima Dai-ichi nuclear power plant has written dozens of blog posts describing his experience as a lead robot operator at the crippled facility
fukushima daiichi, radioactive, nuclear disaster, robots, robot, nuclear accident, fukushima robots, japanese robots, japan, packbot, fukushima dai-ichi, irobot, fukushima, robotics, japan tsunami, fukushima dai-1, robot operator, japan nuclear emergency, disaster robots, robot operator blog, radiation, fukushima robot diaries, japan earthquake, warrior, radioactivity, nuclear
967 Anarchestra: www.anarchestra.net
Anarchestra is a group of exerimental musical instruments and the people who play them. The instruments, built by Alex Ferris, are predominantly steel with a few adapted parts, such as tuning machines and mouthpieces. The instruments were built to encourage non-musicians to explore the making of sound, to allow experienced musicians to make sound unconstricted by their technical habits and preconceptions, and to provide an alternative vocabulary of musical sounds.
Musical Instrument Construction,Musical Instrument Design,Experimental Musical Instruments,Experimental Music,New Music,New Musical Instruments,Avant-Garde Music,Improvisation,Collective Improvisation,Free Jazz,Anarchist Music,Anarchist composition,Anarchist Aesthetics,Aesthetics of music,Music theory,Alternative Music,Alternative Tuning,Steel Musical Instruments,Welded Musical Instruments,Punk,Noise,Noyz,21st century music,post-modern music
704 What Is User Experience Design? Overview, Tools And Resources - Smashing Magazine
Websites and Web applications have become progressively more complex as our industryâ€™s technologies and methodologies advance. What used to be a one-way static medium has evolved into a very rich and interactive experience.
But regardless of how much has changed in the production process, a websiteâ€™s success still hinges on just one thing: how users perceive it. â€śDoes this website give me value? Is it easy to use? Is it pleasant to use?â€ť These are the questions that run through the minds of visitors as they interact with our products, and they form the basis of their decisions on whether to become regular users.
User experience design is all about striving to make them answer â€śYesâ€ť to all of those questions. This guide aims to familiarize you with the professional discipline of UX design in the context of Web-based systems such as websites and applications.
[Offtopic: by the way, did you know that we are publishing a Smashing eBook Series? The brand new eBook #3 is Mastering Photoshop For Web Design, written by our Photoshop-expert Thomas Giannattasio.]
701 How To Convince The Client That Your Design Is Perfect - Smashing Magazine
As designers who deal with clients, we all have to face one situation, no matter how difficult and uncomfortable, and that is guiding the client to accept that your design is perfect. Now, you already have the project, so this is not a matter of convincing them to pick you for the job. This is about getting them to see that your design satisfies their requirements and contains everything they want. We all have to take on this role of virtual tour guide and lead them through the projectâ€™s twists and turns, ensuring that the best interests of the client and website are served.
We have to be the lighthouse, guiding the clients to shore. (Image credit)
In the end, the final decision falls to the client, but there are times â€” and most of us have experienced them â€” when the clientâ€™s lack of expertise in the field affect the quality of the design. In such times, we have a responsibility to do everything in our power to convince the client that the design is perfect as it is, and that any further alteration would impair the websiteâ€™s ability to communicate everything it needs to. This confrontation is not welcome by either party, but it is certainly necessary.
Many designers want to avoid conflict and, as a result, cave to their clients at the slightest sign of disagreement, rather than spend time trying to convince them that they stand on the right side of the design decision. This is often a mistake and does not serve the design, which should be the paramount consideration. We owe it to our creative work to argue for whatever serves the design beyond all else, even though the client is footing the bill. We may end up having to give in to the client, but at least we tried.
Below is an overview of some tips and techniques you can employ when you find yourself butting heads with a client. These approaches might work individually or in combination, but they all at least offer a launching point to help you put your best foot forward and lead the client exactly where they need to go.
621 Patternry | User Interface Design Patterns for Ideas and Inspiration
Patternry, previously known as The UI Pattern Factory, is a resource for everyone who needs to design or develop user interfaces. It is a collection of Web design patterns, best practices, which helps you to find inspiration and design interfaces with great user experience. It is also a user interface gallery full of real world examples of our patterns.
design patterns, ui design, user interface, design, interaction patterns, user experience, usability, pattern library, best practices, design inspiration
575 SymKatÂ» SymKat | SSH: Tips And Tricks You Need
The most-used SSH client remains OpenSSH's ssh. Read on to find Tips and Tricks to make your experience even better!
