Friday, March 6, 2020

Video Games, Ports (Interface Units), and Recording Studio's - by Moses


Video Games, Ports (Interface Units), Recording Studio’s, Technological Products and Technologies
  1. Abbey Road - recording studio
  2. Le Studio (Morin Heights) - recording studio
  3. Trident - recording studio
  4. Maclear - recording studio
  5. Cherry Beach - recording studio
  6. Metalworks - recording studio
  7. Bearsville - recording studio
  8. Studio 306 - recording studio
  9. Casablanca - post-production studio
  10. Deluxe - post-production studio
  11. Q107 – Skylab - recording studio
  12. Walt Disney Studio’s - recording studio and post-production studio
  13. Lucas Sound - post-production studio 
  14. Many unnamed Governments and Broadcasters - post-production studio
  15. AES/EBU - American and European Protocol
  16. SPDIF - Phillips (American) Protocol
  17. U.S.B - Universal Serial Bus 
  18. Optical – Crystal
  19. Fiber-Optics - wireless communications running through transponders
  20. VHF/UHF – Antenna
  21. M.I.D.I – Musical Instrument Digital Interface
  22. Turtle Beach (sound-card)
  23. Sonic Solutions (advent of DVD Authoring)
  24. Atari - video game software, arcade machines, video game consoles
  25. Williams - video game software and arcade machines
  26. Sega - video game software, arcade machines, and video game consoles
  27. Nintendo - video game software, arcade machines, and video game consoles
  28. Colecovision - video game software and video game consoles
  29. Intellivision - video game software and video game consoles
  30. Activision - video game software 
  31. C.I.S.C.O - Servers
  32. Apple - home and business computer solutions
  33. Olivetti - business computer solutions
  34. I.B.M – Internal Business Machines - home and business computer solutions
  35. Hewlett-Packard - home and business computer solutions
  36. Commodore - home computers
  37. Seagate Barracuda - multi-channel hard-drives (ie. 16 copper inductance channel-lines in one server)
  38. Tascam - 8-Track Digital Modules and 2 inch tape (tape consoles) + outboard gear
  39. Alesis - 8-Track Digital Modules and Monitors + outboard gear
  40. Yamaha - technological product manufacturer
  41. Akai - technological product manufacturer
  42. Sony - technological product manufacturer
  43. Canon - technological product manufacturer (including cameras)
  44. Maxell - cassette tape manufacturer
  45. TDK - cassette tape manufacturer
  46. Fuji Film - cassette tape manufacturer and technological product manufacturer (cameras) 
  47. Kurtzweil - synthesizer and keyboard manufacturer with sampling capability
  48. Korg - T1/T2/T3/T4 lines as well as other technological products including keyboards and synthesizers
  49. Hammond - electronic keyboards
  50. Moog - synthesizer/keyboard
  51. Oberheim - bass pedals and synthesizers
  52. Solid State Logic - mixing consoles and channel-lines and other technological goods
  53. Neve - mixing consoles and channel-lines
  54. Westar - mixing consoles and channel-lines
  55. Neotek - mixing consoles and channel-lines
  56. Studer - tape consoles and other technological products
  57. Marshall - amplifiers
  58. Fender - guitars and amplifiers
  59. Traynor - amplifiers
  60. Warwick - guitars and amplifiers
  61. Laney - amplifiers
  62. Yorkville - amplifiers
  63. Roland - amplifiers and other technological products
  64. Bryson - amplifiers and equalizers
  65. Harman Kardon - amplifiers and equalizers
  66. Nikko - tube amplifiers
  67. Gerrard - tube amplifiers and turn-tables
  68. Viking - Ham Radio with tube amplifiers
  69. Neumann - microphones
  70. Sennheiser - microphones and head phones
  71. Behringer - microphones and other technological products
  72. A.K.G - microphones and head phones
  73. Shure - microphones
  74. Realistic - technological products
  75. Technics - technological products
  76. Pioneer - technological products
  77. J.B.L / Altec Lansing - monitors and other technological products
  78. Tannoy - monitors
  79. Meyer - monitors
  80. Cerwin Vega - monitors
  81. Ground-lines - supported through physical cabling
  82. Bell Meridian - the first cellular telecommunications solution
  83. Cellular - premise of wireless signal reaching transponders to make the signal live 
  84. Satellite - supporting a wireless signal from one source                                                  
Video Games
  1. Zapper
  2. Galaga
  3. Space Invaders
  4. Galaxian
  5. Missile Command
  6. Donkey Kong
  7. Pac-Man
  8. Miss Pac-Man
  9. John Elway Football
  10. Tommy Lasorda Baseball
  11. Dragon’s Lair – Virtual Reality
  12. Frogger
  13. Qix
  14. Tempest
  15. Defender
  16. Centipede
  17. Teenage Mutant Ninja Turtles
  18. Super Mario Brothers
  19. Tetras
  20. Q-Bert
  21. Joust
  22. Track and Field
  23. Jungle King (a.k.a Jungle Hunt)
  24. Asteroids
  25. Star Wars
  26. Speed
  27. Grand Theft Auto
  28. Pitfalls
  29. The Body Synth–The human is the game or character/Muscles making visuals/music/Cyborg
  30. Labyrinth *
* - a wooden-like video game focusing on maneuvering a ball around a maze of holes
Dimensia and Polarization 
  1. Modals – Ionian (C), Dorian (D), Phrygian (E), Lydian (F), Mixolydian (G), Aeolian (A), Locrian (B)  – Set Scales
  2. Octaves – Thirds, Fifths, Sevenths within a particular Mode of one scale
  3. Scale to Scale – Major, Minor, Augmented Scales, and Diatonic Scales
  4. Chords - Major, Minor and Diminished
  5. Uni – Two Dimensional (linear)
  6. Bi – Two Dimensional with Common Frequency (linear)
  7. Tri - Three Dimensional (non-linear)
  8. Omni – Three Dimensional with a Common Frequency (non-linear)
  9. Quadraphonic – Surround Sound - front and back left and right (non-linear)
  10. Pentagon – Intelligence Gathering Techniques based on Roman Times
  11. Hexagon – Star
  12. Septagon – Million
  13. Octagon – 8th Dimension
  14. Tetragon – Dan or Highest level in Martial Arts
  15. Decigon -  Highest/Billion
  16. Uni-directional –  Taking in at/from one direction (linear)
  17. Bi-directional -  Taking in from two directions at once (linear)
  18. Omni-directional – Taking in from all directions at once (non-linear)
  19. Cardioid – Heart shaped envelope (non-linear)
  20. Hyper-Cardioid – Heart shape (with a Penis) for greater sensitivity (non-linear)
 Video Games - Legend
     1.  Start of Game - Life
       2.  Game Over – Death and Desensitization
       3.  High Score – Material 
       4. Increased Speed – Levels  
       5. % of hits – Success Rate  
       6. Virtual Reality – Identifying with the characters
       7. Memory – The players’ imagination and talent
       8. Discovering Hidden Screens – Conquest
       9. Confidence - Ability 
     10. Legend - Final Analysis 

