Passing Sounds

15th June 2023
by Alicja Barczuk
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Non-Linear Narrative – Spirit of Place and Sense of Place in Virtual Realities

Nets filled with rocks looking like alien jellyfish (I’d use this for creating my own VR)

Spirit (identity, genius loci) of place and sense (ability to appreciate) of place

  1. Psychical setting – buildings, streets, trees, hills etc
  2. Activities that occur – working, shopping, walking, studying and all other daily routines
  3. Meanings – the arise from the experiences of the activities and create a sense of belonging and identity, which is irrevocably tied to those landscapes and activities

Spirit of place is both – inherent and emergent property. Some of its elements are present in form of landscape, colours, architecture and some are the acumulated physical changes and associacions that can chane with time.

According to Edward Relph, the terms spirit of place and sense of places are often (mistakenly) used interchangably. In his opinion, sense of place is synaesthetic and combines the qualities that belong to the spirit of place and the personal perception of it. It varies widely between individuals, becasue it is a mix of personal impressions of smell, touch, movement, anticipation, memories and so on. From this point of view, the sense of belonging to a certain space, comunal and personal responsibility for it, pride and commitment to the improvement of this place is a resultant of all of the above factors.

ELECTRONIC MEDIA AND SENSE OF PLACE

SOP depends on the cultural context and the prevailing medium of communication. The sense of place has changed diametrically with the emergence of internet and motor vehicles, that enabled people to travel around the world and exchamge the information in a fraction of few secends, regardless how far away the receiver and the sender are from each other. The world has “shrunk” and what used to be alien and unknown now is somehow familiar.

“We live in an age when feelings are in the foreground and reason is in the background”

Thye use of electronic media has had a huge impact on philosophy, art, science, architecure etc, moving from the rationalist, uniform perspective to the view that accedes the validity of many perspective (I think London’s archotecture and its governors philosophy are sadly moving away from this approach). In conclusion, cosidering all the modern movements that are protecting the heritage and a global tendency to retreat from destroying the old and rather, preserving it, we can argue that a sense of place informed by electronic media, has a cosmopolitan character and involves an acknowledgement of diversity and nostalgia.

The paradox of this situation is that, what created the spirit of a place back in the days (and is admired these days) was a result of the geographic constraints, like the use of building materials that could only be sourced locally. Modernist approach in response to that was to focuse on designs and use of materials that could work anywhere. Postmodernity sees the come back of locality and tries to bring back the sense of community and celebration of diversity.

“The electronic age presents a deep paradox for place design – electronic and modern communications enhance appreciation of distinctiveness yet simultaneously undermine the factors that have always been instrumental in creating distinctive places.” (Spirit of Place and Sense of Place in Virtual Realities).

needs provide constraints – forms follow function.

Virtual world engages other senses rather than only the isight and imagination like books or paintings. The aspects of reality being reproduces in VR are dependant on the purpose of it.

Authencity is a key concept in creating VR. Assuming that authenticity has to do with originality and, in its philosophical and phenomenological sense, reflecting of the existential realities of being, VR can not (according to …) bw authentic because it is’t real. It is rather a reproduction of the real places. He’s suggesting to create new types of real places, that will create their own authenticity by encouraging the emergence of new activities, and applies similar rule for building VR. Creating space with some framework and enabling the modification of it through participation, which results in creating a strong spirit of space in virtual world.

VR is a place where the imagination of the creators of those spaces meets the imagination of the participant (rather than viewers or readers) and require different sort of imagination and is unlike the real space. I think that it’s resembling an event more that just a perception of something.

Take from the slides of this lecture:

When discussing music cues in movies, the source and underscore of the term are used in place of diegetic and non-diegetic. Diegetic (heard by the film characters )sound promotes the implied reality of a scene.Principle dialogue, hard effects, and source music are all examples of diegetic sound. In
contrast, the non-diegetic (heard by only the audience) components of a soundtrack promote a sense of fantasy. Examplesof non-diegetic sound include narration, laugh tracks, and underscore. The cinematic
boundaries of diegesis are often broken or combined to meet the narrative intent at any
given moment.

