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 Group Members:
Jim
Andrews, Sue Johnson, Regina McCombs, Matt Thuesen
What
is interactive audio?
One must bear in mind that audio is always already interactive insofar
as it does make it to the ear, which cannot be closed like the eye,
unless the volume is set to 0. Making it to the brain appears to be
a longer trek. Information is always already interactive insofar as
we ourselves create meaning. It isn't 'there'. We create it.
But, that said, 'interactive audio', in the sense we're using it,
refers to audio that is under the control of the operators; the operators
are the user(s) and the programmer. This could refer to various types
of control, from the humble volume control, to a finger on the 'record'
button, the 'edit' button, the 'filter' button, and other functions
performed on sound by producers and consumers of sound. It could also
refer to the ability to change channels, as in a radio, or, if the
notion of 'sound as object' is adopted by the programmer, then sounds
themselves can have incarnations as visual icons or animations or
texts (or whatever) and then the audience can drag and drop them,
carve them up, and do other things we associate with operations on
visual objects (interesting to think of things we do to visual objects
and then find the analog in 'sound as object'-what does it mean to
shake or stretch or hit a sound?).
What is immersive audio?
One must bear in mind that audio is always already immersive: the
distinction we make between 2D and 3D visual images does not hold,
precisely, in the analogy of, say, mono sound to stereo sound. Also,
the depth of 'immersion' may be sometimes appropriately measured more
by depth of attention than 3Dness of the audio environment.
So let's not limit our usage of the term 'immersive audio' to 3D audio,
but make special mention of it when we do use it to refer to 3D audio.
How could interactive audio be used by the news
business? Examples of specific use.
Let us say that, first of all, whatever production tools you use or
construct for audio, think of them in the hands of your audience concerning
your audio. If, for instance, you construct a way of searching your
audio that you intend to use only as a production tool, stop and ask
yourself how and if it would be useful to your audience to have that
ability with the audio. Chances are that it you really need it, so
do they, in some sense.
Which brings us to a natural application of interactive audio in the
news: let your audience search for audio on your site as they would
for text. This is less practiced than one might think. It does not
require indexing the entire sound file, but just key words. This is,
in a sense, a move toward 'sound as textual object' insofar as searches
are conducted with text.
A good way to enable this is to put a link to the audio with the text
of the story it accompanies, if there is text, as at http://www.wbez.org
. Now if only they had a search engine; their site nicely links text
to sound, but does not provide search for either. With the good way
they link text to sound, they would only need to search text, often,
to find the appropriate audio. WBEZ has some of their programs, such
as "Eight Forty Eight" divided into sections, even, for better Internet
audio access, ie, the shows are chopped into audio segments that correspond
with the parts of the show that day.
Another example of interactive audio is within a configurable multimedia
news delivery machine in the browser or on the desktop. Internet radio
can be live or archival, continuous or periodically delivered to the
doorstep, as it were, via email links or via a toolbar (like the one
at www.toolbar.google.com
) that acts as a configurable multimedia news delivery machine in
the browser or on the desktop. Radio is relatively unobtrusive, or
can be, in the desktop environment. A toolbar that was configurable
to deliver news of a particular media at intervals determined by the
audience would be useful. A sort of a news alarm clock (however alarming)
+ news search mechanism. Interactive audio, a la the radio, would
be an important part of such a toolbar/news machine, but not the only
media it could deliver.
The integration of radio and the Web involves quite a bit of 'sound
as object', because the ways that we browse are visual and textual,
primarily. But we can browse sonically also. Which brings us to another
application of interactive audio in the news. It is possible to stream
audio to the listener extremely quickly if the sound quality is moderate.
So menus could be sound-enabled, ie, audio descriptive of a story
could be triggered on mouseover of the menu link.
Similarly, hot spots on photos could open audio on particular parts
of stories. Or hot spots on other things such as maps. Clicking the
hot spot might also result in a corresponding change in the visuals.
But it is easier to provide more information via streaming audio than
what you get by changing the visuals, often, unless it too is streaming.
Also, audio can set tone and provide the sounds of the environment
of the story, for instance, in a way that introduces the presence
of the world with a stronger sense of being there than a photograph
or very small video can do, often. And it offers the human voice,
the voice of the news, the person, the human reporter/narrator and
subjects in the full range of our humanity, if we so desire, in a
way that text does not.
In the future, it's likely that in addition to the mouse and the keyboard,
voice input will be common to control the computer (via speech recognition).
How do we 'talk back' to/at/with the news? Currently, we grumble,
mostly, or we correspond concerning it, or act on its knowledge in
other ways. One feels that voice recognition software will not be
merely voice commands that duplicate menu commands to the letter,
but will offer commands that act also on audio, not just on menus
and other visual objects. As in, for instance, "Stop right there.
Now play that to me again. OK. Now turn it into one of my signature
loops and mail it to Tom."
There is excellent use of interactive audio at www.360degrees.org
("perspectives on the U.S. criminal justice system). The audio is
largely independent of the visuals in the sense that we do not have
audio from a video stream. But the audio is deeply related to the
visuals, so much so that some people actually recall later that they
were looking at video. And we can browse the visuals while listening
to the audio. The audio provides the voices of the people involved
in the story. This piece aspires to provide 360 degrees conceptually
around the subject of the story. And indeed it is 'immersive' audio
in this sense.
