What is Meter?

The meter of a piece of music is the arrangment of its rhythms in a repetitive pattern of strong and
weak beats. This does not necessarily mean that the rhythms themselves are repetitive, but they
do strongly suggest a repeated pattern of pulses. It is on these pulses, the beat of
the music, that you tap your foot, clap your hands, dance, etc.
Some music does not have a meter. Ancient music, such as Gregorian chants; new music, such
as some experimental twentieth-century art music; and Non-Western music, such as some native
American ute music, may not have a strong, repetitive pattern of beats. Other types of music,
such as traditional Western African drumming, may have very complex meters that can be dificult
for the beginner to identify.
But most Western music has simple, repetitive patterns of beats. This makes meter
a very useful way to organize the music. Common notation, for example, divides
the written music into small groups of beats called measures, or bars. The lines
dividing each measure from the next help the musician reading the music to keep track of the rhythms.

A piece is assigned a time signature that tells
the performer how many beats to expect in each measure, and what type of note should get one beat. (For more on reading time signatures, please see Time Signature.)
Conducting25 also depends on the meter of the piece; conductors use dierent conducting patterns
for the dierent meters. These patterns emphasize the dierences between the stronger and weaker
beats to help the performers keep track of where they are in the music.
But the conducting patterns depend only on the pattern of strong and weak beats. In other
words, they only depend on “how many beats there are in a measure”, not “what type of note gets a
beat”. So even though the time signature is often called the “meter” of a piece, one can talk about
meter without worrying about the time signature or even being able to read music.


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Video Games

Video games have been around since the early 1970s.
The first commercial arcade video game,Computer Space by Nutting Associates, was introduced in 1971. In 1972, Atari introduced Pong to the arcades.
An interesting item to note is that Atari was formed by Nolan Bushnell, the man who developed Computer Space In October 1958, Physicist William Higinbotham created what is thought to be thefirst video game.
It was a very simple tennis game, similar to the classic 1970s video game Pong, and it was quite a hit at a Brookhaven National Laboratory open house. Early games used interactive electronic devices with various display formats.
The earliest example is from 1947—a "Cathode ray tube Amusement Device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent 2455992.
Inspired by radar display technology, it consisted of an analog device that allowed a user to control a vector-drawn dot on the screen to simulate a missile being fired at targets, which were drawings fixed to the screen.
The electronic systems used to play video games are called platforms. Video games are developed and released for one or several platforms and may not be available on others.
Specialized platforms such as arcade games, which present the game in a large, typically coin-operated chassis, were common in the 1980s in video arcades, but declined in popularity as other, more affordable platforms became available.
The third generation of consoles, which were 8-bit units, emerged from 1983 to 1995.
The fourth generation of consoles, which were 16-bit models, emerged from 1987 to 1999.
The 1990s saw the resurgence and decline of arcades, the transition to 3D video games, improved handheld games, and PC gaming.
The fifth generation of consoles, which were 32 and 64-bit units, was from 1993 to 2006. During this era, mobile phone gaming emerged. During the 2000s, the sixth generation of consoles emerged (1998–2013).
During this period, online gaming and mobile games became major aspects of gaming culture. The seventh generation of consoles was from 2005 to 2012.
This era was marked by huge development budgets for some games, with some having cinematic graphics; the launch of the top-selling Wii console, in which the user could control the game actions with real-life movement of the controller; the rise of casual PC games marketed to non-gamers;
and the emergence of cloud computing in video games.
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