Presenting Archaeoacoustics Results Using Multimedia and VR Technologies

IF 0.9 3区 历史学 0 ARCHAEOLOGY
Rupert Till
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引用次数: 0

Abstract

Music and sound cannot be experienced through writing and numbers. Writing freezes time onto paper; as a time-based medium, sound cannot be heard without temporal motion, and acoustic metrics are silent data. For a complete experience of sound, it needs to engage our bodies. Digital multimedia technologies offer powerful approaches to understanding the acoustics of the past, and this work will explore a number of those affordances. In particular, this work explores the use of apps that illustrate archaeoacoustic effects, set digitally within visual and acoustic archaeological cultures. The ways of immersing audiences through projection, acoustic simulation, field and studio recordings, and musical performance will be discussed. The use of virtual reality (VR) headsets is explored to create a sense of deep-flow and presence amongst audiences, total immersion in an experiential phenomenological understanding of interacting audio and visual fields, as well as setting such results within an appropriate context. This study will examine how acoustics results at caves in Northern Spain, in various phases of Stonehenge, and at Paphos Theatre (all World Heritage Sites) can be explored using VR and multimedia technologies, evaluating the comparative advantages of the use of different technologies. It proposes that such integration of visual and sonic modelling using interactive digital technologies is effective as a non-representational theory approach to compliment empirical studies, allowing understanding that goes beyond numerical analysis and binary dialectics to engage directly with the material of archaeological sites in an embodied manner, and address the real-world complexities of acoustic ecologies and their contexts.
利用多媒体和 VR 技术展示考古声学成果
音乐和声音无法通过文字和数字来体验。书写将时间凝固在纸上;作为一种以时间为基础的媒介,如果没有时间运动,就无法听到声音,而声学指标是无声的数据。要完整地体验声音,需要让我们的身体参与其中。数字多媒体技术为理解过去的声音提供了强大的方法,这项工作将探索其中的一些能力。特别是,这项工作将探索如何使用应用程序来展示考古声学效果,并将其数字化地设置在视觉和声学考古文化中。将讨论通过投影、声学模拟、现场和录音室录音以及音乐表演让观众沉浸其中的方法。还将探讨虚拟现实(VR)头盔的使用,以在观众中营造一种深度流动感和临场感,让观众完全沉浸在对交互式音频和视觉领域的体验式现象学理解中,并将这些结果设置在适当的背景中。本研究将探讨如何利用虚拟现实和多媒体技术探索西班牙北部洞穴、巨石阵各阶段和帕福斯剧院(均为世界遗产)的声学成果,评估使用不同技术的比较优势。报告提出,利用交互式数字技术将视觉和声学建模结合起来,是一种有效的非表象理论方法,可以补充实证研究,使人们的理解超越数字分析和二元辩证法,以体现的方式直接接触考古遗址的材料,解决现实世界中声学生态及其背景的复杂性。
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来源期刊
Open Archaeology
Open Archaeology ARCHAEOLOGY-
CiteScore
1.70
自引率
12.50%
发文量
38
审稿时长
10 weeks
期刊介绍: Open Archaeology is a forum of novel approaches to archaeological theory, methodology and practice, and an international medium for the dissemination of research data and interdisciplinary projects. Scope of the journal includes, but is not restricted to: World Archaeology - discoveries and research Archaeological science Theory and interpretation in archaeology Archaeological heritage preservation and management.
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