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ELEMENTS OF MUSIC
1. RHYTHM- structure of music
Pulse of music
Beat; tempo, duration
RHYTHMIC PATTERNS
HALF NOTE 2
QUARTER NOTE 1
#
7. FLAT- FOR LOWEST TONE
8. TIME SIGNATURE-
ELEMENTS OF MUSIC
1. RHYTHM- structure of music
Pulse of music
Beat; tempo, duration
2. TEMPO- speed of music
Fastness and slowness of sound
3. PITCH- highness of lowness of sound
VOICE REGISTER
MALE REGISTER FEMALE REGISTER
BASS- LOWEST VOICE ALTO/CONTRA- LOWEST
BARITONE- MEDIUM VOICE MEZZO SOPRANO- MEDIUM
TENOR- HIGHEST VOICE SOPRANO- HIGHEST
COLORATURA SOPRANO- HIGHEST VOICE USED IN THE
FAST TRACK
4. DYNAMICS- loudness and quietness of a sound
Example: loud- soft / soft- loud
5. TIMBRE (musical tone)- unique characteristic of sound
6. MELODY- series of pitch
Horizontal relationship of sound
CONJUNCT- simplest form of melody
DISJUNCT- complex form of melody and include lapses
7. HARMONY- 2 or more notes are being played at the same time
Opposite of melody
Vertical
ASSONANCE- simplest/ the same note up and down
DISSONANCE- complex/ up note is differ from down
8. TEXTURE- individual line and their relationship with each other
MONOPHONIC- one sound
HOMOPHONIC- same sound but there is one distinct sound
POLYPHONIC- multiple sound
Phonic- sound of music
9. MUSICAL FORM- arrangement of musical piece
1. Strophic- AAA ex. Gregorian chant
2. Binary- AB
3. Ternary- ABA
4. Rondo- ABACA
5. Rondo soprano- ABACABA
TRANSITORY PERIOD OF 20TH CENTURY MUSIC
1. IMPRESSIONISM- NATURE OF SOUND
2. EXPRESSIONISM- EMOTIONS/ FEELINGS
3. NEOCLASSICISM- ENERTAINING, COOL
HARSH CHORDS
SWIFTING HARMONY COMPLEX RHYTHM
COMPLEX MELODY
CHANGING OF TIME SIGNATURE
4. AVANT-GARDE
5. MODERN NATIONALISM
21ST CENTURY MUSIC POST MODERN NATIONALISM
ELEMENTS OF ARTS
1. LINE- this is the distance between the two point or the path of a moving point taking a
form along the way.
KINDS OF LINE:
Thin line
Thick line
Vertical line
Horizontal line
Zigzag line
Horizontal line
2. SHAPE- this refers to the figure or a particular condition that outlines anything you can
see.
2D (two dimensional)
3. VALUE- this is the application of lightness and darkness of color, shading and
highlighting in an artwork.
4. FORM- this can be created by forming two move shapes or three dimensional shape
3D
Example: CUBE, PYRAMID, SPHERE, ETC.)
5. COLOR- An element of art made up of three properties: hue, value, and intensity.
• Hue: name of color
• Value: hue’s lightness and darkness (a color’s value changes when white or black is
added)
• Intensity: quality of brightness and purity (high intensity= color is strong and bright;
low intensity= color is faint and dull)
MOVEMENTS OF ARTS
Cubism- emphasized the flat, two-dimensional surface of the picture plane, rejecting the
traditional techniques of perspectives.
(shape)
Futurism- emphasized that dynamism, speed, energy, and power of the machine and the
vitality, changed, and restlessness of modern life.
Mechanical style- basic forms such as planes, cones, spheres, and cylinders all fit
together perfectly and precisely.
(form)
Badminton is a net game played on a rectangular court when components valley shuttlecock
over a net using a racket.
Aim of the game: to score points by landing the shuttle cock in opponents court.
Category: Single, Doubles, and/or mixed doubles
BWF(Badminton World Federation)- it is the governing body of the game badminton.
-Giving rules/facilitates
EQUIPMENT:
Rectangular court
Shuttle cock
Net and post
Racket
16 GOOSES FEATHER
RACKET
A NYLON TYPE
SHAFT(NET)
HOLDER
SERVICE
SHORT OR LONG
FOREHAND
BACKHAND
BASIC STROKES:
CLEAR- STROKE DONE WITH THE STROKE ABOVE THE HEAD, THE SHUTTLE
TRAVELLING UP TARGETTING LONG SERVIVE LINE.
LOB- SHOT DONE STROKE BELOW THE HEAD ABOVE THE WAIST LEVEL, THE
SHUTTLE TRAVELLING UP.
DROP- SHOT DONE WITH THE STROKE ABOVE THE REACH, THE SHUTTLE
TRAVELLING UP BUT DROPPING JUST NEAR THE NET.
NET DROP/SHOT- STROKE BELOW THE REACH, THE SHUUTLE TRAVELLING
BARELY TOUCHING THE NET AND LANDING NEAR IT.
DRIVE- USHOT USUALLY DONE WITH THE STROKE ABOUT THE LEVEL OF THE
REACH, THE SHUTTLE TRAVELLING STAIGHT.
SMASH- STROKE ABOVE THE REACH: TRAVELS WITH SPEED AND POWER.
BASIC RULES
A game can be played by two (singles) or four (doubles) players.
The game is played indoors on a court with a net.
The aim is to hit the shuttlecock over the net and land it within the boundaries of the opponent's court.
A point is scored when the shuttlecock hits the floor, hits the net, or lands out of bounds.
The first player or team to reach 21 points with a two-point lead wins the game.
The serve must be hit from below the waist and diagonally across the court.
A toss decides who serves first and which side to start from.