In VR, we are both the audience and the character, which changes how we encounter these categories, diegetic and non-diegetic sounds meet and exist in the same space. I would not say, however, that they become the sea category. We have sounds that are a background, we don’t have any influence on them, they are just there, maybe their dynamics slightly change. And the there are sounds that depends on our action, like when we move or grab or hit something, the sound occurs.

One of the audio files I am creating is a sound of a sound visualiser. The player can hear it while getting closer, although has no control over it.

experimenting with creating some atmospheres
further ideas for the sound visualiser

https://www.academia.edu/52827955/Sonic_Agency

12th June 2023
by Alicja Barczuk
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Ryan Tercartin and the coalescing of worlds

 “To me sound is the most important part of movie-making,” he said. “Sound design is sort of everything. People can tolerate such crappy images if the sound design is amazing, but trying to watch something when the sound isn’t present and there is one of the most annoying experiences.”

Language that is location-based.

In his movie trilogy from 2013, Ryan Tercartin created a scattered, fractured consumer society hellscape.

“I edit in After Effects, even though it’s post-[production] software not really made for editing. It’s not real-time. There are visual layers: in your edit window you have these boxes that you’re moving around—one might be sound and the other visual. The sound and effects in editing all grow and inform each other at the same time. I think of video-making and shooting very rhythmically. I’m always thinking musically.”

My personal attitude towards VR is to speak the least, quite ambivalent. I come from the generation that grew up without the internet, yet it is now a crucial part of my life and I can’t imagine my life without it. Virtual reality is a terrain that for me personally seems dangerous. It is a literal and embodied symbol of the merging of the natural and virtual worlds where the boundaries between the two start to blur. Considering just how much time people, especially young, spend indoors, surfing the internet, gaming and so on, I can’t help myself but think that it is a large step towards real post-humanism and I don’t personally like it. But maybe I am just a boomer.

I found Tercartin’s movies situated somehow in virtual reality, some of them are featuring animations that are co-existing with real characters in the same world. His approach to sound design is to take everything that’s available around and relevant. Using a fragmented musical soundtrack mixed with characters’ distorted and tweaked voices then turning into another section of the aural landscape, everything is creating a sound soup of addictive snippets that helps the audience to fully emerge in the erratic combo of pictures, and frankly, should not exist separately. There’s no real beginning and end. It seems that, to be able to digest the visual part of his work, one NEEDS the soundtrack, it’s a fundamental part of Trecartin’s videos and lets you completely emerge in this nonsensical world.

Virtual reality has similar qualities, but it’s still not as immersive as its creators want it to be, unless in the form I have had experienced. Therefore, the user always knows it’s just an uncomfortable headset . Sound is helpful in creating the “immersiveness” of the experience and it will definitely help to make the experience more real (or rather unreal = real in a virtual world).

https://www.artnews.com/art-news/artists/sound-design-is-sort-of-everything-ryan-trecartin-on-making-music-live-and-otherwise-7414/

https://www.eai.org/titles/center-jenny

https://www.artforum.com/video/artists-on-writers-writers-on-artists-87601

I-Be Area

7th June 2023
by Alicja Barczuk
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Cyber Punk and capitalist realism – Detroit, Blade Ruuner UK

https://www.youtube.com/watch?v=IivUBcE5twM&t=3s

The idea of post-human asteroids that work for us is not new. A Soviet biologists in late 1920’s had an idea of creating super-workers breeding humans with apes. Zizek is claiming that contrary to the belief that capitalism is a historical phenomenon and being human is trans-historical it’s the other way round – humanity is historical, it’s dead. Countries like USA or China have been involved in the process of post-humanisation; extended digitalization of people’s data shows that computers are able to predict human behaviour if given enough data. He’s bringing up the examples of couples that fate was predicted by the computer, and people who voted more on the right that AI suggested. Heagel – determinant negations.

