forum: Interview with Damian Murphy: Virtual Audio and Past Environments

Damian Murphy has been a lecturer at the University of York since 2000. His interests are in Music Technology and Sound Design, focusing in particular on physical modelling, acoustics and recording studio techniques. His teaching expertise extends to roles as chief moderator and consultant in the Music, Music Technology and Performing Arts sectors. He is a visiting lecturer to the Department of Speech, Music and Hearing at KTH, Stockholm, specialising in spatial audio and acoustics. He is also an active sound artist, working in the fields of electroacoustic and contemporary computer music, and audio/video installation art, where sound spatialisation forms a critical aspect of his musical works.

Damian - first of all let me thank you for taking part in this online interview.
In one week time a one-day workshop you have organised with support from the Methods Network will take place at the National Centre for Early Music in York: Virtual Audio and Past Environments.
It is quite common to think that the nature of Digital Humanities is mostly (at least for most of its practitioners) about text, i.e. about XML encoding of sources, especially for the historical disciplines in the field. Your workshop takes a different approach and the word 'text' is not even mentioned in the announcement. What do you think Virtual Audio and Acoustics have to offer to History and Heritage that goes beyond text?

Audio, Acoustics, Heritage

Well, perhaps a fairer question, which reflects how the workshop originated, is what do virtual audio and acoustics have to offer history and heritage that goes beyond the visual domain? I attended the Methods Network Event on Theoretical Approaches to Virtual Representations of Past Environments in February 2007 and this explored how graphics, virtual reality, and 3D interactive environments were all being used to represent past environments, artefacts, landscapes etc. and what struck me (as a researcher in audio) was that the use of sound had hardly been considered. Of course sound is always the poor relation to the visual domain, but it doesn't have to be, and it has a key role to play in developing high quality, immersive, interactive virtual environments (in any application area). Additionally, our aural memory can act to provide powerful cues that enable us to experience an event in a very different way. Think of how film makers use sound to convince us that spaceships are flying over our heads, that something threatening lurks around a corner, that a narrative or dramatic climax is imminent. Sound is a rich and powerful medium in which to work, and if we want to be able to develop new virtual environments for experiencing and interacting with the past then high quality, well designed and implemented sound is a key component.

So, sound is important when developing such environments, but what happens when sound stops being the tool, but becomes the subject of the research? We must also think about the aural world we inhabit - we take so much of everyday noise for granted (think about all the legitslation in place to stop there being too much noise). How has this sonic environment changed over the many thousands of years of our evolution, and how have humans experienced and interacted with the sound of the environment around them and the sound that their environment will make? What can we learn from this and what can it tell us about ourselves? This is perhaps the fundamental question being asked in terms of our workshop on audio and acoustics and their role in history and heritage. This is reflected in the wide variety of topics that have been discussed - from the sound of neolithic chambered tombs, Greek/Roman theatres, medieaval churches, to the sounds of ancient or classic instruments, or the sounds that bear witness to the work of scientists at Jodrell Bank. Also being discussed is how the sounds particular spaces influence our interaction or peformance within them. And of course, sound can be used to make a permanent (we hope) record of specific events that might be otherwise lost forever (the classic example being the unique sound of the last castrato recorded in 1902) - this was also discussed on the day - and this in turn leads to potentially new methods for exploring the use of text - but as performed or spoken/sung or recorded, rather than on the page. So text is in there somewhere after all!

the seriousness of sound as a medium

Sound as a medium is a very good point, I think. The importance of sound should be obvious to every moviegoer, even though it can be easy to miss. You actually have to think about it or even mute your tv to realise the importance of good sound design. This will also be obvious to gamers - which brings me to me question.

Visual reconstruction of buildings, locations etc. has been used for a very long time and the new opportunities that digital technologies offer are also, slowly, becoming accepted part of research. How would you react to someone saying that sound as medium (in virtual reconstructions of the past) mainly adds to the entertainment value and does not help us to advance research? What can we learn from building sound into, for instance, a 3d digital Roman theatre? Is the experience you mentioned just a nice add-on or does it enhance research?

--
Torsten Reimer
http://www.methodsnetwork.ac.uk

the seriousness of sound as a medium

Torsten raises some interesting questions, but still I feel a little uncomfortable with the dichotomy between serious/un-serious and legitimate/illegitimate. Historical interpretation of the past exists in all sort of fields, not just the history disciplines. I find historical sound design extremely exciting...especially for entertaining and challenging interpretations of the past in all sorts of environments from the museum to the art gallery. What did the great fire of London sound like, how did class manifest itself aurally in 19th Century Britain, how did State power exercise authority aurally upon largely illiterate audiences? I see it as a matter of interpretation, not-necessarily social realism. It may be the case that we are not always equipped to actually understand/interpret/manufacture sound from the past, but then again, history is always about translation.

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