Turn Your Head and Listen: 360° Audio Between Old Utopias and Market Strategies

Authors

  • Raffaele Pavoni Università degli Studi di Firenze

DOI:

https://doi.org/10.6092/issn.2280-9481/12164

Keywords:

Spatial audio, Virtual Reality, Binaural audio, Sound studies, Software studies

Abstract

Many scientific publications directly concern VR, often conceived as a battlefield for rethinking our relationship with the moving image, and our frameworks on topics such as the cinematographic language or the spectator perception. And yet, although for some time film studies have re-evaluated the role of sound in cinematic production and spectatorship, in the field of VR the theoretical reflection on concepts such as stereoscopic audio and binaural recording has remained confined to the technological-engineering aspect. This essay aims to explore the most common audio techniques and their real impact in terms of consumption and affordances, on the basis of some software studies and sound studies reflections and within a media-archaeological perspective. The results of these innovations go beyond the technological features, suggesting a further rethinking of the cinematographic form and calling into question, even from an audio-only perspective, the issue of audience perception and interaction. The case studies taken into account might be an impulse, heuristically, for new studies on these topics.

References

Andreoli, Marco (2018). “La realtà virtuale al servizio della didattica.” Studi sulla Formazione 21: 33-56. https://doi.org/10.13128/Studi_Formaz-23090

Amoruso, Giuseppe (2019). “Digital Technology for Knowledge, Design and Experiential Education for Culture”. In Digitalization and Cultural Heritage in Italy. Innovative and Cutting-Edge Practices, edited by Fernando Salvetti, and Antonio Scuderi, 12-22. Milano: Franco Angeli.

Arcagni, Simone (2020). Immersi nel futuro. La realtà virtuale, nuova frontiera del cinema e della TV. Palermo: Palermo University Press.

Arcagni, Simone (2018). L'occhio della macchina. Torino: Einaudi.

Basso, Alessandro (2020). Ambienti virtuali per nuove forme di comunicazione. Canterano: Aracne.

Battini, Carlo (2017). Realtà virtuale, aumentata e immersiva per la rappresentazione del costruito. Firenze: Altralinea.

Brinkman, Willem-Paul et al. (2015). “The Effect of 3D Audio and Other Audio Techniques on Virtual Reality Experience.” Studies in Health Technology and Informatics 219: 44-48. https://doi.org/10.3233/978-1-61499-595-1-44

Bull, Michael (2007). Sound Moves. iPod Culture and Urban Experience. New York (NY): Routledge.

Çamcı, Anil and Rob Hamilton (2020) “Audio-first VR: New Perspectives on Musical Experiences in Virtual Environments.” Journal of New Music Research 49(1): 1-7. https://doi.org/10.1080/09298215.2019.1707234

Carlo, Simone and Fausto Colombo (2007). “La digitalizzazione. Questioni strutturali.” In La digitalizzazione dei media, edited by Fausto Colombo, 15-38. Roma: Carocci.

Carter, Paul (2004). “Ambiguous Traces, Mishearing, and Auditory Space.” In Hearing Cultures. Essays on Sound, Listening and Modernity, edited by Veit Erlmann, 43-63. New York (NY): Berg.

Casetti, Francesco (2019). “Primal Screens.”. In Screen Genealogies. From Optical Device to Environmental Medium, edited by Craig Buckley, Rüdiger Campe and Francesco Casetti, 27-50. Amsterdam: Amsterdam University Press.

Chion, Michel (2019). Audio-Vision: Sound on Screen, New York (NY): Columbia University. 1st ed. (1990). L'audiovision. Paris: Nathan.

Chun, Wendy Hui Kyong (2016). Updating to Remain the Same. Habitual New Media. Cambridge (MA)/London: MIT Press.

Colombo, Fausto and Ruggero Eugeni. Il testo visibile. Teoria, storia e modelli di analisi. Milano: Carocci.

Coeuroy, André (1929). Le phonographe. Paris: Kra.

Cook, Matt et al. (2019). “Challenges and Strategies for Educational Virtual Reality. Results of an Expert-led Forum on 3D/VR Technologies Across Academic Institutions.” Information Technology and Libraries, 38(4): 25-48. https://doi.org/10.6017/ital.v38i4.11075

Dalpozzo, Cristiano (2018). “Cinema e realtà virtuale, ovvero ‘the early virtual (post)cinema of attractions’.” In La Realtà Virtuale, edited by Id. et al., cit., 87-106.

Dalpozzo, Cristiano, et al. (eds.) (2018). La realtà virtuale. Dispositivi, estetiche, immagini. Milano/Udine: Mimesis.

du Moncel, Théodose Achille Louis (1880). Le microphone, Le radiophone et le phonographe. Paris: Hachette.

Edison, Thomas Alva (1888). “Patent Caveat 110.” West Orange (NJ): Edison National Historical Site Archives, 8th October.

Filmer, Paul (2003). “Songtime. Sound Culture, Rhythm and Sociality.” In The Auditory Culture Reader, edited by Les Back and Michael Bull, 91-116. Oxford/New York (NY): Berg.

Fletcher, Connor et al. (2019). “Virtual Reality Ear Training System. A study on Spatialised Audio in Interval Recognition.” In 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) https://10.1109/VS-Games.2019.8864592

Galloway, Alexander R. (2004). Protocol. How Control Exists after Decentralization. Cambridge (MA): MIT Press.

