Mapping the Soundscape in Communicative Forms for Cultural Heritage: Between Realism and Symbolism
Abstract
:1. Introduction
1.1. Ambition
- To discuss the fundamental importance of sound in cultural transmission and storytelling.
- To describe the kind of sound experiences commonly proposed to audiences of different audio-visual media, in various contexts of cultural fruition, with a particular reference to museums.
- To provide a basic understanding of sound devices and solutions in museums, their quality and differences, and to discuss how to best employ them, in which contexts and conditions, and how to make the acoustic experience fulfilling in cultural venues.
1.2. Domain, Literature Review and State-of-the-Art
1.3. Soundscape
1.4. Audio Technologies in Museums
2. Data and Methodology
2.1. Sound Experiences in Museums
2.2. Problems in Audio Management in Museums
2.3. Possible Audio Solutions in Museums
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- Stereophony with good-quality speakers.
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- 5.1 or 7.1 Dolby Digital Surround system.
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- Monophony (not the preferred choice, but possible, using a good-quality speaker with a software encoder capable of converting the signal from stereo to mono).
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- Some monophonic sound showers of good quality, capable of preserving the entire frequency spectrum of the sounds, placed close to each other to ensure sound diffusion over a sufficiently wide area.
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- Sound panels with high directionality; in this case, one, or very few people, could have a good perception of the sound contents.
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- Good-quality Wi-Fi headphones, to be distributed to visitors entering the museum, to enjoy synchronized audio and visual contents. In this case, a binaural listening can be proposed, allowing very good perception. This solution, however, is certainly more expensive and requires assiduous control and maintenance of the devices. Moreover, it does not encourage dialogue and social exchange.
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- Head-mounted display with binaural listening (associated to immersive VR).
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- Stereo speakers with the user positioned perfectly in the center of the triangle (associated to non-immersive vision, on screen).
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- All systems based on loudspeakers can also be used for the individual experience, but the space should be as isolated and closed as possible.
2.4. Solutions for Sound Accessibility
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- Access an audio-description, useful for visually impaired persons, i.e., an audio describing the significant aspects of the visual content and which can be activated on a specific channel of the audio device, as an alternative to the main spoken storytelling. This audio-description must not be disturbed by other audio interferences and must be well-designed in terms of choice of significant contents.
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- Receive audio feedback to actions, to facilitate the experience: waiting, confirmation, contact, obstacle, etc.
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- Benefit from a magnetic induction amplifier in multimedia applications, or a transmitter with bluetooth connectivity: these can improve listening by users with cochlear implants or sound amplifiers. The magnetic induction amplifier eliminates ambient noise (https://www.centroacusticofirenze.com/induzione-magnetica, last access on 16 August 2021).
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- Sign language videos, to enable deaf visitors to understand the contents.
3. Sound Design in the Different Audio-Visual Media
3.1. Documentaries
3.2. Cinema
3.3. Virtual Reality and 3D Videogames
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- To confer realism to the space, mapping it with realistic sounds.
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- To strengthen the symbolic meaning of the space, mapping it with evoking sounds.
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- To attract the user towards specific objectives in the virtual space, even if the sound source is not visible in the frame (by virtue of interactive exploration).
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- To mark the space with meaningful sounds to suggest an itinerary.
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- To give feedback to the user’s actions, and facilitate experience.
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- For storytelling and dialogues with characters.
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- For audio descriptions addressed to visually impaired people, avoiding noise confusion and sound overlapping.
4. Results
4.1. The Rule Confirmation: Virtual Experience among the Characters of Giotto’s Work, 2010, in Assisi, Italy
4.2. Etruscanning: Virtual Exploration of the Regolini Galassi Tomb, 2013, at the Vatican Museums, Vatican City
4.3. Virtual Museum of the Tiber Valley, 2014, in Rome, Italy
4.4. Defend the Walls! 2015, Paestum, Italy
4.5. The Box of Stories: Holographic Showcase for Museums, 2017–2019, Museums in Five European Capitals
4.6. Sonic Experience While Walking across an Archaeological Context: The Case of S. Anna Site in Teramo, 2010, Teramo, Italy
5. Discussion: Evocation or Scientific Modeling of Sound?
Research Perspectives for the Scientific Modeling of an Acoustic Space in VR Applications
- The rendering of the emitting sound and its reverberations in relation to the volume and materials of the surrounding space.
- The location of the sound emitter.
- The location of the receiver (listening point), as it moves through space.
- (1)
- Analysis of the issues to be addressed and definition of a detailed methodology.
- (2)
- 3D modeling of the environment to be implemented in RV: measuring its acoustic behavior in terms of decay time, reverberation, clarity, frequency response and so on.
- (3)
- Recording sounds in an echo-free room, which minimizes the reflection of signals on the walls.
- (4)
- Positioning of sound sources in the reconstructed virtual space.
- (5)
- Rendering of sounds in relation to the acoustic behavior of the environment, on sound grid points.
- (6)
- In case of existing sonic environments, spatial acquisition and sound modeling will be performed differently: using a 360° camera and ambisonic microphones to record 360° spatialized sounds.
- (7)
- Data and software implementation in the VR application.
- (8)
- Creation and implementation of other non-spatialized sound contents, such as audio-descriptions, prompts and feedback actions.
- (9)
- Design of the user experience and interaction.
- (10)
- Final implementation of the VR prototype.
- (11)
- Quantitative and qualitative evaluations of the user experience, according to a codified method. This is useful to understand the perceptive and emotional reaction, the usability of the interfaces, the effectiveness of the contents and the optimal duration of the experience.
6. Conclusions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Pietroni, E. Mapping the Soundscape in Communicative Forms for Cultural Heritage: Between Realism and Symbolism. Heritage 2021, 4, 4495-4523. https://0-doi-org.brum.beds.ac.uk/10.3390/heritage4040248
Pietroni E. Mapping the Soundscape in Communicative Forms for Cultural Heritage: Between Realism and Symbolism. Heritage. 2021; 4(4):4495-4523. https://0-doi-org.brum.beds.ac.uk/10.3390/heritage4040248
Chicago/Turabian StylePietroni, Eva. 2021. "Mapping the Soundscape in Communicative Forms for Cultural Heritage: Between Realism and Symbolism" Heritage 4, no. 4: 4495-4523. https://0-doi-org.brum.beds.ac.uk/10.3390/heritage4040248