Stressful Stimulation: A Sonic Exercise in Memory and Attention

The title of my video makes this final project sound like a game, and that is certainly one way of approaching my topic. However, I originally set out to convey the intense anxiety that can result from cluttered, confusing or overstimulating environments. Not to be taken lightly (There are whole books written about this stuff!), harmful soundscapes can definitely affect the way a person interacts with a space, my example here being Grinnell College’s main dining hall. In this way, I think it would be good to view my video as a test for the listener, to see whether I succeed in simulating anxiety using various techniques. I would also prefer that the viewer pay attention to the relationship between familiar, unfamiliar, and distracting sounds as the video progresses. I am telling more than just one story with this project, and sometimes as many as three stories at once.

Process: I took sound samples from the dining hall, interviewed random students about violent things that have happened to them and asked them to recount the sounds they heard when it happened, simulated some sounds by myself, and took a video recording of myself telling a story using sonic and visual vocabulary.

Screen Shot 2014-12-18 at 2.15.13 PM Here is an example of my work in CS6.

I combined these elements to create a video that hopefully tells more than one story, and elicits more than just a few emotions:

Here is my final video. (6 mins 20 seconds)

film still: Screen Shot 2014-12-18 at 8.38.54 PM

There are three main ideas that guided my work, and I attempted to synthesize them all in one video. I can’t yet tell if I succeeded, but here they are:

1. Getting to the bottom of why certain places on Grinnell campus are stressful as hell. In my proposal, I discussed this as the biggest idea behind my project: “…examining a key element of that anxiety: noise-related stress brought on by lack of control over our soundscapes here on campus. Taking a closer look at how we are masters and slaves of our sonic surroundings may help us pay attention to alternate sources (and solutions) to anxiety. One key area on campus that may be a source of tension is the dining hall.” So there you have it.

2. I was deeply inspired by the relationship between sound and memory, as introduced in our proto-project “sonic cinematic.” Part of this project hearkens back to my project for that unit, when I interviewed various students about sounds they remember from their childhood or hometown.

3. I wanted to find a way to tell stories that need to be heard in non-conventional ways. I have the most difficulty articulating this concept, out of all of them, because it relies on the premise that it cannot be explained with words. We tell stories to one another all the time, but what moved me was my tangential involvement with the Title IX activism and protests that began in October. I talked to so many different people about it (for journalism, friendship, and alliance) that it became in my head a long series of legalese, gossip and speculation. It was an enormous headache swimming in the words “talking about,” “heard” and “said.” So much of it was emotional that I began to wonder if stories would be more powerful if we used other senses to convey them. I set off on a quest to tell stories using auditory cues, e.g. talking about an event based on the senses we experienced at the time.

Additional themes:

Soundscape studies and listening walks. I found that these two items were the most influential on my experience of sound art in general, so I wanted to be part of a further examination of the details governing our daily sound walks (walking from place to place counts, whether or not we listen along the way). Since my first introduction to this idea, I have gradually become more attuned to my surroundings, and I want to convey that consciousness in this project.

Last, I realized as I was working on this video that I could have easily narrated it using my dining hall recordings as foley art. I intentionally shunned this idea because I was consciously avoiding combining sounds that made any sense. A key component in environmental anxiety (adrenaline and frustration) is confusion, so I wanted to make my video as confusing as possible while still making sense.

Unexpectedly, I ended up creating somewhat of an animal rights piece along the way. But that’s an unintended result that I am perfectly okay with keeping.

tl;dr Emotions are important when recounting experiences, so I wanted to tell a story that combined different emotive properties while attempting to simulate the sometimes anxiety-inducing soundscape in the dining hall. Listen for distractions, emotions, sonic cues and frustrating things. If you get bored, confused or annoyed with the video, that’s sort of the point but pay attention anyway.

One thought on “Stressful Stimulation: A Sonic Exercise in Memory and Attention

  1. Hi Rosie,

    There’s a lot going on here (and of course that is the point). You’ve managed to weave together a number of different themes from your earlier proto-projects in a rather successful attempt to confuse and create anxiety for your viewer/listener.

    The moments that really make this piece for me are when you start exploring what R. Murray Schafer describes as ‘schizophonic’ sound: when your voice first becomes detached from your body, and when your voice is then replaced by the voices of others. To achieve this effect, you need the setup you’ve created in the first few minutes of the video. But, I wonder if it needs to be as long as you’ve made it, in the context of the ~6-minute piece?

    I mentioned this briefly in the crit, but what you’ve done here is to create a fascinating counterpoint–not only between the multiple stories you are sharing, but also between the modes in which you tell them.

    Have you taken any counterpoint in the music department at Grinnell? I ask because balancing the relationship between multiple musical voices is quite relevant to your work project, (at least in the abstract). If you haven’t, you may find it useful to study or read through core principles online. The principles that are relevant here are those which will help to allow the multiple stories and multiple modes of communication you include to evolve simultaneously, as well as those which will allow these lines to compliment one another without losing their independence. Though the precise rules won’t be relevant, the ideas behind them are quite pertinent–when one voice leaps, another voice remains still or moves by step, leaving room for the first to take the lead for a moment. These types of rules will help your viewer/listener follow many threads at once.

    Are you familiar with Luciano Berio’s Sequenza III for female voice? Though it is a very different piece, he also worked with contrapuntal ideas in an abstract sense in this piece. (He describes this a bit below.)

    The work:

    Berio describes the work:
    “Thus Sequenza III is a sort of “three-part invention” (segmented text, vocal gesture and “expression”) – the simultaneous and parallel development of three different aspects that are partially alien to one another, but that interfere, intermodulate and combine into a unity.”

    If you were to revise the project at all in the future, perhaps approach the work as if it were a musical composition, with each story and each mode of presentation representing its own musical ‘voice’. This might help to further refine the evolution of the piece over time. That said, know that it is an excellent work as is.

    Great work, Rosie, on this project and on your projects throughout the semester!

    Like

Leave a comment