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Audio Media for Public Spaces
by Bernard L. Krause, Ph.D.
Wild Sanctuary, Inc.
Glen Ellen, CA
Exhibit
design is theater. Great theater (assuming a successful
premise) balances five major components to express one
or more themes: 3-D elements, graphics, space, light and,
if appropriate, sound. For impact, information transmission
and cost-effectiveness, no single theatrical (exhibit)
component is more forceful or conveys more information
than well-produced and delivered audio. However, for the
past several thousand years traditional design concepts
for most museums and other public spaces have primarily
conveyed information through an emphasis on the visual.
There are many reasons. The first posits that the primary exhibit model in Western
culture is visual; the most important information emanates from the perspective
of the seeable world. Beginning with the advent of the craft, museum designers
and architects have tried to interpret their respective exhibitry through graphics,
text or three-dimensional components -- things seen or touched. Because this
visual model has been emphasized at the expense of the aural, and since the natural
and cultural worlds convey substantial volumes of information through sound,
this consequential but neglected feature of exhibit design remains to be developed
to its first potential.
Second,
the element of sound was introduced to exhibit design
very late in the process. More robust media delivery
technologies were unavailable until the latter half of
the 20th century. By that time visual design traditions
and paradigms had become well-entrenched. Third, because
sound is more elusive and cannot literally be held in
one's hand or otherwise touched or seen, finely-honed
audio environments were not easy to conceptualize in
the minds of many traditional planners. By the close
of the 20th century, however, an important shift in the
design philosophies of young designers, more conscious
of the medium's enormous impact, began to balance acoustic
elements with the visual in ways never before attempted.
Historically,
the storage and replication of sound became possible
for the first time when Thomas Edison attached a
needle to a diaphragm at the small end of
a large horn and spoke into it. Vibrations from the source of sound caused
the diaphragm and needle to fluctuate. When it was
held under slight pressure to
the surface of a rotating cylinder of wax, the needle etched a trace of sound
onto the surface in the form of a thin wavy line. Subsequent audio performance
and the bearing it was to have on the cultures of the world was profound.
Rotunda -- Smithsonian Museum, Washington, D.C.
During the summer
of 1906, more than a quarter of a century after the Edison
innovation and the first example of sound
in an exhibit, the American Museum of Natural History and
the Bronx Zoo were presenting live human media. An exhibit
featuring Ota Benga, a Babanzele Pygmy captured in what was
then the Belgian Congo, was the main visual and acoustic
attraction. Even then, Ota Benga was more seen than heard.
Other examples, like Ishi, the last California Yahi Native
American, exhibited in Golden Gate Park between 1912 and
1915, brought 40,000 visitors a month to the exhibit to hear
him sing, speak and to watch as he fashioned traditional
hunting implements. Earlier examples of human display in
public spaces can be traced to 1845, when a young black slave
whom exhibit designers called "Jefken
van de zoologie" (Little Jeff of Zoology) was featured in an Antwerp (Belgium)
exhibit as a singer and dancer.
However, despite several technological developments in intervening years, it
was not until the mid-20th century that new audio tape technologies were employed
in exhibitry usually featuring sounds of individual creatures or short monologues.
Thus they were given a tentative, but low priority in exhibit design hierarchy.
There is no precise record of the first museum to incorporate and employ recorded
sound as an integral component of the exhibitry. It can be assumed, however,
the event took place some time soon after the introduction of the Ampex tape
recorder in 1948. Notwithstanding the few push-button exhibits that began to
appear in some European and North American venues in the early 1950's, audio
media did not begin to play a significant role until the early 1960's. At that
time, audio playback technologies became inexpensive enough to be considered
useful and exhibit designers could now bring samples of sound into displays in
the form of push-button panels and audio loops, the first types of audio iteration.
The visitor was now able to hear short recorded samples of a bird, mammal or
cultural programs representative of the exhibit.
While these early demonstrations of audio programs were generally awkward, primitive,
contextually abstracted, they were nevertheless a step toward the transformation
of the medium. Also in the ‘60's, continuous, longer audio tape sound loops
were introduced in an attempt to replicate the sounds of entire natural habitats
for natural history museums, and nascent multi-track audio production techniques
resulted in the creation of more engaging cultural programs.
Sound design is both a science and an art.