563 Top 20 Sites To Improve Your Twitter Experience
We compiled a list of the top 20 third-party websites for making your Twitter experience more useful and easier to manage.
twitter, hootsuite, brizzly, seesmic, polldaddy, klout, twitpic, list, wefollow, yfrog,Channels,Lists,Productivity Lists,Social Media Lists,Twitter Lists,Web Apps,features,mashable,social media
509 A List Apart: Articles: Supersize that Background, Please!
With an advertising world keen to use every inch of a medium for brand or product experience, it is becoming increasingly popular to design websites with full-browser backgrounds. Using CSS, this can be achieved quite easily. Just drop a huge background image in a page with one line of code (Line wraps marked Â» â€”Ed.):
background: #000 url(myBackground_1280x960.jpg) Â»
center center fixed no-repeat;
484 Why did so many successful entrepreneurs and startups come out of PayPal? Answered by Insiders
Why did so many successful entrepreneurs and startups come out of PayPal? I long have been fascinated by the extraordinary achievement from the ex-Paypal team and wonder about the reasons behind their success. In the past, mass media tried to answer this question several times but still couldnâ€™t give us a clear answer.
I once asked David Sacks the same question during an event in Los Angeles. He told me the secret is that Paypal has built a â€śscrappyâ€ť culture. No matter what problems they faced, they would find a way to solve them. I kind of got the idea, but was still confused about the execution details.
So when I saw some of the past Paypal employees answering this question on Quora, I was super excited! After all, they should be the only ones who can tell people the inside stories.
Below are some highlights of their answers. *If you want to check out the sources or leave your comments, please go to here and here.
On Talent Management
â€śPeter and Max assembled an unusual critical mass of entrepreneurial talent, primarily due to their ability to recognize young people with extraordinary ability (the median age of *execs* on the S1 filing was 30). But the poor economy allowed us to close an abnormal number of offers, as virtually nobody other than eBay and (in part) google was hiring in 2000-02.â€ť (by Keith Rabois, former Executive Vice President of Paypal)
â€śExtreme Focus (driven by Peter): Peter required that everyone be tasked with exactly one priority. He would refuse to discuss virtually anything else with you except what was currently assigned as your #1 initiative. Even our annual review forms in 2001 required each employee to identify their single most valuable contribution to the company.â€ť (by Keith Rabois, former Executive Vice President of Paypal)
â€śDedication to individual accomplishment: Teams were almost considered socialist institutions. Most great innovations at PayPal were driven by one person who then conscripted others to support, adopt, implement the new idea. If you identified the 8-12 most critical innovations at PayPal (or perhaps even the most important 25), almost every one had a single person inspire it (and often it drive it to implementation). As a result, David enforced an anti-meeting culture where any meeting that included more than 3-4 people was deemed suspect and subject to immediate adjournment if he gauged it inefficient. Our annual review forms in 2002 included a direction to rate the employee on â€śavoids imposing on othersâ€™ time, e.g. scheduling unnecessary meetings.â€ť (by Keith Rabois, former Executive Vice President of Paypal)
â€śRefusal to accept constraints, external or internal:We were expected to pursue our #1 priority with extreme dispatch (NOW) and vigor. To borrow an apt phrase, employees were expected to â€ścome to work every day willing to be fired, to circumvent any order aimed at stopping your dream.â€ť Jeremy Stoppelman has relayed elsewhere the story about an email he sent around criticizing management that he expected to get him fired and instead got him promoted. Peter did not accept no for answer: If you couldnâ€™t solve the problem, someone else would be soon assigned to do it.â€ť (by Keith Rabois, former Executive Vice President of Paypal)
â€śDriven problem solvers: PayPal had a strong bias toward hiring (and promoting / encouraging, as Keith mentions) smart, driven problem solvers, rather than subject matter experts. Very few of the top performers at the company had any prior experience with payments, and many of the best employees had little or no prior background building Internet products. I worked on the fraud analytics team at PayPal, and most of our best people had never before done anything related to fraud detection. If heâ€™d approached things â€śtraditionallyâ€ť, Max would have gone out and hired people who had been building logistic regression models for banks for 20 years but never innovated, and fraud losses would likely have swallowed the company.â€ť (by Mike Greenfield, former Sr. Fraud R&D Scientist of Paypal)
â€śSelf-sufficiency â€“ individuals and small teams were given fairly complex objectives and expected to figure out how to achieve them on their own. If you needed to integrate with an outside vendor, you picked up the phone yourself and called; you didnâ€™t wait for a BD person to become available. You did (the first version of) mockups and wireframes yourself; you didnâ€™t wait for a designer to become available. You wrote (the first draft of) site copy yourself; you didnâ€™t wait for a content writer.â€ť (by Yee Lee, former Product & BU GM of Paypal)
On Culture & Ideology
â€śExtreme bias towards action â€“ early PayPal was simply a really *productive* workplace. This was partly driven by the culture of self-sufficiency. PayPal is and was, after all, a web service; and the company managed to ship prodigious amounts of relatively high-quality web software for a lot of years in a row early on. Yes, we had the usual politics between functional groups, but either individual heroes or small, high-trust teams more often than not found ways to deliver projects on-time.â€ť (by Yee Lee, former Product & BU GM of Paypal)
