56 resultados para soundscape
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Die Beiträge dieser Veröffentlichung sind aus Vorträgen anlässlich der Postdoc-Konferenz zu Ehren von Prof. Dr. Detlev Ipsen, der sich im September 2010 aus dem Universitätsdienst verabschiedete, entstanden. Das inhaltliche Kernprogramm der Postdoc-Konferenz war bewusst auf sehr unterschiedliche Perspektiven auf den Raum und die Raumwahrnehmung ausgerichtet und bildet sich auch in den Beiträgen dieser Veröffentlichung ab. Elisabeth Heidenreich widmet sich in ihrem Beitrag „Der moderne Dschihad und seine (sakralen) Räume“ den technischen Räumen des islamistischen Terrorismus. Hans-Ulrich Werner zeigt in seinem Beitrag „SoundScapes als Klang und Raum“ verschiedene Begegnungen der Musik- und Klangwissenschaft mit der Stadt- und Umweltplanung auf und setzt sich mit der Bedeutung und Transformation von „Klangräumen“ in der Planung auseinander. Der Beitrag von Susanne Kost „Kulturbedingte Unterschiede im Landschaftsbewusstsein – eine Annäherung“ analysiert, wie und wodurch sich bestimmte Handlungs- und Wahrnehmungsweisen in Kulturen entwickelt haben könnten und ob sich am Beispiel der Niederlande bestimmte Muster der Landschaftswahrnehmung identifizieren lassen. Ilya Maharika erörtert in seinem Beitrag „Urban Gene of Desakota. A Dynamic of Indonesian Urban-Rural Continuum with the Case of Yogyakarta Region” internationale Phänomene und Dynamiken im Stadt-Land-Gefüge.
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El presente trabajo se basa en el análisis de las prácticas sonoras y, a partir de ahí, de una apuesta por un nuevo campo de estudios, el de los Estudios Sonoros; cuyo fin último es establecer una perspectiva epistemológica y política de las prácticas experimentales con sonido, en diálogo con proyectos provenientes de los Estudios Culturales, como son el proyecto modernidad/ colonialidad, las teorías poscoloniales y los estudios subalternos. Desde estas posiciones teóricas y políticas, estoy conciente de que el sonido, y sus posibilidades experimentales, articulan un régimen influyente en el mundo contemporáneo. Razón por la cual, sobre todo, esta es una reflexión desde las prácticas sonoras que surgen en dos ciudades andinas: Quito y Bogotá, como una expresión emergente para establecer encuentros Sur-Sur, que puedan generar diálogos epistemológicos sobre el sonido. En otras palabras, en este libro estoy proponiéndo a mis lectoras y lectores, una especie de “juego epistémico”: comprender el sonido como un lugar de conocimiento.Y el sonido es conocimiento precisamente porque el sonido nos permite vernos (y permite verme) como un sujeto históricamente ubicado. En el capítulo primero abordaré la pregunta de cómo se fue articulando el régimen discursivo del sonido como arte, dentro de diálogos y conflictos que se generaron en el contexto de la Guerra Fría que, para el caso de Latinoamérica, constituyó la transferencia de conocimientos articulados desde promesas como el desarrollismo y la modernización. También analizaré el cómo se configuraron, tanto en Quito como en Bogotá, las nuevas subjetividades “artísticas” frente al discurso de las vanguardias europeas del siglo XX y el experimentalismo estadounidense. Como verán mis lectoras y lectores, estos modelos, aparentemente originales e innovadores, fueron influidos por formas de saber y poder moduladas alrededor de la idea de la renovación de las artes a través del sonido, formulación que instaló el sonido como dispositivo/materia desde el cual, en detrimento de lo local, se articuló la fantasía de un universal deseado: las máquinas de sonido y de reproducibilidad técnica. En el segundo capítulo me centraré en algunas prácticas de experimentación sonora para indagar cuestiones como el estilo, procedimiento posmodernista ampliamente diseminado dentro de las instituciones artísticas y de éstas hacia la vida cotidiana. A partir de lo cual intentamos esclarecer el porqué de la confiscación y sometimiento de lo sonoro bajo el cuidadoso encierro del régimen discursivo del arte, que de manera eficiente lo absorbe como un “nuevo” medio para disciplinarlo y nombrarlo como proyecto sonoro, pieza sonora, instalación sonora, performance sonoro, acción sonora, objeto sonoro, paisaje sonoro, composición, loop. En otras palabras, cómo todo lo que genera el posmodernismo es apropiado por las universidades para crear la noción de “pastiche”, en donde todo cabe, bajo la indulgencia del “estilo”, procedimiento desde el cual se va instalando el régimen de verdad de un nuevo universal deseado: El Arte Sonoro. En este mismo capítulo, indagamos sobre las lógicas de producción de estas prácticas, para avanzar hacia las lógicas culturales donde lo sonoro se define y redefine por el posicionamiento y el lugar desde el que actúan los sujetos. Bajo estas consideraciones, queda planteada la propuesta, acuñada por esta investigación, la de un nuevo campo de estudio: Los Estudios