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Balance Unbalance 2015
Water, Climate & Place
[Reimagining Environments]
1
Hearing in Numbers
Virtual Sound as Next Nature
Phylis Johnson, PhD
Southern Illinois University,
Carbondale, IL USA
Jay Jay Jegathesan, PhD Candidate
University of Western Australia,
Australia, Perth
2
Sonification:
Art & Science
3
Barass & Vickers (2011) point toward an open-
ended process that includes perceptual &
ethnographical data, and perhaps speculative
theatrical representation of ecological sound and
abstract data, and most relevant to virtual world
designs those that incorporate first person avatar
immersion as exhibited in computer games and
platforms.
4
Figure 2. The architecture of our real-time interactive system
follows the sensing/processing/response paradigm. (LeGroux
et al. 2007)
5
Figure 9. This diagram shows the different type of
data we are dealing with during the sonification
process. (LeGroux et al. 2007)
The Virtual Theater
Cinema of
the Future
Morton Heilig,
1955
6
7
8
9
Sound Design in Second Life
10
Prim – Unit of Measurement
11
Scripting the Prim
12
Welcome to Virlantis
13
Virlantis
14
Virlantis
15
Perceptual Placement
16
17
18
Positioning Sound
19
20
21
22
23
VIRTUAL WORLD SOUND DESIGN
Sound Prim Measurement
Sound Time
Ambient Loop
Object Unit
24
Koert van Mensvoort
25
26
27
Shopping for Virtual Sound
28
Acoustic Alchemy
in Second life
29
Sound Objects
30
31
SL Sound Barriers
10 second limitations per clip
Every avatar hears sound differently
Client Settings – System & Client
ISP performance
Lag
Limited Playback options
32
Break Sound Barriers
Hear sounds all around
No Time Limit on clips
Randomize volume - 11 Presets
Playback flexibility (day, night options)
3D placement flexibility -variable borders without
subdividing land into parcels (N, S, E, W, up,
down)
33
34
35
36
37
38
39
Sonic Continuum (Toward Invisibility)
 World Virtual Reality
 POV Avatar Human
 Placement Data Perceptual
 Locative Studio Field
 Purpose Archive Action
 Source Non-Present Present
 Dimensional Linear Layered
 Emotive Non-Referential Referential
 Memory Fragmented Immersive
 Medium Headphone Ear
 Sound Paths Waves
 Nature Visible Invisible
40
Schaeffer to Schafer
41
Reich, Cage, & Cardiff
42
The Cage Museum
43
Imaginary Soundscape
44
Sonic Luggage
45
Across Time & Soundscapes
46
47
The Art of Noise
48
Sonic Role Play
Why should we care?
How will it help, hinder?
Revisit, Reimagine, and
Speculate on What’s Next
for Sound?
49
Virtual Reality
Other Virtual Worlds and
Environments
Audio Avatars
50
Virtual Dublin
51
Discover Ireland
52
53
John Cage
54
 Sources (cited in presentation)
 Barrass, S., & Vickers, P. (2011). Sonification Design and Aesthetics. Sonification Handbook (pp. 145-171).
 Johnson, P. ( 2011), A Second Life for Sound: Crossing Sonic Paths in Virtual Worlds. Soundscape, 11 (1), 52-56.
 Kramer, G., Walker, B., Bonebright, T., Cook, P., Flowers, J. H., Miner, N. and John
Neuhoff, N. (1999). Sonification Report: Status of the Field and Research Agenda. Technical report, ICAD/NSF.
 McLuhan, M. (2005). Visual and Acoustic Space. In Christopher Cox & Daniel Warner (eds)., Audio Culture.
Readings in Modern Music, New York: Continuum, 67-72.
 Ong, W. J. (2012). Orality and Literacy: 30th Anniversary Edition. New York, NY: Routledge.
 Ribeiro, F., Florencio, D., Chou, P., and Zhang, Z. (2012). Auditory Augument Reality: Object Sonification for the
Visually Impaired. MMSP Proceedings: IEEE, September.
 Sample, Ian. (2015). 'Noise pollution makes us oblivious to nature.' The Guardian Weekly, February 27.
 Schafer, R. M (2004). The Music of the Environment. In Christopher Cox & Daniel Warner (eds.), Audio Culture.
Readings in Modern Music, New York: Continuum, 29-39
 Schafer, R. Murray (1992). Music, Non-Music and the Soundscape. In John Paynter et al. (eds)., Companion to Contemporary Musical
Thought, London: Routledge, 34–45.
 The Interactive Sonification Workshop (ISON), 2013.
 van Mensvoort, Koert. (2012). Next Nature. Barcelona, Spain: Actar.
 Additional references available upon request.
