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LECTURE WEEK 12 MMST 12016
Introduction
In this final lecture for the course,
I have a several aims. Firstly, I want to reiterate some of the important
points we have covered, Secondly, I want to talk some more about one
particular theme that has stood behind all the others, that is, the
relationship between digital audio, technology, and contemporary culture.
This time, however, I will not be engaging in any critical analysis
or explication. Rather I want to look at the implications the current
cultural and technological milieu has for your future work in audio.
Although there is no reading for this week, I do want to introduce
one more important critical perspective on digital audio and contemporary
culture, which I think helps put your position as audio producers
in a useful context. To that end we will be dealing briefly with some
of the ideas of one more critical theorist, Manuel Castells, and his
conception of the Network Society. During this lecture I will be posing
a series of questions, designed to gauge your response to the course
and its content. While it is not necessary to do so for assessment,
I strongly encourage you to take the time to post responses to some
of these questions to your etute for the (informal) seventh tutorial. Technical skills and critical contexts: finding
the right mix.
In this course, we have looked at (digital)
audio from many different perspectives. The contexts we have covered
should be of use to you in your future multimedia work, whether that
be in web development, video, interactive applications, games, or
a specialization in audio. While you have gained a very broad base
of practical skills and technical knowledge that will equip you well
for a career in multimedia or digital audio, I believe that it is
a good understanding of the issues involved and an ability to think
critically about the role of audio that will give you an advantage.
The history of web development practices is an interesting and useful
parallel. The World Wide Web was “released” (or
perhaps unleashed) by CERN in 1991. Before this time, the Internet
was an important tool for researchers, and the email and other electronic
communications and messaging services it supported had come to be
very important for academics, the military, and corporations. However,
to use these services it was necessary to be familiar with the workings
of command-line based interfaces such as UNIX. To do anything more
than use services such as email and email based discussion lists,
ftp (file transfer protocol) or USENET (newsgroups) required serious
IT skills. In 1992, the National Centre for Supercomputing Applications
at the University of Illinois, Chicago released the Mosaic browser,
allowing point and click navigation of the Web. Support for digital
media, such as audio or JPEG images was not built in to Mosaic, at
least in the early stages, and the ability to hear any audio contact
by the technically “naive” consumer of WWW sites was out of the question.
With a little technical knowledge it was not difficult to embed helper
applications to make unsupported audio, graphic and video content
readily available, however at the time the WWW was new, and the Internet
itself was new in the public consciousness, so outside of universities
and research institutions there was not very much technical skill
at all. Similarly, the creation of web content
was largely limited to those with institutional connections to academia
and research institutions. Tim Berners-Lee’s HTML was not a difficult
language, but exposure to programming and computing in general was
limited. Nevertheless, the WWW flourished. 1993, the year of Mosaic’s
introduction saw a growth in web traffic of 341,634% (H’obbes’ Zakon).
Later developments, the most significant of which was the introduction
of the more fully-featured Netscape in subsequent years furthered
the popular reach of the WWW. In the early 1990s, web design was an
HTML centered phenomenon. A web page consisted of text, some images,
and usually a carefully designed background image, a feature that
has all but disappeared from contemporary web design. The ability
to construct a web page was in itself a specialized skill. This changed
in 1994 with the release of Softquad’s HoTMeTal, the first commercial
release of a WYSIWYG (what you see is what you get) web page authoring
package. Many others followed. This had several important consequences.
It meant that people with limited technical and IT experience could
quickly produce web pages of the same standard as the hand-coding,
IT-savvy producers. It also created a new paradigm for the creation
of the web page that was based around looking, seeing, and placing
elements on the screen. This lifted the bar for what was considered
a good quality page. Nowadays there are some very intuitive,
very powerful packages. Through its dominance of the corporate and
home computing world, Microsoft’s FrontPage has become very important.
While FrontPage was always a graphical, wysiwyg application, from
its first release it included prebuilt page templates, with a variety
of “looks and feels”. Once more, those who had developed HTML, or
wysiwyg compositional skills found that producers with much less skill
were able to produce clean, professional web pages automatically with
FrontPage. Whereas the FrontPage style of page represented
design sophistication and greatly democratized the process of web
page production, the web was soon full of pages that were quite obviously
generated in FrontPage, and as soon as the FrontPage look and feel
became recognizable, it no longer represented a professional, sophisticated
image. The advantage remained with those who had the design and/or
HTML skills. Today, the use of audio is becoming de riguer in cutting edge web design. This
is in part due to the increasing popularity of the WWW, the increase
in bandwidth and decrease in access cost, and particularly because
of the increasing prevalence of pages containing Shockwave elements,
particularly those created wit Macromedia Flash. Flash is a powerful
authoring tool with a major focus on providing animated interfaces
for the WWW, and allows for the relatively easy incorporation of sound.