Sonoros, propuesta que debe ser entendida como lo que algunos intelectuales latinoamericanos llaman epistemes emergentes11, precisamente porque esta investigación hace un esfuerzo por esclarecer las interdependencias existentes entre prácticas artísticas con sonido, el campo discursivo del arte y otras construcciones discursivas de la modernidad-colonialidad que establecen y regulan la formación del régimen sonoro. En el capítulo tercero analizaré cómo un “medio de creación” se vuelve hegemónico y cómo ciertos artistas que usan el sonido, bajo la pretensión de representar la marginalidad, marginalizan aún más a las personas que han sido históricamente subalternizadas. Seguido de este análisis, en el capítulo cuarto, indagamos sobre las tácticas que marcan nuevas formas de adhesión, de representación y de resistencia cultural, las mismas que son estrategias suplementarias frente, y en contra, de los discursos dominantes de las prácticas artísticas con sonido y las geopolíticas de conocimiento.
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Duras’s theatre work has been profoundly neglected by UK theatre academics and practitioners, and Eden Cinema has almost no performance history in Britain. My project asked three interconnected research questions: how developing the performance contributes to understanding Duras’s theatre and specifically Eden Cinema’s problems of performability; how multimedia performance emphasising mediated sound and the live body reconfigures memory, autobiography, storytelling, gender and racial identity; how to locate a performance style appropriate for Durasian narratives of displacement and death which reflect the discontinuous and mutable form of Duras’s ‘texte/film/théâtre’. Drawing on my research interests in gender, post-colonial hybridity and performed deconstruction, I focused my staging decisions on the discontinuities and ambivalences of the text. I addressed performability by avoiding the temptation to resolve the strange ellipses in the text and instead evoked the text’s imperfect and fragmented memories, and its uncertain spatial and temporal locations, by means of a fluid theatrical form. The mise-en-scène represented imagined and remembered spaces simultaneously, and co-existing historical moments. The performance style counterpointed live and mediated action and audio-visual forms. A complex through-composed soundscape, comprising voice-over, sound and music, became a key means for evoking overlapping temporalities, interconnected narratives and fragmented memories that were dispersed across the performance. The disempowerment of the mother figure and the silent indigenous servant in the text was demonstrated through their spatial centrality but physical stillness. The servant’s colonial subaltern identity was paralleled and linked with the mother’s disenfranchisement through their proxemic relationships. I elicited a performance style which evoked ‘characters’, whose being was deferred across different regimes of reality and who ‘haunted’ the stage rather than inhabited it. I developed the project further in the additional written outcomes and presentations, and the subsequent performance of Savannah Bay where problems of performability intensify until embodiment is almost erased except via voice.
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The dance film flourished in the 2000s in the form of the hip-hop teen dance film. Such films as Save the Last Dance (Thomas Carter, 2001), Honey (Billy Woodruff, 2002) and Step Up (Anne Fletcher, 2006) drew on hip-hop’s dominance of the mainstream music industry and combined the teen film’s pre-existing social problem and musical narratives. Yet various tension were created by their interweaving of representations of post-industrial city youth with the utopian sensibilities of the classical Hollywood musical. Their narratives celebrated hip-hop performance, and depicted dance’s ability to bridge cultural boundaries and bring together couples and communities. These films used hip-hop to define space and identity yet often constructed divisions within their soundscapes, limiting hip-hop’s expressive potential. This article explores the cycle’s celebration of, yet struggle with, hip-hop through examining select films’ interactions between soundscape, narrative and form. It will engage with these films’ attempts to marry the representational, narrative and aesthetic meanings of hip-hop culture with the form and ideologies of the musical genre, particularly the tensions and continuities that arise from their engagement with the genre’s utopian qualities identified by Richard Dyer (1985). Yet whilst these films illustrate the tensions and challenges of combining hip-hop culture and the musical genre, they also demonstrate an effective integration of hip-hop soundscape and the dancing body in their depiction of dance, highlighting both form’s aesthetics of layering, rupture and flow (Rose, 1994: 22).
