Garth Paine

Activated Space

Composer, Installation Artist, Sound Designer

Interactives Designer, Exhibition Consultant

mail here

http://www.activatedspace.com.au

Garth Paine

Sound is an essential player in the creation of engaging multimedia environments, as the general public, and our clients, raise their expectations of the quality and dynamic of AV displays in museums

Works:

See my Interactive Immersive Sound Environments

here some of my music

Statement:

What can sound contribute to the museum environment?

Sound unlike any other medium, engages the audience actively.  By, active, I mean that sound comes out to meet you; it is omnipresent; it penetrates the body, literally entering the ear canal and causing a disturbance in the inner ear - a very intermit experience when you think about it.  Those two characteristics of sound, active engagement and intimacy are unique to sound in the museum environment.  I utilise these two characteristics by approaching the design of sound in the museum context in two layers - environment, or context and specific information delivery, usually text.  I combine these design challenges as if making a site specific sound installation work.

 

Environment - Context

As a sound designer I am interested in creating immersive sound environments that use a number of speakers, and usually programmable sound spatialisation technologies (such as the Richmond Audio Box, used for the first time in Australia in the Immigration Museum, Melbourne) to capitalise on the active engagement characteristic of sound by discarding the old paradigm of sound being dispersed from a single point (i.e. one or two speakers next to the exhibit) and replacing it with a sound stage, programmed to move through the exhibition space in realtime.  This kind of sound spatialisation creates an environment that focuses the visitor on the world of the exhibition content.  It can be used to suggest an historical context (as I did in the Ballarat, Eureka Stockade Centre) or to create the sense of journey and movement (as i did in the Immigration Museum).  Regardless of the specific design intention, the creation of an environmental context for the exhibition is a particularly powerful tool for which the omnipresent character of sound is perfectly suited.  Within this aspect of museum design, the movement of sound elements through the space in realtime creates a sense of the sound elements taking on a physical presence within the space.  If we were making a play, these sound elements would be regarded as a character.  The creation of a sound environment lends an experiential character to the museum experience which can be very powerful in focusing the visitor on the immediate situation of those people people whose life experiences have created the subject of the exhibition.

Specific Information Delivery

The museum exhibit usually requires some form of text delivery.  The use of spoken text is a powerful way of characterising and bringing to life the person or situation being presented.  The delivery of this kind of information is largely controlled by a couple of pragmatic factors - the script and the consideration of spoken text audio bleeding into other exhibition areas.  In my view there is enormous potential for the use of a ìguiding characterî, a narrator to lead you through the museum experience, to call you over and tell you a story.  This potential could be realised simply by using a small sonar sensor fitted into a character statue.  The sonar sensor measures distance, and could be set to trigger different sound files at different distances from the exhibit.  When the visitor is 8 meters away, such a system could trigger a call to come over ìhey there, heh, come over here, I have a story to tell youî, as you get closer it could say ìcome on, come closer, you wont belive what happened hereî, and then when the visitor is within 2 meters of the statue, it starts to tell the story ìyou know, just around the corner from here in 18xx, there was a .....î (clearly I am not a script writer). Similarly there could be a character within the exhibit audio - ìare, there you are, Iíve been waiting for you - now this bone handled cup used to belong to....î

In my view the use of text in some museum exhibits is a good way of providing information to visitors, but is severely restricted in itís current use, mostly as disembodied readers of written information, which does nothing to engage the visitor.

The containment of spoken text or background sound for multiple exhibitions within close proximity is still largely unresolved.  I have pursued the design of custom speaker arrays that project a very tight sound beam, in combination with appropriate acoustic treatment of the exhibition space, but have only achieved limited success in this area.  Far more attention needs to be given to the acoustic properties of built spaces by architects and exhibition designers when audio is to be uses.

Sound as part of the AV team

Appropriate sound design sound present information that is not present within other media in the exhibition, with the exception of text, some of which may be presented in the written form.  Sound design within the museum context is in this way similar to sound design for film.  A designer cognisant of the qualities of sound will augment the other media rather than compete with it.

 


This article was originally published in inSite - the journal of Museums Australia

inSITE is the bi-monthly newsletter of Museums Australia (Victorian Branch)
This page was last changed 08 November 1999
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