Academic literature on the topic 'Acousmatic sound effects'

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Journal articles on the topic "Acousmatic sound effects"

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Avidad, Andrea. "Deadly Barks: Acousmaticity and Post-Animality in Lucrecia Martel's La ciénaga." Film-Philosophy 24, no. 2 (2020): 222–40. http://dx.doi.org/10.3366/film.2020.0140.

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Acousmatic sound is often defined as a sound whose source is unseen, that is, in terms of a separation between the senses of hearing and seeing. Discussions about the acousmatic have generally focused on the ontological relation between the sonic effect and the visually unavailable source that produces it. This article examines the function of acousmatic sound in Argentine auteur Lucrecia Martel's La ciénaga ( The Swamp, 2001), arguing that the film's distinctive employment of acousmatic sound and acousmatic listening constitutes a strategy of disruption, challenging the traditional concept of the “animal” – an ideological and oppressive notion produced by dominant Western philosophical discourse. My reading gives close attention to what seems to be the barking of an unseen dog and its effects on human listeners, contending that, as the semiotic stability of the figure of the dog gradually erodes within Martel's cinematic territory, listening to the canine voice becomes an unsettling sensory-cognitive experience; the sound of the barks presents an irresolvable epistemic problem. I draw on Jacques Derrida's late writings on nonhuman animals, borrowing the term animot, to argue that Martel's film brings into audibility an animality irreducible plural: an alterity exceeding logocentric economies of knowledge. The film's experimental aesthetics and construction of narrative, I suggest, are concerned with perceiving and making perception itself perceptible, while exposing the limits of human perception – impassable limits marked by an animality which gradually withstands conceptual domestication. Through its use of acousmatic listening, La ciénaga expands our perception of ecological ontology.
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d’Alessandro, Christophe, and Markus Noisternig. "Of Pipes and Patches: Listening to augmented pipe organs." Organised Sound 24, no. 1 (2019): 41–53. http://dx.doi.org/10.1017/s1355771819000050.

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Pipe organs are complex timbral synthesisers in an early acousmatic setting, which have always accompanied the evolution of music and technology. The most recent development is digital augmentation: the organ sound is captured, transformed and then played back in real time. The present augmented organ project relies on three main aesthetic principles: microphony, fusion and instrumentality. Microphony means that sounds are captured inside the organ case, close to the pipes. Real-time audio effects are then applied to the internal sounds before they are played back over loudspeakers; the transformed sounds interact with the original sounds of the pipe organ. The fusion principle exploits the blending effect of the acoustic space surrounding the instrument; the room response transforms the sounds of many single-sound sources into a consistent and organ-typical soundscape at the listener’s position. The instrumentality principle restricts electroacoustic processing to organ sounds only, excluding non-organ sound sources or samples. This article proposes a taxonomy of musical effects. It discusses aesthetic questions concerning the perceptual fusion of acoustic and electronic sources. Both extended playing techniques and digital audio can create musical gestures that conjoin the heterogeneous sonic worlds of pipe organs and electronics. This results in a paradoxical listening experience of unity in the diversity: the music is at the same time electroacoustic and instrumental.
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Hanich, Julian. "Mise en Esprit: One-Character Films and the Evocation of Sensory Imagination." Paragraph 43, no. 3 (2020): 249–64. http://dx.doi.org/10.3366/para.2020.0339.

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This article starts out by introducing the category of the ‘one-character film’ — that is, narrative feature films that rely on a single onscreen character. One-character films can range from extremely laconic movies entirely focused on the action in the narrative here-and-now via highly talkative films that revolve around soliloquies of self-reflection, questioning of identity and a problematizing of the narrative past to strongly dialogue-heavy films that — via phones and other telecommunication devices — reach far beyond the depicted scene. It is on the latter that the article eventually focuses. Films like Buried (2010), Locke (2013) or The Guilty (2018) centrifugally thrust the viewers into a simultaneous present that remains invisible and that they have to imagine in sensory ways. Imagining this invisible elsewhere, which I call mise en esprit, can be facilitated and evoked through various cinematic means such as reduced within-modality-interference, suggestive verbalizations, acousmatic voices and sound effects.
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BARRETT, G. DOUGLAS. "‘How We Were Never Posthuman’: Technologies of the Embodied Voice in Pamela Z's Voci." Twentieth-Century Music, July 13, 2021, 1–25. http://dx.doi.org/10.1017/s1478572221000074.

