Noise is a common problem in hospitals, and it is known that social behavior can influence sound levels. The aim of this naturally-occurring field experiment was to assess the influence of a non-talking rule on the actual sound level and perception of patients in an outpatient infusion center. In a quasi-randomized trial two conditions were compared in real life. In the control condition, patients (n = 137) were allowed to talk to fellow patients and visitors during the treatment. In the intervention condition patients (n = 126) were requested not to talk to fellow patients and visitors during their treatment. This study measured the actual sound levels in dB(A) as well as patients’ preferences regarding sound and their perceptions of the physical environment, anxiety, and quality of health care. A linear-mixed-model showed a statistically significant, but rather small reduction of the non-talking rule on the actual sound level with an average of 1.1 dB(A). Half of the patients preferred a talking condition (57%), around one-third of the patients had no preference (36%), and 7% of the patients preferred a non-talking condition. Our results suggest that patients who preferred non-talking, perceived the environment more negatively compared to the majority of patients and perceived higher levels of anxiety. Results showed no significant effect of the experimental conditions on patient perceptions. In conclusion, a non-talking rule of conduct only minimally reduced the actual sound level and did not influence the perception of patients.
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Abstract In this paper several meaningful audio icons of classic arcade games such as Pong, Donkey Kong, Mario World and Pac-Man are analyzed, using the PRAAT software for speech analysis and musical theory. The analysis results are used to describe how these examples of best practice sound design obtain their meaning in the player's perception. Some aspects can be related to the use of tonal hierarchy (e.g. Donkey Kong and Mario World) which is a western culture related aspect of musical meaning. Other aspects are related to universal expressions of meaning such as the theory of misattribution, prosody, vocalization and cross-modal perceptions such as brightness and the uncanny valley hypothesis. Recent studies in the field of cognitive neuroscience support the universal and meaningful potential of all these aspects. The relationship between language related prosody, vocalization and phonology, and music seems to be an especially successful design principle for universally meaningful music icons in game sound design.
In 2017, I introduced a new theoretical framework in Archival Science, that of the ‘Archive–as–Is’. This framework proposes a theoretical foundation for Enterprise Information Management (EIM) in World 2.0, the virtual, interactive, and hyper connected platform that is developing around us. This framework should allow EIM to end the existing ‘information chaos’, to computerize information management, to improve the organizational ability to reach business objectives, and to define business strategies. The concepts of records and archives are crucial for those endeavours. The framework of the ‘Archive–as–Is’ is an organization–oriented archival theory, consisting of five components, namely: [1] four dimensions of information, [2] two archival principles, [3] five requirements of information accessibility, [4] the information value chain; and [5] organizational behaviour. In this paper, the subject of research is component 5 of the framework: organizational behaviour. Behaviour of employees (including archivists) is one of the most complicated aspects within organizations when creating, processing, managing, and preserving information, records, and archives. There is an almost universal ‘sound of silence’ in scholarly literature from archival and information studies although this subject and its effects on information management are studied extensively in many other disciplines, like psychology, sociology, anthropology, and organization science. In this paper, I want to study how and why employees behave as they do when they are working with records and archives and how EIM is influenced by this behaviour.
Denim Democracy from the Alliance for Responsible Denim (ARD) is an interactive exhibition that celebrates the journey and learning of ARD members, educates visitors about sustainable denim and highlights how companies collaborate together to achieve results. Through sight, sound and tactile sensations, the visitor experiences and fully engages sustainable denim production. The exhibition launches in October 2018 in Amsterdam and travels to key venues and locations in the Netherlands until April 2019. As consumers, we love denim but the denim industry, like other sub-sectors in the textile, apparel and footwear industries, faces many complex sustainability challenges and has been criticized for its polluting and hazardous production practices. The Alliance for Responsible Denim project brought leading denim brands, suppliers and stakeholders together to collectively address these issues and take initial steps towards improving the ecological sustainability impact of denim production. Sustainability challenges are considered very complex and economically undesirable for individual companies to address alone. In denim, small and medium sized denim firms face specific challenges, such as lower economies of scale and lower buying power to affect change in practices. There is great benefit in combining denim companies' resources and knowledge so that collective experimentation and learning can lift the sustainability standards of the industry and lead to the development of common standards and benchmarks on a scale that matters. If meaningful, transformative industrial change is to be made, then it calls for collaboration between denim industry stakeholders that goes beyond supplier-buyer relations and includes horizontal value chain collaboration of competing large and small denim brands. However collaboration between organizations, and especially between competitors, is highly complex and prone to failure. The research behind the Alliance for Responsible Denim project asked a central research question: how do competitors effectively collaborate together to create common, industry standards on resource use and benchmarks for improved ecological sustainability? To answer this question, we used a mixed-method, action research approach. The Alliance for Responsible Denim project mobilized and facilitated denim brands to collectively identify ways to reduce the use of water and chemicals in denim production and then aided them to implement these practices individually in their respective firms.