Can I have a coffee without cream? -We don’t have a cream, so I can’t give you a coffee without cream. I can give you a coffee without milk.

https://www.neondystopia.com/cyberpunk-politics-philosophy/post-human-capitalism-and-revolution-detroit-and-blade-runner-2049/

2nd June 2023
by Alicja Barczuk
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Everybody in the place – Jeremy Deller

Everybody in the place – An Incomplete History of Britain 1984 -1992.

In this one hour long documentary Dweller presents the history of rave culture in Britain in the context of social and political shifts in 1980s Britain that took place during and after miner’s strikes of 1984 and 1985 – a major industrial action within the coal industry.

He juxtaposed those events in UK with the rise of Chicago House and Detroit techno, which gives us a broader perspective on the mood and happenings of that time. The time, when the capitalist dream of industrialised societies, like Britain or the ultra-modern city of Detroit – The Motown, was proving to be rather a nightmare, specifically for the working class people, who, paradoxically, were the very foundation of this system.

The struggles of working-class people and growing economic disparities in conjunction with the increasing power of workers’ unions created base for the strikes that divided society even more, and left the country in tatters. Thousands of people lost their jobs ethnic minorities were the group that suffered the most, as racial tensions grew during those cruel, dark times. Areas mostly affected were the once heavily relying on the industry like Manchester and other Northern England miners’ communities. At the same time workers and civil rights unions were uniting the collective struggle and the change was inevitable.

It’s worth emphasizing that the above movements and music genres first happened within the marginalised communities. In addition to the overall feeling of despair, those groups were experiencing additional pressure caused by racial prejudice, people turning against each other and the ones that looked or spoke differently were automatically the ones to blame for the mess that has been ubiquitous. Chicago House, Detroit techno and Uk rave culture, (started as amsound system culture within Afro-Caribean communities on a DYI basis, got pushed to mainstream by wealthier white people, consequently capitalised, monetized and irretrievably wounded as an effect).

A clear line can be drown from those day until maybe couple of years before the Brexit. Although I did not live through the miners strikes and missed out on the golden days of British rave I feel like we are living in a very similar reality now. The difference is, technology is way more advanced and took over every aspect of people’s lives. I feel like those it disabled people, especially the young ones, from the willingness to resist the system or at least some parts of it that are, without a doubt, detrimental to society and the world.

On a positive note, sound was the perpetrator of all those social and cultural and technological changes. I believe that it still has the same ability, just like the other forms of art, to communicate to the subliminal and can continue to support the changes. Because change is happening all the time, it never stops whether we want it or not. what we can do is influence the change somehow or remain indifferent and let the world unfold.

Can we regain control? By regaining control I don’t mean fighting the past (although sometimes it is necessary), not by rejecting what was and what is, but rather adapting to it and seeking positive changes from the moment of our conscious participation.

17th May 2023
by Alicja Barczuk
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Audio illustration for VR

One of the rooms will have a gallery and some paintings hung on the walls. And this is one of them (by Fraser):

Illustration by Frazer Scowen
I made a composition that maybe used as a soundtrack for it:
Wonky song

Producing the score to a drawing made by my group colleague was a very interesting and slightly challenging experience. The drawing itself is a part of the virtual gallery that it’s a part of our VR project. It was meant to be a looping melody that plays when you walk towards the picture.

In creating this short composition I relied on my own emotions present after seeing this picture.

The eerie, uneasy feeling, strange elements that seemingly should not exist together but do, the character’s unknown intentions and mysterious attire in combination with its calmness. I have decided to make a simple melody but add some distortion, breaking the rhythm and melody here and there.

17th May 2023
by Alicja Barczuk
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Recording session with VR students.

It was the first time we had a chance to see the visual part of our project and play it along the sounds we prepared. Together with one of the VR students we worked on one of the scenes that features 4 different sound visualisers.