Recent versions of Flash contain a library of sounds for different
purposes; clicks for button presses, thuds for error messages and
the like. Increasingly, these easy-to-locate, easy-to-use sounds will
become familiar, and with the contempt bred from familiarity, will
be recognized by many as software-generated boilerplate, in the same
way as the FrontPage template has become ho-hum. To keep ahead of
the pack in design terms, it will be increasingly important to use
sounds intelligently, to have the critical skills to reflect on the
purpose of the audio component of a multimedia text or product, and
to be able to design, produce and deploy original and appropriate
sound. The WWW is only one place in which digital
audio is important, but the same argument applies to most other areas.
For example, the most recent version of Adobe’s Premiere digital video
authoring application allows you to specify a start and end point
in your digital movie, select a type of music, and automatically score
your film with Premier-generated music. Similarly, Sonic Foundry’s
Acid and Acid Pro are tools which are powerful and easy to use. Acid-built
music is becoming prevalent in many areas of multimedia. Currently,
the results of relatively automatic cutting and pasting of elements
from Sonic Foundry sound libraries may sound impressive. As we become
more and more familiar with the production paradigm represented by
this platform, the necessity to use Acid intelligently to produce
audio that is appropriate and polished will become more important. Since the software with which we make
multimedia becomes more powerful and easier to use with each passing
year, the ability to use any one given package will not be a lasting
advantage. The ability to make appropriate connections between theory
and practice represents a continuing advantage in this rapidly moving
environment. Question: In what area of multimedia would you
like to specialize? What do you think is the most important lesson
from the contextual strand of this course that will help you in your
future career? Question: If you do not plan a career in Multimedia, what aspects
of this course do you see as being of must importance for you in your
future career? Contexts for digital audio: the story so far
I will now run through some of the important
elements we have covered in the course and gloss a little on some
of the issues I see as important for your future work with digital
audio. The specific qualities of audio
The course started with an introduction
to the physics of audio, and with a discussion of the differences
between the audio and the visual at a phenomenological level. In a
culture that places great stress on visual communication, Audio is
often seen as something secondary, yet the nature of audio is that
it is not as directional as the visual, nor is it possible to ignore
totally (you may recall Ashley’s assessment that we may have eyelids,
but we don’t have earlids.) As a result, Audio is often the first
part of any text or multimedia product to claim our attention. Perhaps,
and this is debatable, once our attention has been gained, our tendency
to approach things from a visual frame of reference is primary. Yet
audio has the capability of reaching out from a text or product in
a unique way. Audio is also quite distinctive on the
level of affect. There has been much mention of audio’s ability to
evoke a mood or capture a feeling in a distinct manner. Audio can
have a visceral and emotive effect that is quite different to what
can be achieved from the visual. In part this is because of the nature
of our auditory senses, and the fact that we are enveloped by sound
in a way which does not apply to other senses, with the exception
of smell, and we are still a long way from being able to digitize
that sense. While it is relatively easy to identify
these specific qualities of audio and talk about them subjectively,
it is more difficult to be critical and analytical regarding the nature of audio. Chion’s work, and in particular the different modes
of listening that he defines, are a good reminder of the particular
qualities of audio, and a useful way of foregrounding the different
purposes of audio during the process of design or critique. Of course, there are many things that
audio does not do well. Audio texts cannot be navigated as well as
written texts – for example, you can re-read any of the sentences
in this lecture that you find difficult, and can leap from your current
place to an earlier section to strengthen links and refresh your memory.
While audio is not strongly directional, the visual is, and for that
reason it was the provision of a graphical interface that lead to
the growth and success of the WWW. The visual is strongly spatial,
and is strongly connected to our ability to interact with multimedia.