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The world is urbanizing rapidly with more than half of the global population now living in cities. Improving urban environments for the well-being of the increasing number of urban citizens is becoming one of the most important challenges of the 21st century. Even though it is common that city planners have visions of a ’good urban milieu’, those visions are concerning visual aesthetics or practical matters. The qualitative perspective of sound, such as sonic diversity and acoustic ecology are neglected aspects in architectural design. Urban planners and politicians are therefore largely unaware of the importance of sounds for the intrinsic quality of a place. Whenever environmental acoustics is on the agenda, the topic is noise abatement or noise legislation – a quantitative attenuation of sounds. Some architects may involve acoustical aspects in their work but sound design or acoustic design has yet to develop to a distinct discipline and be incorporated in urban planning.My aim was to investigate to what extent the urban soundscape is likely to improve if modern architectural techniques merge with principles of acoustics. This is an important, yet unexplored, research area. My study explores and analyses the acoustical aspects in urban development and includes interviews with practitioners in the field of urban acoustics, situated in New York City. My conclusion is that to achieve a better understanding of the human living conditions in mega-cities, there is a need to include sonic components into the holistic sense of urban development.
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This work exams the presence of music in the imaginary constitution of spaces, taking as study s object part of the musical production of the Armorial Movement, officially casted in 1970 in the city of Recife, Pernambuco. From that so called, by the Armorial s discourse, the essence of the brazilian northeastern popular art , the armorialists has intended to make an art that express an idea of northeasternity and brazility . Tries to demonstrate how the music has exerted a basic function of condensation and spreading of the armorial aesthetics, auditorily delimiting the territory of Brazilian Northeastern and, at the same time, trying to impose a sonority to it. This work still analyses the elaboration of what would be a proper soundscape of the Northeastern and how this elaboration passes trough the desire of crystallization of an idealized space, perpetual, escape line of the characteristic modernizing and postmodernizing experience of the twentieth century, product, in turn, of the anxiety of conservation of the Northeastern as a shelter to the traditions that has been evidenced by the construction of an visibility and, also, an audibility to the so called northeastern universe. It analyses, too, the way as works the confrontation between the idea of a so called northeastern soundscape - sonorous events set taken as typical from the rural space - and a sonorous archives series produced since 1920 with the regionalist discourse, showing how was elaborated an armorial music that has intended to represent the brazilian Northeastern. It evidences how, to the elaboration of armorial music, it was managed elements from the European musical culture so called scholar. It argues that the utilization of, to the manufacture of the armorial thinking and aesthetics, of a European mimical capital, so called that way by Stephen Greenblat, was consequence of the intellectual leadership of the Movement, centered in the writer Ariano Suassuna. It argues that Suassuna, followed by the musicians and the artists of the Movement, has searched to evidence a genetic linking between what he has considered the Brazilian true popular art and the medieval Iberian culture. For in such a way, the music was taken as a formation element of the social imaginary and directed to verify a relationship between the Northeastern idealized by the Armorial and the music produced by the Movement. This work has searched, therefore, through the analysis of the armorial music, to study the possible confluences between music and the space that has produced it to, by this analysis, to think the complicity between music and history
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Pós-graduação em Música - IA
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Pós-graduação em Música - IA
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Pós-graduação em Música - IA
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Pós-graduação em Música - IA
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Pós-graduação em Educação Escolar - FCLAR
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The real and potential road influence on soundscape is considered a relevant management aspect that can assess the negative effects of massive visitants on such sensitive species -that have been living for centuries in the area-. As a first approach to the study of human disturbances sound impact, acoustic engineering tools allow us to model noise pollution caused by the main road that crosses the state ?Cabeza de Hierro? (M-604). For these preliminary results we use the French method XPS 31-133, recommend at EU level. Noise emission levels in black vulture nesting area are analyzed to understand the influence of human activities on rural areas and road management on biodiversity conservation. This approach develops a useful tool to make compatible the public enjoyment of forest services such as recreation or landscape scenary, the conservation of biodiversity as well as a suitable social and economic activity level ?timber and firewood harvesting, industry?- at the region.
