Musical Guidance
Music and sound effects
have long since been used in movie making, and recently also
in computer games and multimedia, to emphasize and carry the
visual message. The use of such non-speech sounds are vital
to the story-telling in these areas, and a more or less structured
musical language has developed, where certain musical attributes
can be mapped to specific events, characters and moods. This
area of research has been investigated by e.g. Philip
Tagg.
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| From Hitchcock's "Psycho". |
It's clear that film music is a very
strong information carrier and "mood emphasizer". Before sound
came to the movies, films were accompanied by a piano player
in the theatres. The visual information just wasn't enough,
especially when compared to the opera and common theatre.
But sound as an information carrier
is important not only in the movies. In our everyday life
we use all of our senses to get a comprehensive view of different
situations. For example, when driving a car, we listen to
the engine to know when to shift gears. A discordant sound
may attract our attention and tell us that something is wrong.
With the exception of computer games
and multimedia, the use of sounds in computer user interfaces
has been sparse and primarily concerned notification of specific,
often erroneous events. A lot of work in this area has focused
on adding sounds to specific objects, functions or events
in a graphically dominated interface, as in Earcons [3].
However, some recent research has
investigated the use of ambient sounds for conveying background
information [5], and using
musical patterns as information carriers [1,
2]. It has also been suggested
that the development of musical interfaces should focus on
how the emotional meaning of musical sentences, rather than
its formal structure, can be used as a communication medium
[3].
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