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Which clippings match 'Sampling' keyword pg.1 of 1
01 APRIL 2014

Kawehi lays down The Way You Make Me Feel layer by layer



beat • beatbox • beatbox artist • beatbox music • bedroom • Boss FS6 Dual Footswitch • Boss RC-300 Loop Station • digital creativitydrum beat • effects pedal • effects unit • FX pedal • generated loopsHawaiianHonolulu • Kawehi • layered technique • loopingloopsmaking musicMichael Jacksonmulti-trackmusic covermusic loopsmusical interpretationmusiciannew approachespattern • Paul Wight • performerplaying music • realtime recording • revelationreverse-engineerrhythmsamplingsequencersingersound performance • The Way You Make Me Feel (song) • tracksvirtual band • vocal effects • voiceswomen in music


Simon Perkins
10 MARCH 2013

Purposive / judgmental / selective / subjective research sampling

"To say you will engage in purposive sampling signifies that you see sampling as a series of strategic choices about with whom, where and how to do your research. Two things are implicit in that statement. First is that the way that you sample has to be tied to your objectives. Second is an implication that follows from the first, i.e., that there is no one 'best' sampling strategy because which is 'best' will depend on the context in which you are working and the nature of your research objective(s).

Purposive sampling is virtually synonymous with qualitative research. However, because there are many objectives that qualitative researchers might have, the list of 'purposive' strategies that you might follow is virtually endless, and any given list will reflect only the range of situations the author of that list has considered."

(Ted Palys, 2008)

Palys, T. (2008). "Purposive Sampling". The SAGE Encyclopedia of Qualitative Research Methods. Lisa M. Given. London, SAGE Publications, Inc. 1&2.


criterion sampling • critical case sampling • deviant case sampling • disconfirming case sampling • extreme case sampling • judgement of the researcher • judgmental sampling • maximum variation sampling • negative case sampling • non-probability sampling • non-probability sampling technique • paradigmatic case sampling • purposive sampling • purposive selection • purposive strategies • qualitative researchqualitative researchersresearchresearch design • research objectives • sample sizesampling • sampling strategy • sampling techniques • selective sampling • stakeholder sampling • strategic choices • subjective sampling • Ted Palys • theory-guided sampling • typical case sampling


Simon Perkins

MTV Buzz: avant-garde television

"Buzz is a long forgotten MTV experiment from 1990. In 1988, Mark Pellington developed an idea for a non–linear collage program he called "Buzz". Created in partnership with MTV Europe producer/director Jon Klein, Buzz was an ambitious 13–part global series commissioned by MTV and channel 4 (UK). It was hailed by critics as ground–breaking, adventurous television. This is episode 1 of the 4 episodes that have managed to survive on an old VHS tape to be digitized for your edification in this modern, digital age."

(Black Flag Party, YouTube Channel)

Fig.1 Buzz Episode 01 Segment 01
Fig.2 Buzz Episode 01 Segment 02
Fig.3 Buzz Episode 01 Segment 03


19881990 • 90s television • appropriationartistic practiceauthorshipavant-garde • Bruce Conner • Channel 4collageculture jammingcut-up technique • David Byrne • experimentalGenesis P-Orridge • Jon Bon Jovi • Jon Klein • Mark Pellington • MTV • MTV Buzz • MTV Europe • music videopioneering • R. U. Sirius • re-purposerecombinantremix culturesamplingsequence designtelevisiontelevision seriestransgressionUKVHSvisual communicationvisual languagevisual literacyWilliam Burroughs


Simon Perkins
07 DECEMBER 2004

Real: Digital Installation

"Real – the installation – consists of a database of images. Images were chosen that had the potential to raise issues of mediation and authenticity – details from postcards, signage and survey forms, street scenes, museum displays and advertising. The images are categorised according to terms such as nature, prosthesis and body–terms that reveal something of the practices, often implicit, that are at play in the interpretation of contemporary environments. The digital medium allowed us to construct and explore a matrix of associations between images and categories in the database. Sequences of images relevant to a category are displayed over multiple monitors. Through the juxtaposition of images with images, and images with categories, shifts in understanding occur. Assumptions about the real are brought into play.

The project grew out of an interest in two bodies of work The first, the work of the Situationist International with their focus on the social and cultural mediation that occurs in urban environments. We were particularly interested in the Situationist strategy of the dérive (drift) as a means of renegotiating and reconceptualising encounters with lived environments. The second body of work was that of writers such as Heidegger, Gadamer, Wittgenstein and Foucault. We were interested in the metaphors that they explored in articulating alternatives to metaphysical concepts of interpretation, truth, language and representation. In particular we were interested in developing a visual and physical response to the insight that we are always already located within constellations of practice. All perception is mediated by prior understanding. All experience is interpretation.

We were also interested in developing modes of expression that draw on specific qualities of digital media. Processes of classification and random combination lie at the heart of the work. These are supported through the use of a database and random generation algorithms. Combinations of images and categories that might not otherwise come to light are constructed."

(Aaron Fry & Sally McLaughlin)



2001 • Aaron Fry • authenticityconstellationsdata-drivendatabasederivedesiredigital image processingdigital media • digital processing • environmentfragmentinstallationinterpretationjuxtapositionmediationNew Zealand artistpracticerealrelationships • Sally McLaughlin • samplingsimulationvirtual reality

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