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This paper shows the influence of the semantic content of urban sounds in the subjective evaluation of outer spaces. The study is based on the analysis conducted in three neighboring and integrated urban spaces with a different form of social ownership in the city of Cordoba, Argentina. It shows that the type of sound source present at each site influence, by its semantic content, in the user´s identification and permanence in the place. The noise present in a soundscape is able to have a high semantic content, and therefore the sound has a particular meaning for the perceiver. Every particular social group influences the production of their own sounds and how they perceive them. This allows to consider the sound as one of the factors that define the sense of "place" or "no place" of a certain urban space. Evidently the sounds, and their ability to evoke and characterize the environment, cannot be ignored in the construction and recovery of anthropological sites. This urban culture is unique and specific to every society. Thepublic spaces, with their soundscape, are part of the construction of the urban identity of a city. It is shown that for identical general sound levels present in each of the spaces, the level of annoyance or discomfort, in relation to the subjective acoustic quality, is different. This is the result of the influence of semantic content of the sounds present in each urban space. Coinciding with other similar research, the level of discomfort or annoyance decreases as the presence of natural sounds such as water, the wind in the trees or the birds singing increases, even when the objective values of noise level of natural sounds are higher.
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Several groups all over the world are researching in several ways to render 3D sounds. One way to achieve this is to use Head Related Transfer Functions (HRTFs). These measurements contain the Frequency Response of the human head and torso for each angle. Some years ago, was only possible to measure these Frequency Responses only in the horizontal plane. Nowadays, several improvements have made possible to measure and use 3D data for this purpose. The problem was that the groups didn't have a standard format file to store the data. That was a problem when a third part wanted to use some different HRTFs for 3D audio rendering. Every of them have different ways to store the data. The Spatially Oriented Format for Acoustics or SOFA was created to provide a solution to this problem. It is a format definition to unify all the previous different ways of storing any kind of acoustics data. At the moment of this project they have defined some basis for the format and some recommendations to store HRTFs. It is actually under development, so several changes could come. The SOFA[1] file format uses a numeric container called netCDF[2], specifically the Enhaced data model described in netCDF 4 that is based on HDF5[3]. The SoundScape Renderer (SSR) is a tool for real-time spatial audio reproduction providing a variety of rendering algorithms. The SSR was developed at the Quality and Usability Lab at TU Berlin and is now further developed at the Institut für Nachrichtentechnik at Universität Rostock [4]. This project is intended to be an introduction to the use of SOFA files, providing a C++ API to manipulate them and adapt the binaural renderer of the SSR for working with the SOFA format. RESUMEN. El SSR (SoundScape Renderer) es un programa que está siendo desarrollado actualmente por la Universität Rostock, y previamente por la Technische Universität Berlin. El SSR es una herramienta diseñada para la reproducción y renderización de audio 2D en tiempo real. Para ello utiliza diversos algoritmos, algunos orientados a sistemas formados por arrays de altavoces en diferentes configuraciones y otros algoritmos diseñados para cascos. El principal objetivo de este proyecto es dotar al SSR de la capacidad de renderizar sonidos binaurales en 3D. Este proyecto está centrado en el binaural renderer del SSR. Este algoritmo se basa en el uso de HRTFs (Head Related Transfer Function). Las HRTFs representan la función de transferencia del sistema formado por la cabeza y el torso del oyente. Esta función es medida desde diferentes ángulos. Con estos datos el binaural renderer puede generar audio en tiempo real simulando la posición de diferentes fuentes. Para poder incluir una base de datos con HRTFs en 3D se ha hecho uso del nuevo formato SOFA (Spatially Oriented Format for Acoustics). Este nuevo formato se encuentra en una fase bastante temprana de su desarrollo. Está pensado para servir como formato estándar para almacenar HRTFs y cualquier otro tipo de medidas acústicas, ya que actualmente cada laboratorio cuenta con su propio formato de almacenamiento y esto hace bastante difícil usar varias bases de datos diferentes en un mismo proyecto. El formato SOFA hace uso del contenedor numérico netCDF, que a su vez esta basado en un contenedor más básico llamado HRTF-5. Para poder incluir el formato SOFA en el binaural renderer del SSR se ha desarrollado una API en C++ para poder crear y leer archivos SOFA con el fin de utilizar los datos contenidos en ellos dentro del SSR.