Joint BA Sound Arts and VR recording session

Each of them makes a different sound which also makes the visualisers react to it and move on its own. The whole scene is a walk towards the moon that we can see at the end of the road.

Sounds between each visualiser are very subtle and ambient.

I was asked to design the sound of the moon, which I thought could not ne too harsh and more of an ambience, but also differ from the ambience and have more elements to it that represent the serenity, mysteriousness and foreignness of it. This was the final result (not sure if it’s going to be used in the final project):

The Moon

I feel like meeting in person in one room and seeing each other work was the most fruitful moment in the whole collaboration. We could give and receive feedback as we went, and also create work that was directly influenced by what we just experienced. It was work based on a mutual consensus that happened in real time which I think is priceless very precious in present times.

I feel like whatever was made that day has a big emotional value for the whole group and it will possibly reflect in quality of the work. Here is a raw recording of the synth session from that day:

screenshot of our shared file

12th April 2023
by Alicja Barczuk
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Site specificity

At today’s class we explored what site specific means in context of art and sound art. We explained briefly the distinction between site, space and place; site being a specific location (like a particular gallery or the LCC; space – similar to the site but in the architectural frame and place as a geographic location.

We played some sounds in the fire exit corridor. The space has quite good acoustic despite it being stretched up over 4 (I think) floors. It’s made almost entirely of smooth grey concrete with some metal elements, which turned out to be a great resonators. Even though the sounds were pretty silent (we played a few raw and edited field recordings and some synthesised sounds from a small speaker and directly from the phone. The lower we went the louder we could hear the beeping of the fire alarm sensor. Its constant, brain piercing sound (with some variation after approximately 4 beats) mixed pretty well with ambient and drones sounds that were played.

My feelings were immediately that the spaces would benefit from having some discreet, permanent sound installation, although it would probably get lost of lower floors because of the previously mentioned noise. Considering the character of the space and what a lot of people associate it with (fire alarm, panic, having to get out of the building suddenly) it would make sense for some soothing ambient drones to exist there.

The sound travelled up and down and everything seemed to vibrate gently, with the sound appearing to build up and becoming more intense over time. There was no one around apart from our group so we had a time to explore it in peace without anyone randomly passing by.

This experience reminded me of a sound exhibition I encountered few years ago walking by the river late at night. I was near one of the bridges somewhere in East London (I think it must’ve been either Tower or London Bridge) quite late at night, no one was around and I started hearing sounds that were of horses, people talking and a general human activities. What was striking was the absence of people around and speakers were invisible. The noise was not the type of sounds I would here in London (or anywhere else really), it was like being in some old movie. At that time I had no idea of sound art and me and my friend left the place in awe. I did researched it some time after and realised that it was an intentional installation, not a dream that I found myself into as I initially assumed.

One of the works we discussed today (NYC under ground – check name) was also this elusive, hidden and not obvious creation, that playing sounds in the fire exit made me think of. The kind of work that leaves people uncertain of what they have just encountered but also gives them a feeling of something they have discovered themselves and can now cherish forever. It is a good and empowering feeling.

4th April 2023
by Alicja Barczuk
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Theoretical research into sound for games.

I found the soundtrack and mixing in The Mushroom Men very inspiring. I am not a gamer at all, but by watching the playthrough of this game I realised how important the sound is in creating the immersive experience.

As the position of the player is passive, all the movement and narration are happening outside of the player, simultaneously being under their control. The way the soundtrack that we can hear in the background and the interactive sounds that Mushrooms Man activity creates are mixed together is in my opinion, creating the narration on its own.

The two very interesting elements that are created solely by the sound and are present throughout the game are the suspension and constant motivation to explore the game further. Therefore the sound is crucial for the game to take prove interesting for the player and at the same time the element that is often taken for granted and unnoticeable.

https://www.austinchronicle.com/screens/2008-11-28/707241/