As visitors became more attuned to both
the realities of natural and cultural worlds and the media
environment in their homes and cinemas, they began to demand
more dramatic effects and useful audio information from all
aspects of exhibitry. New spatial concepts emerged -- especially
in the realm of natural history exhibits that, for example,
considered the sounds of ground-dwelling creatures, previously
emanating from poor quality ceiling speakers, coming from
the perspective where they would normally be heard. Creature
audio performances of organisms normally heard at night or
day, would be synchronized with special light dimmers which
tracked changes for dramatic impression. Where contexts had
previously been confusing and often disorienting because
many audio programs were competing at the same time for attention
in small or reverberant spaces, well-controlled environments
could produce programs designed to totally engage the visitor
focusing on the themes being conveyed. Furthermore, where
earlier looped performances were incapable of identifying
sounds or translating languages, this, too, could now be
mitigated. In addition, certain types of audio performances
had the effect of causing some observable stress on visitors
-- not the least of which were the museum employees who had
to endure the constant repetition. Where the relationship
between what was heard and what was received by the visitor
was a virtual disconnection (where the visitor heard nothing
more than unrelated cacophonous noise), a significant new
link to the experience was about to take place.
By the close of the 20th century,
an important shift in the design
philosophies of young
designers, more conscious of the
medium's enormous impact,
began to balance acoustic
elements with the
visual in ways never before attempted.
Despite the fact that recording technologies (speakers, amplifiers and media
playback systems, in particular) improved in the last quarter of the 20th century,
public space designers only began to feel the competitive pressure of other electronic
media and film in the last few years. It was only when the quality of museum
audio media lagged behind the expectations of a younger and more demanding visitor
demographic that serious attention to this dimension began to surface. Designers
and administrators have now begun to realize that visitors of all ages are much
more aware of the theatrical power of media, particularly that of audio. Expectations
have soared as museum directors attempt to capture the attention of visitors
whose experience of any medium, whether electronic or static, must be compelling
in order to make an impact and hold visitor attention. It is a given well-produced
audio greatly enhances the impact of visual elements common in entertainment
media. As a consequence, public demand for comparable levels of quality in museum
exhibitry has become more resolute and cannot be over-stated.
Mashantucket Pequot Museum and Research Center,
near Mystic, CT.
Most museums and other public spaces currently include one or more media elements
featuring audio. However, despite many improvements in delivery technologies,
traditional exhibit designers have tended, instead, to opt for more archaic
and inferior systems installed in reverberant spaces with many conflicting
media obscuring the message. Thus, the clear vision they have labored so hard
to create becomes fragmented or lost altogether and visitor expectations fail
to be met.
In 1989, an entirely new breed of digital media delivery systems was conceived
in San Francisco by Wild Sanctuary and its technical associates at BBI Engineering
to address this issue. The Wild Sanctuary performance model, the Intelligent
Show System (ISS), was predicated on and designed to articulate the structure
of creature expression of the natural world (biophony). This patented (1992)
non-redundant process was developed to explode the boundaries of exhibit design
through the use of a relatively new form of art, sound sculpture, and was created
to address ways in which elements of the natural and cultural world could be
expressed more comprehensively.
The
ISS design recognized that in the realms of the wild
natural, sound never repeats precisely the same way
twice. The same
holds
true for
cultural
iterations like the telling of stories, oral histories
or live music performances. Continuity
and context of place are maintained, while, over time, one also experiences
an exciting sense of diversity and range. In addition, the system mitigates
the
stressful repetition of noise for both the human and non-humans present in
exhibit environments. Also, the "entire world" of the museum space
is under the control of one system and it becomes conflict-free. Finally, for
the first
time, the system addresses the issue of identification of sounds heard in the
context of each performance by the implementation of graphic and text displays
on, for example, flat video screens located at information rails. Fine examples
of this new technology can be found at the Mashantucket Pequot Museum and Research
Center, near Mystic, CT, and the South Carolina Aquarium (Charleston).
By incorporating this new generation of media delivery and control technology
into exhibits, designers are now able to balance the visual components with the
aural, giving the visitor a heightened and robust overview of a given theme engaging
them in ways never before possible. That is because these systems are designed
to mitigate previous oversights by integrating many levels of program material
related to a single theme onto powerful digital delivery systems thus providing
significant support to the visual aspects of design. Basically, this is how it
works: The software of the ISS is programmed to mix a series of related sound
fragments into cohesive and vigorous performances. Randomly selected, these related
components are mixed dynamically into expressive themes. And the system provides
many years of different performances using only a few hours of basic audio elements
without ever repeating the same program -- even though program content and theme
remains the same -- just like stories are revealed in the real world. Folks working
in the museum venues don't go nuts hearing things repeat, and the visitor can
always experience something new every time he or she returns because the exhibit
is constantly refreshing itself.
