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TECH2

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Geoffrey Morrison Posted: Jul 13, 2012 0 comments

Never in the history of humankind has there been such a gathering of nerds, dweebs, freaks, geeks, dinks, dorks, techies, trekkies, wookiees, weirdos, waldos, and wonks like the event that is Comic-Con.

Clearly, these were my people.

Shockingly, this was my first time attending. Shockinglier, it will be my last.

Filed under
Geoffrey Morrison Posted: Jun 25, 2013 0 comments

Most video games, especially the big-name, high-budget ones, are created by a huge team of people. Some are in charge of how the game plays, others design the levels, others still do the sound.

Before the nuts and bytes get tightened, most games start with an idea. To give the entire team a visual representation of what the "look" of the game is going to be, most companies hire a concept artist, just like movies do.

This concept art can give the game a direction, but on their own, they can be fascinating visual adventures in their own right. Here's some brilliant art from some recent games, and some info on the incredibly talented artists behind them.

Filed under
Brent Butterworth Posted: Feb 15, 2012 0 comments

One of the best weekends of my life involved a train trip to visit a new, out-of-state girlfriend. I barely remember my time with her, but I vividly remember what I read on the way: Vance Dickason’s Loudspeaker Design Cookbook.

Filed under
Geoffrey Morrison Posted: Feb 14, 2013 0 comments

I played the first Dead Space because I had to. It was one of my first game reviews for ­S+V. It was inconsistent, regularly annoying, but fairly enjoyable. The sequel was a better game overall, but lacking some of the first game's raw scariness.

The universe, story, and concept were sound enough that I was actually looking forward to DS3.

Here's what I found.

Filed under
Brent Butterworth Posted: Jul 11, 2011 0 comments

We’ve received a few inquiries from readers about a music track I’ve mentioned in recent subwoofer reviews. Considering that I’ve described the piece in question as having “the most intense low bass I’ve ever heard,” this interest isn’t surprising.

Filed under
Brent Butterworth Posted: Nov 30, 2011 0 comments

As I was going through some old trade show photos earlier this week, it dawned on me that a lot of the products I’d photographed and subsequently reviewed turned out to be quite different from what I’d been led to expect by the demo. Sometimes products that sounded amazing at a show didn’t sound so great when I actually got a real production sample into my home.

Filed under
Brent Butterworth Posted: May 30, 2012 0 comments

Denon’s been to headphones what the Rolling Stones have been to rock: Both enjoy an unassailable reputation even though they haven’t done anything significant for a long time. I’m betting the Stones stick to that plan, but as of yesterday, Denon’s back in play with a new line of 11 headphones — plus a couple of cool new AirPlay/DLNA speakers, too.

Filed under
Brent Butterworth Posted: Oct 31, 2012 0 comments

At the Rocky Mountain Audio Fest in Denver earlier this month, I must have visited at least 100 demo rooms and booths. But DEQX impressed me more than any of the scores of headphones, speakers, and electronics I heard.

Filed under
Brent Butterworth Posted: Nov 28, 2011 0 comments

We tend to think of speakers as devices that blast sound at us. But they actually blast sound in every direction, and that's a good thing. In fact, if they don't blast sound in every direction, it can be a problem.

A speaker's characteristic sound projection pattern, broad or narrow, is referred to as "dispersion."

Filed under
Brent Butterworth Posted: Aug 01, 2011 0 comments

We all know what distortion sounds like. We've heard it in heavy metal tunes, cheap iPod docks and the crummy speakers at Taco Bell drive-thrus. And we've all read distortion specs on things like receivers and subwoofers. But other than a general understanding that distortion isn't something we want in home audio gear, most people really don't know what it is.

Filed under
Brent Butterworth Posted: Jun 13, 2012 0 comments

If what I heard today is any indication, Kodak’s decline may be Hollywood’s gain. When Kodak dropped the naming rights to the famous theater used to host the Academy Awards, Dolby picked them up — and gave the theater a first-class technical makeover.

Filed under
Geoffrey Morrison Posted: Jul 20, 2012 0 comments

Something's in the air - it must be time for some summer reading. Earlier this week we told you about the new edition of the Rotel Ultimate Guide to High Performance Home TheaterAnd a reader recently asked me what books he should read to learn more about audio and video. I am unabashedly stealing this idea for an article.

After all, we all learned this stuff somewhere.

From entry level to advanced, here's a list of many things for the book learnin'.

Filed under
Brent Butterworth Posted: Jul 18, 2012 0 comments

Whenever I drive the stretch of I-5 between Seattle and Vancouver, BC, I feel like Luke Skywalker sensing a powerful presence nearby. That’s because I know that just north of Seattle lives one of the true legends of the audio industry: Bob Carver, founder of Phase Linear, Carver Corporation, and Sunfire, and the pioneer of numerous audio technologies during his four-plus decades in the industry.

Filed under
Lauren Dragan Posted: Nov 14, 2013 0 comments
A few headphone manufacturers are challenging the status-quo and showing us there is another way to approach technology. Five "good karma" cans made with sustainable, recycled materials.
Filed under
Geoffrey Morrison Posted: Dec 30, 2011 0 comments

In the grand scheme of things, there’s no such thing as a “new year.” Nor are there “weeks” or “months” really. I know these are just convenient constructs for the human mind to wrap around something complex and inexorable like “time.”

Yet even knowing this, I can’t help but get a little nostalgic this time of year. The idea of one thing ending and another thing beginning brings to mind, well, this one thing ending and this other thing beginning, but in a nostalgic way.

I speak, as I so often do, of Star Wars.

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