Of course, 'immersive' audio technology is being developed that gives
people a sense of being physically immersed in the environment, ie,
3D sound. This technology will help direct the user's attention to
navigate to where the reporter's voice is, in 3D panoramic news reports,
for instance. It will let people navigate to parts of the visual 3D
world that are currently unseen in the visuals. But, also, it will
provide a type of physical/perceptual immersion in the reportage that
is different, but related, to the first type of 'immersion' mentioned.
Consider another view of 'immersion' and audio space expressed by
Helen Thorington at http://amsterdam.nettime.org/Lists-Archives/nettime-l-9804/msg00052.html
:
"I am convinced that sound on the internet is going to be more
and more significant. It is, from my point of view, a grounding material.
Sound is a way of creating space. You can create space with sound,
so you can in this very immaterial (again: as in radio) area, locate
people, temporarily, through the use of sound in a space, a geography.
I think this is very important. While we are still geographical people
and floating with our feet above the earth it's an instinct to be
grounded somewhere. We are loosing this sense, particularly in the
corporate world where they are switching people around from one location
to another. The sense of belonging to a community anywhere is sort
of dissipating in our lives. That does not mean the need for it isn't
there. I think sound is one way of creating a space that people can
enter and feel that they know where they are, at least imaginatively."
Notice that Thorington is not talking about 3D audio immersion, necessarily.
She is talking about both a physical acoustic space and also a mental
and emotional space. We don't need 3D to feel immersed or enveloped
in audio, but it could be interestingly used.
Impact of Interactive Audio on the Audience, Newsroom,
and Journalism Education
Journalists do a lot of searching for information. Some is easier
found than others. Searching audio recordings is a pain, unlike searching
text. The notion of 'sound as object' treats sound as having many
properties in common with text and visual objects. One of those would
be searchability. More generally, interactive audio tends to treat
sound like a material that should be as easy to work with as other
media in terms of edit/find/compose functionality on materials. Interactive
audio is about giving people control over audio interactively in the
same sorts of ways that we have control over other media. And about
giving them sonic control over other media besides sound. That's a
different attitude toward sound than we have now. Sound is evanescent
and not as trustworthy a source of knowledge as the visual. When we
start a sentence with "I hear that." we are usually asking for clarification,
also. When we start a sentence with "I see that." we are expressing
considerably more certainty.
Why this difference between the epistemological status of sound versus
the visual? Because sound is evanescent, it isn't written down, it
is here and then it is gone. Unless it is recorded. Interactive audio
is about turning sound into a material as worthy of epistemological
trust as the visual and the written, ie, recorded sound as object
like other types of objects.
What this means for the newsroom is a different sense of composition
concerning sound. A sense of sound not just as the soundtrack of the
video, but as independent objects attached to video, or other media,
and as keeper of an (acoustic) space that while related to the visual
is as different from the visual as what is behind the eye is different
from what is in front of the eye. Audio allows you to change points
of view more radically than is often evident in the accompanying video.
Research Issues
The question of indexing sound is an important one. A
practical way around it was pointed out, so that sound is still quite
searchable but not formally indexed, ie, if work involves both sound
and text, make the text searchable and put a link to the audio in
the appropriate searchable text. But this is not a replacement for
formally indexed audio, which is by no means the norm now.
3D sound is another area that has been heavily researched yet the
technology does not seem to be popularly forthcoming.
Speech-to-text is another one in which the appropriate hardware and
software seem to be in the offing still.
Text-to-speech is common, but the voice tends to be out to lunch or
a heavy synth drone. This is largely because we create meaning, ie,
we interpret semantically when we read, and inflect according to our
semantic interpretation. But semantic interpretation (as opposed to
syntactic parsing of the grammar) is a much more difficult computing
question than syntactic parsing.
Artists are exploring interactive audio in many ways on the Web and
in installation pieces, for instance. They seek to create new forms
of music, ie, interactive music, in which the audience can compose
or experience 'presets' of compositions, and can compose with parts
of songs, rather than with notes from an instrument. To quote Brian
Eno (from http://www.wired.com/wired/3.05/eno.html?pg=4&topic=
):
"What people are going to be selling more of in the future is not
pieces of music, but systems by which people can customize listening
experiences for themselves. Change some of the parameters and see
what you get. So, in that sense, musicians would be offering unfinished
pieces of music-pieces of raw material, but highly evolved raw material,
that has a strong flavor to it already. I can also feel something
evolving on the cusp between "music," "game," and "demonstration"-I
imagine a musical experience equivalent to watching John Conway's
computer game of Life or playing SimEarth, for example, in which you
are at once thrilled by the patterns and the knowledge of how they
are made and the metaphorical resonances of such a system. Such an
experience falls in a nice new place-between art and science and playing.
This is where I expect artists to be working more and more in the
future."
From 'we play music' to 'we play with music'. Similarly, there will
be quite a bit of 'we play news' to 'we play with news'. We already
play with the news in many ways, insofar as playing is what we do
when we are having fun or productively interpreting our world. Interactive
audio is a part of other investigations into the interactive where
people are given more power to operate on media of all sorts according
to their goals.
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