In cultural settings, like the Mashantucket Pequot Museum, a complex program
was created that blends an interaction between the human and non-human world.
One indoor exhibit, half an acre in size, expresses a wide range of human and
non-human activity in a 16th century replica of a Native American village. Visitor
movement throughout the exhibit triggers the response of birds into flight. Dogs
bark setting off reactions and responses of other dogs at a distance. Bullfrogs
cease to croak as visitors approach -- then resume vocalizing as they move away
from the zone in which they are represented.
Wild Sanctuary's objective as an audio software designer is to create a media
delivery system and design format mitigating the issues noted above, thus making
a theatrical space that delivers for the visitor. This involves several carefully
considered stages from early concept to final delivery. The first is integrating
audio with the concept. The second is making the client aware that it is germane
to implement acoustic balance in the space creating a virtual theater so all
elements in the exhibit are weighted and crowd noise is controlled. The third
objective is to overcome the redundancy issue. From observations of visitor response
to what was being transmitted, constantly repeating programs projected from inefficient
delivery systems tended to distort information and convey very little if any
material of value to the listener while at the same time introducing a level
of stress. [Note: In a 1989 Wild Sanctuary unpublished study done at the California
Academy of Sciences in San Francisco, CA, a push-a-button bird exhibit featuring
the songs of five different species demonstrated that of 125 respondents of all
ages, only one person was able to correctly recall all five in a blind playback
test; 120 were unable to correctly identify a single song within 90 seconds of
having utilized the panel. In fact, more than 50% of those queried claimed they
pushed the buttons on the panel because they "wanted something to do."]
Without any useful visitor response information at hand, exhibit designers nonetheless
traditionally address the problem by introducing sound, almost any sound. But
they all too often discover to their continued dismay that, while the noise initially
attracts attention, it delivers little in the way of information or engagement.
The reward was a "Voice-of-God" monologue or bird chirp coming from
marginal systems and that serves as a disappointing payoff.
In natural history exhibits no single element conveys a sense of place like well-executed
sound in an acoustically controlled environment. Put a visitor in a dark room
and play the sounds of a tropical rainforest with jaguars prowling or birds flying
overhead through the space and it will evoke a sense of drama, place and dynamic
that no single graphic or visual component can -- and for a fraction of most
exhibit
budgets.
The success of the theater of exhibit design
is predicated on the balance between the five elements noted
at the beginning of this article. Sound design is both a
science and an art. When well-conceived soundscapes in museums
are planned with respect to the architecture of the space,
when they are biologically and culturally informed and designed
with a view to educating the public and to delivering a compelling
illusion -- one that is in harmony with the overall goals
of the exhibit -- the visitor will finally be engaged in
the realm of possible magic. eb
About the author: For the past 35 years, Dr. Krause has
traveled the world capturing sounds of creatures and environments
large and small. Having earned his Ph.D. in the field of
bio-acoustics in 1981, he has worked at the research sites
of Jane Goodall (Gombe, Tanzania), Birute Galdikas (Camp
Leakey, Borneo), and Dian Fossey (Karisoke, Rwanda), as well
as other sites from the Arctic to Antarctic, temperate and
tropical regions in between, recording and evaluating the
manner in which biophonies are established, maintained and
what information they might carry. Recent research has indicated
a link between biophonies and the origins of human music.
Aside from his work in bio-acoustics, Dr. Krause also has a wide music background
in the fields of classical, folk and jazz. He worked his way through the University
of Michigan playing guitar for Motown Records, replaced Pete Seeger in The
Weavers (1963), introduced the synthesizer to the fields of pop music and film,
contributing performances to over 135 major feature films including Apocalypse
Now and Rosemary's Baby, and more than 250 recordings with major recording
artists and acts. Through his company, Wild Sanctuary, he has recorded 58 environmental
soundscape CDs and creates interactive environmental sound sculptures for museums,
zoos, aquaria and other public spaces with patented new technologies.
Testrite Visual Products, Inc., Hackensack, NJ,
is now offering the Framegraphix(TM) large format digital graphic wrap frames, perfect for mounting/displaying
digital printing.
The aluminum alloy frames offer exceptional museum-quality strength and stability, with no warping or bending.
Testrite Visual
Products, Inc.
216 South Newman Street Hackensack NJ, 07601