â€śWillingness to try â€“ even in a data-driven culture, youâ€™ll always run in to folks who either donâ€™t believe you have collected the right supporting data for a given decision or who just arenâ€™t comfortable when data contradicts their gut feeling. In many companies, those individuals would be the death of decision-making. At PayPal, I felt like you could almost always get someone to give it a *try* and then let performance data tell us whether to maintain the decision or rollback.â€ť (by Yee Lee, former Product & BU GM of Paypal)
â€śData-driven decision making â€“ PayPal was filled with smart, opinionated people who were often at logger-heads. The way to win arguments was to bring data to bear. So you never started a sentence like this â€śI feel like itâ€™s a problem that our users canâ€™t do Xâ€ť, instead youâ€™d do your homework first and then come to the table with â€ś35% of our [insert some key metric here] are caused by the lack of X functionalityâ€¦â€ť (by Yee Lee, former Product & BU GM of Paypal)
â€śRadical transparency on metrics: All employees were expected to be facile with the metrics driving the business. Otherwise, how could one expect each employee to make rational calculations and decisions on their own every day? To enforce this norm, almost every all-hands meeting consisted of distributing a printed Excel spreadsheet to the assembled masses and Peter conducting a line by line review of our performance (this is only a modest exaggeration).â€ť (by Keith Rabois, former Executive Vice President of Paypal)
â€śVigorous debate, often via email: Almost every important issue had champions and critics. These were normally resolved not by official edict but by a vigorous debate that could be very intense. Being able to articulate and defend a strategy or product in a succinct, compelling manner with empirical analysis and withstand a withering critique was a key attribute of almost every key contributor. I still recall the trepidation I confronted when I was informed that I needed to defend the feasibility of my favorite â€śbabyâ€ť to Max for the first time.â€ť (by Keith Rabois, former Executive Vice President of Paypal)
â€śExtreme Pressure â€“ PayPal was a very difficult business with many major issues to solve. We were able to see our colleagues work under extreme pressure and hence we learned who we could rely on and trust.â€ť (by Keith Rabois, former Executive Vice President of Paypal)
423 MACBETH STUDIO SYSTEMS
Welcome to MacBeth Synthesizers!
LATEST NEWS: 20/07/09 please scroll down for infoOver the last year and half or so, more products have been developed. Work has gone into the design of a new modular
synthesizer system shared by two formats- the 3U format and the 5U format. The designs are relatively new but still
retain the inherant qualities of the M3X, M5 and M5N synthesizers. The system is called the X-Series Modular Synthesizer
after the popular M3X and its protĂ©gĂ© keyboard synthesizer the X-Factor. This fully analogue keyboard is still under
serious development and there will be more information to follow on that one.
As a refreshing change from making the large scale semi modular M5 and M5N, I am now delving into the production of
smaller, free for all systems that will probably grow large! I'm taking into it all my experience of designing both large and
small analogue synthesizers as well as a few new ideas too. Please take the time to look around this website. In each
catagory there is product information, sounds, tracks and links to other related media on the internet.
Currently the 3U X-Series Dual Oscillator and 'Backend' Filter Combo are in production. I expect delivery of the
Dual Oscillator within the next two weeks- shortly after that the 'Backend' Filter Combo will roll out of production.
Please contact any of the Distributers listed to get your modules.
I intend to produce a short run of the 5U modules soon, so once again- stay tuned for that...
...anyway! I have uploaded quite a few demo sounds on here- maybe not to everyones taste- but at least they make
you think of what these modules could do in the right hands, i.e. you!
- after all- I'm an engineer, not a muscian as such!...Well you decide!
All MacBeth Products are built to exacting standards- from materials selection to the physical build.
The PCBs and Sheet Metalwork are fabricated by Zot Engineering from Musselburgh, Scotland http://www.zot.co.uk
and final assembly is performed by Diatron Assembly Systems from Norwich, England http://www.diatron.co.uk
Both companies also manufacture equipment for the medical, military and aerospace sectors of industrial engineering
135 all - dj accessories - Turntablelab.com
we started the Lab in 1998, our first year out of college.
Turntable Lab was established in 1998 by Anthony Cattarina, Jasper Goggins, and Peter Hahn. The trio formed the idea for the Lab based on numerous negative experiences at stores that sold dj equipment: both big musical instrument chains and shady Canal Street stereo stores. Turned off by haggling, uninformed salesmen, and questionable product, Turntable Lab built its business on fair pricing, informed reviews, and a well researched selection of â€śLab approvedâ€ť items. Most of the Lab's employees are working djs / producers / musicians, which helps to ensure this high standard.
The business model was an immediate success, establishing rapid growth and a dedicated customer base. Turntable Lab soon applied their business model to other areas including recorded music, production equipment, clothing, and books. Each expansion has been met with success, and today Turntable Lab is a recognized tastemaker in all those areas.
To bring the Turntable Lab experience directly to consumers, Turntable Lab opened its first retail location in 2001. In December of 2005, Turntable opened its flagship store in Hollywood, California. Currently the Turntable Lab headquarters is located in Brooklyn, New York.
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