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SSR es el acrónimo de SoundScape Renderer (tool for real-time spatial audio reproduction providing a variety of rendering algorithms), es un programa escrito en su mayoría en C++. El programa permite al usuario escuchar tanto sonidos grabados con anterioridad como sonidos en directo. El sonido o los sonidos se oirán, desde el punto de vista del oyente, como si el sonido se produjese en el punto que el programa decida, lo interesante de este proyecto es que el sonido podrá cambiar de lugar, moverse, etc. Todo en tiempo real. Esto se consigue sin modificar el sonido al grabarlo pero sí al emitirlo, el programa calcula las variaciones necesarias para que al emitir el sonido al oyente le llegue como si el sonido realmente se generase en un punto del espacio o lo más parecido posible. La sensación de movimiento no deja de ser el punto anterior cambiando de lugar. La idea era crear una aplicación web basada en Canvas de HTML5 que se comunicará con esta interfaz de usuario remota. Así se solucionarían todos los problemas de compatibilidad ya que cualquier dispositivo con posibilidad de visualizar páginas web podría correr una aplicación basada en estándares web, por ejemplo un sistema con Windows o un móvil con navegador. El protocolo debía de ser WebSocket porque es un protocolo HTML5 y ofrece las “garantías” de latencia que una aplicación con necesidades de información en tiempo real requiere. Nos permite una comunicación full-dúplex asíncrona sin mucho payload que es justo lo que se venía a evitar al no usar polling normal de HTML. El problema que surgió fue que la interfaz de usuario de red que tenía el programa no era compatible con WebSocket debido a un handshacking inicial y obligatorio que realiza el protocolo, por lo que se necesitaba otra interfaz de red. Se decidió entonces cambiar a JSON como formato para el intercambio de mensajes. Al final el proyecto comprende no sólo la aplicación web basada en Canvas sino también un servidor funcional y la definición de una nueva interfaz de usuario de red con su protocolo añadido. ABSTRACT. This project aims to become a part of the SSR tool to extend its capabilities in the field of the access. SSR is an acronym for SoundScape Renderer, is a program mostly written in C++ that allows you to hear already recorded or live sound with a variety of sound equipment as if the sound came from a desired place in the space. Like the web-page of the SSR says surely better explained: “The SoundScape Renderer (SSR) is a tool for real-time spatial audio reproduction providing a variety of rendering algorithms.” The application can be used with a graphical interface written in Qt but has also a network interface for external applications to use it. This network interface communicates using XML messages. A good example of it is the Android client. This Android client is already working. In order to use the application should be run it by loading an audio source and the wanted environment so that the renderer knows what to do. In that moment the server binds and anyone can use the network interface. Since the network interface is documented everyone can make an application to interact with this network interface. So the application can have as many user interfaces as wanted. The part that is developed in this project has nothing to do neither with audio rendering nor even with the reproduction of the spatial audio. The part that is developed here is about the interface used in the SSR application. As it can be deduced from the title: “Distributed Web Interface for Real-Time Spatial Audio Reproduction System”, this work aims only to offer the interface via web for the SSR (“Real-Time Spatial Audio Reproduction System”). The idea is not to make a new graphical interface for SSR but to allow more types of interfaces and communication. To accomplish the objective of allowing more graphical interfaces this project is going to use a new network interface. By now the SSR application is using only XML for data interchange but this new network interface support JSON. This project comprehends the server that launch the application, the user interface and the new network interface. It is done with these modules in order to allow creating new user interfaces that can communicate with the server or new servers that can communicate with the user interface by defining a complete network interface for data interchange.