The mouse works through visual, not audible, feedback, as we watch
its trajectory across the screen and coordinate this with our guiding
movements. It is for this reason that the rapid development of audio
technology and the use of audio in the design of multimedia has been
somewhat obscured. The visual and interactive elements of computer-mediated
communication are tightly interwoven, and the advances made by technologies
such as the web and the computer game have been driven by developments
in this field. Of course there have been historical exceptions to
this particular precession, such as the development of radio. The
only contemporary example I can bring to mind is the development of
telephone based interfaces to services such as banking and voicemail. The flexibility of audio
As has been mentioned or implied in several
places throughout this course, the qualities particular to audio mean
that it is a particularly flexible means of communication. In one
sense it is far more flexible than print or the visual. All of us
have grown up with the electronic media, and much of what we know
has come from the radio or the audio component of television. Audio
also communicates in other ways. I grew up in Central Queensland,
and one enduring memory of my childhood is the alarming cyclone warning
noise that would interrupt television programming during the long
weeks of summer holidays. This very well designed and alarming noise
managed to communicate something quite urgent without recourse to
words, or anything we would usually consider as language. This extreme flexibility of audio is
something that you should always keep in mind. For instance, the provision
of an audio interface for a computer application at once needs to
function well at an intuitive level, by indexing or referring to familiar
real-world (or virtually-real world) sounds and situations. As well
as functioning as mnemonics and references, the components of an interface
need to work well as sounds. They must be audible, at an appropriate
volume so that they neither become obtrusive or ignorable. They need
to work to convey affect, so that the user finds them pleasant, or
at worst not irritating. Ideally,
they should work well as a sonic environment, and should instill an
appropriate aura, whether that be of solidity, slickness, fun or something
different. While the abstracted nature of audio means that there are
an infinite number of ways to approach any sound design task, that
does not mean audio use can be ad
hoc. Question: Since embarking on this course, have you found yourself
listening differently? In what sorts have situation have you payed
new attention to sound, and how has that listening been different? Ethical issues
Some of the lectures in this course have
directly discussed ethical issues. Others have discussed contemporary
events involving related issues such as intellectual property rights.
In considering postmodernism and cultural production we touched on
issues of ethics in artistic practice. It is important to remember
that when you use audio to tell someone’s story, whether in their
own words, through field recording, or in any other way you are representing
them, or the situation they are in. This must be done responsibly,
sensibly and one must remain constantly aware that there are political
issues inherent in the act of representation through any media. The
use of field and voice recordings not only works to convey a narrative
to representation, they may also have the status of a primary document,
and as such must be used responsibly. I hope that you will also remain aware
of the importance of intellectual property. There is a lot of audio
available on the WWW and on CD-ROM. An extremely small proportion
of it is available as public domain use. While the problematic status
of digitally “shared” music has been highlighted in the media in recent
years, it is still relatively easy to find web sites offering samples
of audio from TV and music sources for free and open use. This does
not mean that the producers of such sites have the right to make the
material available in the first place. Modes of expression in the postmodern era
Throughout this course we have looked
at many different modes of expression possible with audio, and in
particular those easily facilitated by digital technology. We have
also considered the notion of postmodernism, both as an ethic that
guides (much) contemporary cultural production and as a cultural mode.
An awareness of the traits that mark much contemporary audio production
and cultural and social formations that are identified as postmodern
will help you critically assess your own work as well as the contemporary
cultural scene. The discussion of the poststructuralist approaches
that form the philosophical basis of postmodernism has been but a
brief survey, but should be sufficient for you to distinguish between
postmodern practices and what could be loosely termed a postmodern
ideology. The degree to which technology and poststructuralist philosophy
are causally related to such practices has been left open. In your
future work within your degree and after your graduation I hope you
will continue to be aware of these issues, as this will lead to a
deeper understanding of the place of digital audio and multimedia
in general in cotemporary culture. Paradigms of production and consumption
To wrap up this last important point
it is necessary to move beyond a review, and to introduce one more
important theoretical concept, that of the Network Society. Consideration
of this issue will not only extend and strengthen your understanding
of the relationship between technology, audio and contemporary culture,
it will allow us to reflect on the nature of the course, with particular
regard to its practical/technical component. You should take the time
to revisit lecture eight and refresh your memory with regard to Michel
de Certeau’s concepts of strategy and tactic before proceeding. The Network Society
One influential theorist who rejects
postmodernism as an organizing principle in favour of technological
factors in analysis of contemporary culture is Manuel Castells, and
for another perspective on the relationship between audio, technology
and culture we will turn briefly to his work. In The
Rise of the Network Society, volume one of his series The
Information Age: Economy, Society and Culture, Castells outlines
his view of the Information Age, as he identifies the current period.
Central to the social, economic and political organization of information
age is the concept of the network society, that is, a society organized
around networks, which are typically mediate by information technology.
As Castells writes in the conclusion to The Network Society, Our exploration of emergent
social structures across domains of human activity and experience
leads to an overarching conclusion: as a historical trend, dominant
functions and processes in the information age are increasingly organized
around networks. Networks constitute the new social morphology of
our society, and the diffusion of networking logic substantially modifies
the operation and outcomes in processes of production, experience,
power, and culture. While the networking form of social interaction
has existed in other times and spaces, the new information technology
paradigm provides the material basis for its pervasive expansion throughout
the entire social structure. (469) Note that by “network” Castells does
not refer to a computer network, that is, his understanding of the
term is not the same as one might find in the discipline of Information
Systems, although such systems are part of the “material basis” of
the expansion of networks. For Castells, a network is a set of interconnected
nodes. A node is a point at which a curve crosses itself. What a node
is, concretely speaking, depends on the kind of concrete networks
of which we speak. They are stock exchange markets, and their ancillary
advanced services centres, in the network of global financial flows.