Galloway, Alexander R. (2012). The Interface Effect. Cambridge (MA): Polity.

Gamper, Hannes and Tapio Lokki (2010). “Audio Augmented Reality in Telecommunication trough Virtual Auditory Display.” In The 16th International Conference on Auditory Display (ICAD-2010), Washington (WA), June 9-15, 2010 (pp. 63-71) http://hdl.handle.net/1853/49841

Gaudreault, André and Philippe Marion (2013). La fin du cinéma? Un média en crise à l’ère du numérique. Paris: Éditions Armand Colin.

Gibson, James J. (1979). The Ecological Approach to Visual Perception. Boston: Houghton Mifflin.

Hébert, François (2007). Dans le noir du poème: les aléas de la transcendence. Montréal: Fides.

Jenkins, Henry (2006). Convergence Culture. Where Old and New Media Collide. New York (NY): New York University Press; tr. it. (2007) Cultura convergente. Milano: Apogeo.

Jung, Timothy et al. (2020). Augmented Reality and Virtual Reality. Changing Realities in a Dynamic World. New York (NY): Springer International Publishing.

Keazor, Heazor, and Thorsten Wübbena (2010), Rewind, Play, Fast Forward. The Past, Present and Future of the Music Video, Bielefeld: Transcript Verlag.

Kern, Angelica C., and Wolfgang Ellermeier (2020). “Audio in VR: Effects of a Soundscape and Movement-Triggered Step Sounds on Presence.” Front. Robot. AI, 21st February. https://doi.org/10.3389/frobt.2020.00020

Kim, Hansung et al. (2019). “Immersive Spatial Audio Reproduction for VR/AR Using Room Acoustic Modelling from 360° Images.” In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR), Osaka, Japan. https://doi.org/10.1109/VR.2019.8798247

Lanier, Jaron (2017). Dawn of the New Everything. Encounters with Reality and Virtual Reality. New York (NY): Henry Holt and Company.

Lefebvre, Henri (1974). La production de l'espace. Paris: Anthropos.

Luigini, A., Panciroli, C. (2018). Ambienti digitali per l’educazione all’arte e al patrimonio. Milano: Franco Angeli.

Maldonado, Tomás (1994). Lo Real y Lo Virtual. Barcelona: Gedisa editorial.

Manovich, Lev (2013). Software Takes Command. London/New York (NY): Bloomsbury.

Manovich, Lev (2001). The Language of New Media. London/Cambridge (MA): MIT Press, Cambridge (MA)/London 2001.

March, Ramiro Javier (2001). “Information, image, réalité virtuelle et réalité.” Archeologia e Calcolatori 12: 275-305.

McQuire, Scott (2008). The Media City. Media, Architecture and Urban Space. Los Angeles (CA): Sage.

Meeker, Edward (1894). “Century Magazine Interior of the Kinetographic Theater”. Orange (NJ), Edison's Laboratory, 1st June.

Nau, Jeffrey R. (2019). Virtual Realities in Archaeology. Employing the Oculus Rift for Artifact Visualization and Education. Master’s Theses. Kalamazoo (MI): Western Michigan University.

Oppedisano, Federico Orfeo (2020). “Le strategie immersive del cinema tra attrazione e narrazione.” In Realtà virtuale, edited by Daniele Rossi, cit., 103-118.

Parisi, F. (2020). “La sintonia sensomotoria nella realtà virtuale.” Reti, saperi, linguaggi. Italian Journal of Cognitive Sciences 1: 85-102. https://doi.org/10.12832/98420

Rivette, J. (1961). “De l'abjection.” Cahiers du cinéma 120, June.

Rossi, Daniele (2020). Realtà virtuale. Disegno e design. Canterano: Aracne.

Rovithis, Emmanouel et al. (2019) “Bridging Audio and Augmented Reality towards a new Generation of Serious Audio-only Games.” Electronic Journal of e-Learning (17): 144-156. https://doi.org/10.34190/JEL.17.2.07

Rovithis, Emmanouel et al. (2019). “Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game.” Multimodal Technologies Interact 3 (73). https://doi.org/10.3390/mti3040073

Schafer, R. Murray (1977). The Tuning of the World. New York (NY): Random House Inc.

Steffen, David J. (2005). From Edison to Marconi. The First Thirty Years of Recorded Music, London: McFarland & Co.

Steffen J. H. et al. (2019) “Framework of Affordances for Virtual Reality and Augmented Reality.” Journal of Management Information Systems 36 (3): 683-729., DOI: https://10.1080/07421222.2019.1628877

Steincke, Frank (2016). Being Really Virtual. Immersive Natives and the Future of Virtual Reality. New York (NY): Springer International Publishing.

Sterne, Jonathan (ed.) (2012). The Sound Studies Reader. London/New York (NY): Routledge.

van Helvoort, Daniël et al. (2020). “Physical Exploration of a Virtual Reality Environment. Effects on Spatiotemporal Associative Recognition of Episodic Memory.” Memory & Cognition 48 (4): 691–703. https://doi.org/10.3758/s13421-020-01024-6

Downloads

Published

2021-08-04

How to Cite

Pavoni, R. (2021). Turn Your Head and Listen: 360° Audio Between Old Utopias and Market Strategies. Cinergie – Il Cinema E Le Altre Arti, 10(19), 157–169. https://doi.org/10.6092/issn.2280-9481/12164

Issue

Section

Special