
WRapping it Up
"Technology
has become a huge asset."
-Chuck Wild,
-writer/producer/recording artist
-score composer, Max Headroom, Falcon Crest,
Lifestyles of the Rich and Famous
(Diamond, 1999)
Over the past ten years digital technology has revolutionized how sound is captured, edited, and distributed. Frequently the latest gadgets and gizmos are put into practice before anyone really has a chance to evaluate their effectiveness. One necessary skill involves the intense evaluation required before proceeding to work on a project. It is far too easy to assemble the latest bells and whistles without first giving some thought to the effect this concoction might have on the recipients. This evaluation phase of a mediation is critical to its effectiveness and is one component of the design process.
With the increasing popularity of the Internet, and the growing ease of creating CD-ROMs, the importance of good design can become a major stumbling block to those who rush to embrace technology without first thinking of the consequences (Trunfio, 1997). In the worst case scenarios the results are InterInactive Mediations. Examples of these are games which don't generate much interest, Computer Based Training which imparts little knowledge, and web sites with few hit rates. In contrast, the results of utilizing effective design skills creates environments of interactivity where the games bring enjoyment, the CBTs bring knowledge, and the web sites bring visitors.
Interactivity and Presence
Interactive mediations are in a similar situation. A part of the goal of media programmers is to render their mediation invisible. The most recent advances and emerging developments can't change the physics that they're still mediated. They can however increase the amount of presence by trying to become more "real", "natural", or "direct" (Lombard & Ditton, 1997). The greater the amount of presence, the more likely the participants will be involved with the interaction. As well, the more "real" (or less mediated) that it seems, the greater the presence (and the more invisible the medium).
Another way to increase the amount of presence is through immersion. Increasing the level to which a participant is immersed in the mediation can increase the amount of presence. This is known as interactivity. The more the interaction, the greater the immersion, the higher the presence. Diane Gayeski (1997) points out several key elements of interactivity. Among these are getting the viewer's attention, and increasing their identification with the program. Both these factors help to immerse the participant. The use of sound is clearly helpful in this regard. The more "realism" which a sound component adds, the greater the likelihood that the participant will be immersed in the interaction.
Sound Advice
How does all this relate to this web site? Well, each
component refers to technological developments which are (hopefully) helping to advance
the cause of immersion, presence, and interaction. In Sounding Off
I discussed many of the characteristics of digital audio and the tradeoffs necessary with
today's tools in creating mediations. These tradeoffs affect presence by reducing the
sound quality or creating a sound event which is anything but live. Because of the smaller
file size with the use of MIDI, we improve the response time
element (almost live), but this has its drawbacks as well. Utilizing MPeg Layer 3 makes a more dramatic stab at improving the response
time element, while not sacrificing audio fidelity, but still requires some down time to
load. Improving the operating system with BeOS is probably one
of the most powerful ways to increase immersive capabilities. If this operating system
catches on it will open up a whole new world of programming and interaction. But the
mediations we create today can't wait until the vaporware of tomorrow materializes, and
the present lack of software is its biggest drawback. Finally, Headspace's RMF seems to be a development which ties in all the other areas.
It is possibly our best hope in improving sound quality, dimensionality, and response
time, across the board. And it is one of the few technologies that directly addresses true
interactivity. Jason Alexander (1997) refers to true
interactivity as the ability to physically alter the program's behavior to get a response
where the results could only have been accomplished by you. Some of the web sites
utilizing Beatnik achieve this successfully.
In Closing
Why
stop here?
Brave new trails. Continue
looking into the visible side of audio/video technologies at these sites:
CCRMA - Stanford
University computer research in music and acoustics.
JCMC - University
of Southern California's Journal of Computer Mediated Communication.
MTSP - A college
project exploring new ways to use multimedia in the classroom.
SONIFY - Paul
Trunfio's guide to sonifying your web site.
WIMR - Indiana University's WWW music journal listing.