Author (s)
Raffaele Pavoni
Affiliation
University of Florence, Italy
Publication date
2021
Abstract
Many scientific publications directly concern VR, often conceived as a battlefield for rethinking our rela-tionship with the moving image, and our frameworks on topics such as the cinematographic language orthe spectator perception. And yet, although for some time film studies have re-evaluated the role of soundin cinematic production and spectatorship, in the field of VR the theoretical reflection on concepts suchas stereoscopic audio and binaural recording has remained confined to the technological-engineering as-pect. This essay aims to explore the most common audio techniques and their real impact in terms of con-sumption and affordances, on the basis of some software studies and sound studies reflections and within amedia-archaeological perspective. The results of these innovations go beyond the technological features,suggesting a further rethinking of the cinematographic form and calling into question, even from an audio-only perspective, the issue of audience perception and interaction. The case studies taken into accountmight be an impulse, heuristically, for new studies on these topics.
Full paper
https://cinergie.unibo.it/article/view/12164/13035
Keywords
spatial audio, virtual reality, binaural audio, sound studies, software