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UID:89a576e3923605428c0a8d3c76f5fd76
CATEGORIES:Séminaire du CREM, CREM
CREATED:20210806T204610
SUMMARY:Sound and the Feeling of Presence, avec Mark Grimshaw-Aagaard
LOCATION:Lesc – salle 308F (3e étage) - 21\, allée de l’Université\, Nanterre\, \, 9
 2000\, France
DESCRIPTION:Over the past couple of decades, my interest in computer game sound has led
  me to formulate ideas regarding the role of sound in immersion in computer
  game worlds, our perception of sound waves, and the broader questions of w
 hat is sound? and what is presence? In this talk, I provide a short critiqu
 e of the standard definition of sound—that sound is a sound wave—and use th
 is to present the view that sound is a perception; that the sound we percei
 ve is not the sound wave we sense, and, indeed, that perceiving sound does 
 not necessarily require the presence of a sound wave at all. I then show ho
 w sound plays a role in the feeling of presence in virtual worlds, highligh
 ting the problem of realism in the design of such worlds if current theorie
 s on presence in such worlds are to be believed. I conclude by introducing 
 a conception of presence in the 'real' world that I am currently developing
 .\nMark Grimshaw-Aagaard is the Obel Professor of Music at Aalborg Universi
 ty, Denmark. He has published widely across subjects as diverse as sound, b
 iofeedback in computer games, virtuality, the Uncanny Valley, presence/imme
 rsion, and IT systems, and he also writes free, opensource software for vir
 tual research environments (WIKINDX). Mark is series editor for the Palgrav
 e Macmillan series PalgraveStudies in Sound, and his books include the anth
 ologies Game Sound Technology &amp; Player Interaction (IGI Global 2011) an
 d The Oxford Handbook of Virtuality (Oxford University Press 2014), and, wi
 th co-author Tom Garner, a monograph entitled Sonic Virtuality (Oxford Univ
 ersity Press 2015). A two-volume co-edited anthology, The Oxford Handbook o
 f Sound &amp; Imagination, was published in 2019 as was the co-authored The
  Recording, Mixing &amp; Mastering Reference Handbook, both from Oxford Uni
 versity Press. He is currently co-editing The Oxford Handbook of Video Game
  Music &amp; Sound (forthcoming 2023) and, in early 2021, started the proje
 ct Urban Greening: Ultrasonics and AI for Sustainable Biodiversity in Citie
 s, which investigates the presence and effects of ultrasound in urban areas
 .\n
X-ALT-DESC;FMTTYPE=text/html:<p>Over the past couple of decades, my interest in computer game sound has 
 led me to formulate ideas regarding the role of sound in immersion in compu
 ter game worlds, our perception of sound waves, and the broader questions o
 f <em>what is sound?</em> and <em>what is presence?</em> In this talk, I pr
 ovide a short critique of the standard definition of sound—that sound is a 
 sound wave—and use this to present the view that sound is a perception; tha
 t the sound we perceive is not the sound wave we sense, and, indeed, that p
 erceiving sound does not necessarily require the presence of a sound wave a
 t all. I then show how sound plays a role in the feeling of presence in vir
 tual worlds, highlighting the problem of realism in the design of such worl
 ds if current theories on presence in such worlds are to be believed. I con
 clude by introducing a conception of presence in the 'real' world that I am
  currently developing.</p><p><strong>Mark Grimshaw-Aagaard</strong> is the 
 Obel Professor of Music at Aalborg University, Denmark. He has published wi
 dely across subjects as diverse as sound, biofeedback in computer games, vi
 rtuality, the Uncanny Valley, presence/immersion, and IT systems, and he al
 so writes free, opensource software for virtual research environments (WIKI
 NDX). Mark is series editor for the Palgrave Macmillan series&nbsp;<em>Palg
 rave</em><em>Studies in Sound</em>, and his books include the anthologies&n
 bsp;<em>Game Sound Technology &amp; Player Interaction</em> (IGI Global 201
 1) and <em>The Oxford Handbook of Virtuality</em> (Oxford University Press 
 2014), and, with co-author Tom Garner, a monograph entitled <em>Sonic Virtu
 ality</em> (Oxford University Press 2015). A two-volume co-edited anthology
 ,&nbsp;<em>The Oxford Handbook of Sound &amp; Imagination</em>, was publish
 ed in 2019 as was the co-authored <em>The Recording, Mixing &amp; Mastering
  Reference Handbook</em>, both from Oxford University Press. He is currentl
 y co-editing&nbsp;<em>The Oxford Handbook of Video Game Music &amp; Sound</
 em> (forthcoming 2023) and, in early 2021, started the project <em>Urban Gr
 eening: Ultrasonics and AI for Sustainable Biodiversity in Cities</em>, whi
 ch investigates the presence and effects of ultrasound in urban areas.</p>
DTSTAMP:20260428T210116
DTSTART;TZID=Europe/Paris:20220509T140000
DTEND;TZID=Europe/Paris:20220509T160000
SEQUENCE:0
TRANSP:OPAQUE
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