This PD project aims to gather new knowledge through artistic and participatory design research within neighbourhoods for possible ways of addressing and understanding the avoidance and numbness caused by feelings of vulnerability, discomfort and pain associated with eco-anxiety and chronic fear of environmental doom. The project will include artistic production and suitable forms of fieldwork. The objectives of the PD are to find answers to the practice problem of society which call for art that sensitises, makes aware and helps initiate behavioural change around the consequences of climate change. Rather than visualize future sea levels directly, it will seek to engage with climate change in a metaphorical and poetic way. Neither a doom nor an overly techno-optimistic scenario seem useful to understand the complexity of flood risk management or the dangers of flooding. By challenging both perspectives with artistic means, this research hopes to counter eco-anxiety and create a sense of open thought and susceptibility to new ideas, feelings and chains of thought. Animation and humour, are possible ingredients. The objective is to find and create multiple Dutch water stories, not just one. To achieve this, it is necessary to develop new methods for selecting and repurposing existing impactful stories and strong images. Citizens and students will be included to do so via fieldwork. In addition, archival materials will be used. Archives serve as a repository for memory recollection and reuse, selecting material from the audiovisual archive of the Institute of Sound & Vision will be a crucial part of the creative work which will include two films and accompanying music.
Het project ‘Data Resonantie’ is een artistiek onderzoeksproject bedoeld om met behulp van moderne technologieën en persoonlijke data nieuwe manieren te ontdekken om in coronatijd veilige, gedeelde openbare ruimtes te creëren. Het onderzoek wil bijdragen aan de ontwikkeling van zowel praktische toepassingen als vernieuwende artistieke methodes in het veld van Mens Machine Interactie op het gebied van veiligheid en privacy in openbare ruimtes waar veel mensen komen en waardoor afstand houden ingewikkeld is. Dat gebeurt in de setting van een aantal labs waarin met persoonlijke data via real-time surveillance een audiovisuele ervaring wordt gegenereerd die participanten een veilige afstand toont, ze laat bijdragen aan de soundscape en ze tegelijkertijd mogelijk bewuster maakt van kwesties rondom het gebruik van persoonlijke data. In de respectievelijke labs zal gebruik worden gemaakt van de expertise van de betrokken partners op het gebied van artistiek onderzoek (Artistic Research Community/Frank Mohr Instituut), experimenteel artistieke settings (Re:Search:Gallery), geluidsresonantie (STEIN) en het gebruik van drones (Omnidones). De centrale vraagstelling is: Hoe kan een artistieke-technisch systeem, dat met behulp van een drone persoonlijke data vertaalt in sensorische ervaringen, individuen in staat stellen om door afstand te houden van elkaar een veilig gedeelde omgeving te co-creëren? Het project is een kruisbestuiving en interdisciplinaire samenwerking tussen een aantal verschillende organisaties in Noord-Nederland; Het is een voorbeeld van de wijze waarop artistiek onderzoekers met een hybride methodologie en met gebruikmaking van verschillende disciplines en expertises ingewikkelde maatschappelijke problemen ter hand kunnen nemen. Daarnaast resulteert het in nieuwe publieke toepassingen voor drone en audio technologieën met de potentie een uitweg te bieden aan sectoren die te lijden hebben onder de corona maatregelen, met in het bijzonder de evenementen industrie en de ermee verbonden horeca en retail.