Thursday 26 September 2013

Possible Research Aim - (Primarily Animation Based) SCRAPPED

Comparing and contrasting the creative process and applications of audio content in animation before and after the integration/wider use of digital technology.

  • Animation audio; 
    • Voice Acting
      • New creative possibilities, greater pipeline
    • Music
    • Foley
      • From studio recorded mechanical contraptions, to real sampled audio
  • Period could range from the 1930's to the present day.
    • Account for significant changes in animation 

Wednesday 25 September 2013

Ghazanfar & Rendall - Evolution of Human Vocal Production

An interesting study into the nature of human vocal production using the comparative model with primates.



(Page 1 of 4)

Sound Synthesis and Sampling by Martin Russ (2006) also offers an interesting introduction detailing human synthesis;
"Human beings also have a sophisticated means of producing sound: the vocal tract. The combination of vocal cords, throat, tongue, teeth, mouth cavity and lips provide a versatile way of making a wide variety of sounds: a biological sound synthesizer. The development of this particular instrument is long and still ongoing – it is probably the oldest and most important musical instrument."

Tuesday 24 September 2013

Research and Subject Area

I'm glad that I have a subject area for the year ahead, but the challenge facing me over the next short period of time will be narrowing my area of study into an interesting, worthwhile and testable research aim. Given the diverse nature of the human vocal element, I could analyse and study it in a range of approaches such as;
  • The ever present dominance and creative applications of voice in music and culture as an instrument;
    • Musically the most recognized vocal instrument is that of a singer, usually combining notes/words with melodic phrases, drones, etc.
    • Other applications such as beatboxing, whistling and established instrument mimicry;
Naturally 7 - An A Capella music group that uses extensive beatboxing, harmonies and mimicry in their studio and live performances/productions. (YouTube)
  • The use of voice as a sound effects generator in creative mediums;
    • “The best unique sound effects are those made from scratch. Humans have far more range than almost every other creature in the animal kingdom, so try to produce the sound yourself.” - Ric Viers 2008.
    • Compare vocal applications in creative mediums before and after the rise of digital technology (Animation/Video Games).

            
A short video detailing the many voices of Mel Blanc, most famous for his work with Warner Brothers animation. (YouTube) 


The Wabi Sabi Sound guys displaying the combination of voice acting with digital technology to create more abstract monster noises. (YouTube)

Welcome!

During my 3rd year at Abertay, I got the opportunity to take part in a range of different activities and projects that involved the integration of audio content. They manifested themselves in the form of short films, animations and video game prototypes. 

One recurring sound source I relied on and experimented with most frequently, was with the human voice. Applications included; 
  • The mimicry and design of animals 
  • Fantasy creatures
  • Interface sounds
  • Explosions and impacts
  • Soundscapes and ambience   
From these experiences and considering the next step facing me in my studies, an investigation/project based around human vocal sound design gained personal prominence.