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Abstract This article analyses composer Pamela Z's work in light of critiques of posthumanism from Black studies and sound/music studies. Z's large-scale multimedia work Voci (2003), which the artist describes as a ‘polyphonic mono-opera’, consists of a series of eighteen scenes that combine vocal performance with digital video and audio processing. Z manipulates these sources using the BodySynth, an alternate controller interface that converts bodily gestures into expressive control signals. Z's work has been considered through cyborgian, Afrofuturist, and posthumanist discourses. But rather than affirm her practice as fully consonant with technological visions of the posthuman, I argue that she challenges the very liberal humanism upon which the posthuman is built. For a key tenet of liberal humanism, as Alexander G. Weheliye observes, was the racial and gendered apportionment of humanity into full humans, not-quite-humans, and non-humans. We have never been completely human, he suggests, let alone posthuman. Z uses technologies of the embodied voice to confront both the posthuman imaginary and the continued effects of its ideological preconditions in racio-colonial liberal humanism. In a Voci scene entitled ‘Voice Studies’, for instance, Z engages the problem of ‘linguistic profiling’ as it applies to housing discrimination, citing the work of Stanford linguistics researcher John Baugh. Against a backdrop of percussive vocalizations, Z explains, ‘Studies reveal that people can often infer the race of an individual based on the sound of their voice’, subsequently playing back recordings of housing applicants containing vocal signifiers of racial difference. The article then contrasts this kind of ‘aural dimension of race’ found in Jennifer Lynn Stoever's notion of the ‘sonic color line’ with Pierre Schaeffer's attempt to separate sound from the social – as well as from bodies and identities – in his practice of acousmatic reduction. With this in mind, I show how Z construes the voice as an acous(ma)tic technology of embodiment while reframing opera's humanist legacy through Voci's allegorical narration of the ‘prehuman’, ‘human’, and ‘posthuman’. Moving with and against a posthuman imaginary, Z suggests that although we have never quite been human or posthuman, we may nevertheless narrate new versions of each.
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Dissertations / Theses on the topic "Acousmatic sound effects"

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Lantz, Fanny. "Exploring the impact of familiarity on the emotional response to acousmatic sound effects in horror film." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84249.

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Ever since the introduction of sound in film, sound effects have played a big part in the experience of the film audience. Acousmatic sound effects are diegetic sounds that lack a visual source on screen, and they are frequently used in horror films. This research explores the relationship between familiarity with sound effects and the emotional response in the audience. An experiment was conducted where two test groups watched an excerpt from a horror film where acousmatic sounds were a big part of the soundtrack. One of the test groups watched a version where there were reoccurring familiar acousmatic sounds, and the other group watched a version with random un-familiar acousmatic sounds. Data was collected through self-report and physiological measurements. The results suggest that there is a dissonance between the conscious and unconscious emotional experience of suspense and fear. The physiological measurements indicate a higher emotional arousal in the group that watched the unfamiliar version of the stimuli, while the self-report propose a stronger conscious build-up of suspense leading to a stronger experience of fear in the group watching the familiar version. Further research directions based on the result of this research are presented.
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Books on the topic "Acousmatic sound effects"

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Drury, Joseph. Novel Machines. Oxford University Press, 2017. http://dx.doi.org/10.1093/oso/9780198792383.001.0001.

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Novel Machines argues that many of the most important formal innovations in eighteenth-century fiction were critical responses to the new prominence of machines in Britain’s Industrial Enlightenment. Although narratives and machines had been seen as sharing a basic affinity since Aristotle, their relationship acquired a new urgency in the eighteenth century as authors sought to organize their narratives according to the new ideas about nature, art, and the human subject that emerged out of the Scientific Revolution. Novel Machines tracks the consequences of this effort to transform the novel into an Enlightenment machine. On the one hand, the rationalization of the novel’s narrative machinery helped establish its legitimacy, such that by the end of the century it could be celebrated as a modern ‘invention’ that provided valuable philosophical knowledge about human nature. On the other hand, conceptualizing the novel as a machine opened up a new line of attack for the period’s moralists, whose polemics against the novel were often framed in the same terms used to reflect on the uses and effects of machines in other contexts. Eighteenth-century novelists responded by adapting the novel’s narrative machinery, devising in the process some of the period’s most characteristic and influential formal innovations. Novel Machines focuses on four of these innovations: the extended representation of the deliberating mind in Eliza Haywood’s amatory fiction; Henry Fielding’s performative, self-conscious narrator; Laurence Sterne’s slow, digressive, non-linear narration; and the atmospheric descriptions of acousmatic sound in Ann Radcliffe’s gothic romances.
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Book chapters on the topic "Acousmatic sound effects"

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Holliday, Christopher. "Monsters, Synch: A Taxonomy of the Star Voice." In The Computer-Animated Film. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474427883.003.0008.

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This chapter proposes that the ascription of star speech (as a dynamic sound form) to the computer-animated film’s puppet performers contributes to the effect and impact of their many screen performances. This chapter takes the star voice to be a unique instrument of performance that lies at the cornerstone of computer-animated film acting, and begins by implicating the potency of the star voice within wider industrial discourses. These include local dubbing practices, sound technology, and the multiplication of star sound across a range of consumer and multi-media products. The formal and structural importance of the star voice to computer-animated film performance is illustrated through the work of prominent film sound theorist Michel Chion and his work on synchresis, a neologism produced out of the combination of “synchronism” and “synthesis”. By extending Chion’s account, this chapter uses descriptors derived from synchresis to outline three prominent synchretic unions operating at the level of character design. A significant innovation here is the development of a taxonomy of the star voice as it is inscribed formally into computer-animated films—anthropomorphic, autobiographic and acousmatic synchresis—which give new precision to the analysis of star voices in animation.
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