They are national councils of ministers and European Commissioners
in the political network that governs the European Union. They are
coca fields and poppy fields, clandestine laboratories, secret landing
strips, street gangs and money-laundering financial institutions in
the network of drug traffic
that penetrates economies, societies and states throughout the world.
They are television systems, entertainment studios, computer graphics
milieux, news teams and mobile devices generating, transmitting and
receiving signals in the global network of the new media at the roots
of cultural expression and public opinion in the information age.
(470) Networks, for Castells, consist of combination
of elements that may include social, political, economic and technological
factors. The network is not determined by the technology, and networks
can exist and flourish without digital and communications technology.
However, since networks are predicated upon the transfer or flow of
information between nodes, and IT and digital technology facilitate
that transfer, the technologies of communication and digital media
are key elements, and in many ways shape cultural expression in the
network society. Before moving on, you might like to read
a concise summary of Castell’s arguments. Cliff Barney, editor of
the online magazine “Tales of the Network Frontier” provides an
outline. While Castells does give much space to issues of culture
and cultural expression, Barney’s
summary is skewed towards economic and workplace issues, but remains
useful. In the discussion of file sharing in
lecture eight, it was suggested that the uses made of digital technology
by parties such as the file sharing community and individuals like
Napster founder Shawn Fanning were tactical in nature. We can consider
that the community of file sharers is a culture built around a network.
That network is built around the flows of “information” such as digital
audio files, knowledge of where, how and when to access files and
file-sharing applications, and the file sharing applications themselves.
The nodes of this network include the file sharers, the entrepreneurial
individuals who initiate communication forums, resource and news sites
and the like dedicated to file sharing and digital audio, the producers
of audio material who utilize file sharing for publicity and the file
sharing applications themselves. It can be argued that the kind of
operation natural to the network in Castell’s terms is the tactic.
The operations that sustain the network are tactical, for instance,
the “leaking” of the Kid A tracks at the time when the Radiohead
“blips” had become a major cultural artifact within the network is
a tactical move, made on territory “belonging” to the record label,
but enabled by the sophistication and ease of use of the technology
through which the network is sustained. There are many elements of this course
that are similarly network-centric. For instance, the work that you
have done for assessment involves the use of several different applications.
In producing your work, you are transferring information from one
application to another to produce something that cannot be achieved
using one single application. In part this is a consequence of the
nature of digital audio within contemporary multimedia technology.
Since it is the visual that tends to lead the way and define the trajectories
of technological development in multimedia, various vision-centric
multimedia functions have coalesced around several large applications.
There are products like Dreamweaver that can encompass nearly all
web development tasks. Since audio remains behind the visual in the
evolution of these development paradigms, there are fewer comprehensive
packages, and Premiere or Final Cut Pro that will handle nearly all
video development tasks. Audio applications tend to be more specialized,
and in a sense subservient tools such as those mentioned above. However
the ability to make use of networks in order to identify applicable
tools and to have the technical skills to be able to connect technical
nodes is an extremely significant skill for multimedia, and of rlife
in the Network Society. This course has fostered these technical
skills and understandings. It has also gone a long way towards teaching
you the kind of communications skills appropriate for and necessary
to working in networks by including elements such as etute discussion. Making use of networks
I hope that you have found the network-centered
approach of this course satisfying. In order to maximize the benefit
you gain from this course, particularly if you want to continue honing
your digital audio skills, you should continue being active in the
digital audio network. You should keep up an interest in and awareness
of contemporary developments in digital audio and multimedia by surfing
for interesting audio sites, by reading current scholarly and popular
work in the area, by keeping active in online forums for audio, and
by practicing your skills and making sure they are visible to others
in the network. One way of doing this is to keep producing, and put
some of your work up on the web. Keep in the know by making use of
services such as Yahoo Groups and MSN communities. Question: How important do you think what we
might term “network skills” will be to your career in multimedia or
your chosen field? A final note
I would like to thank you all for enrolling
in this course, and bearing with some of the teething problems that
so often attend the first run of a new and complex course. I hope
that you have found the course rewarding. I especially hope that you
have a deeper understanding of and appreciation for digital audio
in all its variety. I would also like to thank Ashley Holmes
and Martin Francis for coordinating this course during its first run.
They have made a great contribution
to the course and have done a great job running it. To all the students of MMST12016, good
luck, and I hope that this has been interesting and challenging and
will have benefit for you in the future. Works Cited
Castells, Manuel, The Rise of the Network
Society, Malden: Blackwell, 1996. Zakon, Robert H., “Hobbes’ Internet Timeline
v5.6”, http://www.zakon.org/robert/internet/timeline/,
April 1 2002. |