55

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HEARING IN NUMBERS: VIRTUAL SOUND AS NEXT NATURE

  • 1. Balance Unbalance 2015 Water, Climate & Place [Reimagining Environments] 1
  • 2. Hearing in Numbers Virtual Sound as Next Nature Phylis Johnson, PhD Southern Illinois University, Carbondale, IL USA Jay Jay Jegathesan, PhD Candidate University of Western Australia, Australia, Perth 2
  • 3. Sonification: Art & Science 3 Barass & Vickers (2011) point toward an open- ended process that includes perceptual & ethnographical data, and perhaps speculative theatrical representation of ecological sound and abstract data, and most relevant to virtual world designs those that incorporate first person avatar immersion as exhibited in computer games and platforms.
  • 4. 4 Figure 2. The architecture of our real-time interactive system follows the sensing/processing/response paradigm. (LeGroux et al. 2007)
  • 5. 5 Figure 9. This diagram shows the different type of data we are dealing with during the sonification process. (LeGroux et al. 2007)
  • 6. The Virtual Theater Cinema of the Future Morton Heilig, 1955 6
  • 7. 7
  • 8. 8
  • 9. 9
  • 10. Sound Design in Second Life 10
  • 11. Prim – Unit of Measurement 11
  • 17. 17
  • 18. 18
  • 20. 20
  • 21. 21
  • 22. 22
  • 23. 23 VIRTUAL WORLD SOUND DESIGN Sound Prim Measurement Sound Time Ambient Loop Object Unit
  • 24. 24
  • 26. 26
  • 27. 27
  • 28. Shopping for Virtual Sound 28 Acoustic Alchemy in Second life
  • 29. 29
  • 31. 31
  • 32. SL Sound Barriers 10 second limitations per clip Every avatar hears sound differently Client Settings – System & Client ISP performance Lag Limited Playback options 32
  • 33. Break Sound Barriers Hear sounds all around No Time Limit on clips Randomize volume - 11 Presets Playback flexibility (day, night options) 3D placement flexibility -variable borders without subdividing land into parcels (N, S, E, W, up, down) 33
  • 34. 34
  • 35. 35
  • 36. 36
  • 37. 37
  • 38. 38
  • 39. 39 Sonic Continuum (Toward Invisibility)  World Virtual Reality  POV Avatar Human  Placement Data Perceptual  Locative Studio Field  Purpose Archive Action  Source Non-Present Present  Dimensional Linear Layered  Emotive Non-Referential Referential  Memory Fragmented Immersive  Medium Headphone Ear  Sound Paths Waves  Nature Visible Invisible
  • 40. 40
  • 42. Reich, Cage, & Cardiff 42
  • 46. Across Time & Soundscapes 46
  • 47. 47
  • 48. The Art of Noise 48
  • 49. Sonic Role Play Why should we care? How will it help, hinder? Revisit, Reimagine, and Speculate on What’s Next for Sound? 49
  • 50. Virtual Reality Other Virtual Worlds and Environments Audio Avatars 50
  • 54. 54  Sources (cited in presentation)  Barrass, S., & Vickers, P. (2011). Sonification Design and Aesthetics. Sonification Handbook (pp. 145-171).  Johnson, P. ( 2011), A Second Life for Sound: Crossing Sonic Paths in Virtual Worlds. Soundscape, 11 (1), 52-56.  Kramer, G., Walker, B., Bonebright, T., Cook, P., Flowers, J. H., Miner, N. and John Neuhoff, N. (1999). Sonification Report: Status of the Field and Research Agenda. Technical report, ICAD/NSF.  McLuhan, M. (2005). Visual and Acoustic Space. In Christopher Cox & Daniel Warner (eds)., Audio Culture. Readings in Modern Music, New York: Continuum, 67-72.  Ong, W. J. (2012). Orality and Literacy: 30th Anniversary Edition. New York, NY: Routledge.  Ribeiro, F., Florencio, D., Chou, P., and Zhang, Z. (2012). Auditory Augument Reality: Object Sonification for the Visually Impaired. MMSP Proceedings: IEEE, September.  Sample, Ian. (2015). 'Noise pollution makes us oblivious to nature.' The Guardian Weekly, February 27.  Schafer, R. M (2004). The Music of the Environment. In Christopher Cox & Daniel Warner (eds.), Audio Culture. Readings in Modern Music, New York: Continuum, 29-39  Schafer, R. Murray (1992). Music, Non-Music and the Soundscape. In John Paynter et al. (eds)., Companion to Contemporary Musical Thought, London: Routledge, 34–45.  The Interactive Sonification Workshop (ISON), 2013.  van Mensvoort, Koert. (2012). Next Nature. Barcelona, Spain: Actar.  Additional references available upon request.
  • 55. 55