Repercussions
      In the 1970’s when Video Games were introduced into our communities, the premise was simple – Kill the Alien, anything that is a threat to us - shoot an alien, shoot an asteroid, shoot a Centipede.  These games were inoffensive to most.  The person who played these games were expediting their rate to achieve high scores.  Today, most Video Games employ hand to hand combat, and other acts of violence.  When Video Games first came out there were many arcades in Mega-Cities and the usual form of playing was done standing.  Today most people play their Video Games from home-systems – usually played while sitting.

  In the Tom Clancy novel ‘Games of State’, the concern that he had was that Video Games would be used as a weapon to disorient people into believing that ‘Blacks’ should be exterminated.

  On the internet today, practically any and all Video Games can be uploaded and downloaded onto a persons’ hard-drive.  This is different from twenty years ago when a person had to buy the software.  Today, hard-drives are ports, communication devices (with internal tracking a.k.a G.P.S).  Therefore, any electronic device or cable used in our modern day carries with it a built in limiter in the Hardware (now considered a port).  This chip can be activated outside of the home (each hardware component exists within the mainframe – a software design.  Modulation (or synthesis) is used as a measure of issuing commands or triggers.  In a natural state these commands carry no meaning – in other words, passive resistance is a defense mechanism used to combat impulses.

  Closed circuit television was employed as a premise to define each Nuclear Household with respect to our programming.  In our modern day – since 1990 - we now see many 24/7 businesses.  By this perspective the psychology of our time has changed, in relation to the 70’s and 80’s (when almost 100% of the population worked a conformed 9am-5pm position), people were on the same page.  Since virtual reality Video Games were introduced, and when the Telecommunications industry became much more de-regulated, peoples’ psychology changed.  In this writers’ opinion, we’ve become desensitized to the decline of Western Civilization, and we’re experiencing gross acts of violence in the Western World as a result.  Once there is a removal of programs within an operating system, this form of sensory deprivation is essentially psychological warfare.  A rational person that consciously experiences this becomes disoriented.  This is Tom Clancy’s fear.  At the point of being triggered, or, having information withheld, a person will naturally combat.  To see things clearly is paramount.  Once time and depth perception changes, this is a form of terror.  A person will naturally deduce based on whatever stimulus their given (how a person feels) - kismet/karma - and this leads to a dangerous world to live in, home or abroad.  

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