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  <front>
    <journal-meta />
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Matthias Zeppelzauer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>St. Polten UAS</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Cornelius Popel</institution>
          ,
          <addr-line>Ansbach UAS, DE</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <fpage>151</fpage>
      <lpage>161</lpage>
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  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Ultrasonic Communication: Risks and Chances of a Novel Technology
The ultrasonic frequency band represents a novel and
so far hardly used channel for the communication of
di erent devices, such as mobile phones, computers,
TVs, and personal assistants like Google Chromecast.</p>
      <p>Ultrasonic communication is a promising technology
since it requires only a standard loudspeaker and a
microphone (as built into our phones) for
communication. While o ering a number of opportunities for
innovative services (e.g. in the domain of Internet of
Things), the technology, however, also bears a
number risks. Companies like Silverpush employ ultrasonic</p>
    </sec>
    <sec id="sec-2">
      <title>Modular Synthesizer Ensemble</title>
      <p>gammon, Vienna, AT
The Modular Synthesizer Ensemble performs with</p>
      <p>xed instruments and variable orchestration. 12
Modular Synthesizers provide the starting point for this
participatory music project, with the aim to present
electronic music live as an ensemble. With the
analog Modular Synthesizer the participants are able to
shape the process of electronic sound formation by
themselves, even with no previous knowledge.
Proceeding with the originated sound material we will
indata exchange to track users across devices and to
collect information about their behavior without their
knowledge. In my talk I will present the novel
technology of ultrasonic communication, show how it works
and which risks and chances are linked to it.
Additionally, I will present the project SoniControl which aims
at the development of an ultrasonic rewall to protect
the privacy of users as well as the project SoniTalk
which aims at developing a safe and privacy-oriented
protocol for ultrasonic communication.
vent, prove, execute, improvise and compose. A
simultaneous prizes of composing and executing electronic
music is evolving. The aim of the Project is, to
perform the musical result live as an ensemble. The
Installation of the modular synthesizers at the hall will
be supervised by Gammon and Jessica and Thomas
from http://schneidersladen.de.</p>
      <p>http://www.gammon.at
On Models and Pragmatic Features in Digital Musical Instruments
The digitalization of objects, methods and working
procedures is a big topic in our times. In the eld
of audio, digitalization has been done in many areas
already. A core issue in digitalization is the
development of models and their transformation by
formalization. According to the model theorist Stachowiak
(1973, p. 131) the term \model" can be understood
to include three features: a) the feature of mapping,
b) the feature of reduction, c) the pragmatic feature.</p>
      <p>In order to create a model the essentials of an object
(which the model maps to) have to be gured out. The
model only includes those essentials. Things that are
not essential are left out. The question which
properties of the object are essential is coupled to what
Stachowiak calls \pragmatic feature". The model was
created from a speci c group of persons, in a speci c
time and for a speci c reason. Given the precondition
of the pragmatic-feature-settings in which the model
was created and for which the model was of use and
so to say valid, the question comes up what may
happen to the model in case the pragmatic-feature-setting
has changed. What does it mean for a model if
persons, time and reason di er in comparison to when
the model was created? One of the reasons musicians
give for why they do unplugged music is that they
want to get beck to the essentials when making music.</p>
      <p>Since the models implemented in synthesizers were
always thought to cover the essentials of tones, sounds
and playing an instrument it is questionable in how
far the models used in the digitalization of audio
really do cover the essentials those musicians are talking
about. The digitalization in audio has brought a huge
mass of new opportunities in working with sound.
According to a seemingly loss of essentials in music it
may be seen as a need to do research on qualities in
sound that have been forgotten, unseen or lost. One
question may be what the essentials are that have not
been covered yet. A second question might be what
factors play a role when it comes to models that do
not cover the essentials needed by musicians. Another
question can be in how far this loss plays a role for the
younger generation of digital natives who may be more
interested in the new opportunities of digital musical
instruments than in a loss which does not play a bigger
role for them. The paper will cover selected parts of
the author's ndings when doing research on the
development and usage of models for musical purposes
with a speci c focus on the pragmatic feature. It will
include as well results of a study on how digital natives
did couple musical ideas with the di culty of creating
a digital musical instrument.</p>
    </sec>
    <sec id="sec-3">
      <title>References</title>
      <p>Stachowiak, H. (1973). Allgemeine Modelltheorie [A
general theory of models] Vienna, Austria: Springer.
3D Audio: Sculpting with Sound - Report on an Artistic Research Project
Although 3D audio is considered a novel way of
producing, the aesthetic desire, and the capabilities for a
three-dimensional positioning of sound in the 360
degree sphere can be traced back to the antiquity and
even to the time before. Numerous 20th century
composers tried to implement their 3D audio `visions', but
the full technological possibility to accomplish sonic
plasticity has come up quite recently only by the
availability of innovative 3D sound systems. However,
applying these systems in a technically correct way does
not automatically lead to convincing artistic results.</p>
      <p>So, what needs to be clari ed and explored in order
to create plausible artistic 3D audio productions? In
this presentation we would like to give an overview
on selected topics of our 3D audio artistic research
at Darmstadt's SEM-Lab. It assumes that 3D audio
needs distinct aesthetic concepts and criteria, in order
to prove its necessity, beyond just providing hyped-up
versions of already familiar artistic phenomena. Based
on the rich cultural history of 3D sound creation, this
presentation will point out major categories and main
criteria which re ect the speci cs of 3D audio. It will
point out why the approach given by the concept of
soundscape can be crucial. Trendy terms like
immersion, tangibility, illusion, and virtuality are questioned
and investigated in reference to overused aesthetics,
naive realism and the lack of providing the position
of critical distancing. We will suggest and point out
that a huge artistic potential for speci c 3D audio
productions can lie in dramaturgical approaches like
fragmentization, deconstruction, as well as in the careful
conceptualization of auditory materials and their
representational potential.</p>
    </sec>
    <sec id="sec-4">
      <title>Acoustic holograms: Artistic approach to 3D-Audio</title>
      <p>Emerging 3D-Audio technologies locate and treat
sounds as three-dimensional, virtual sound sources
with a certain position, dimension and shape - acoustic
holograms, that provide an increasingly tangible
experience (in particular referring to my experiences in
working with the SpatialSound Wave System (SSW)
by Fraunhofer IDMT Ilmenau, during an ongoing
research project at Darmstadt UAS). The emancipation
of sound from a speaker is altering the role of the
listener, as well as the role of the listening: the frontal
stage disappears and the auditory perception becomes
an omnidirectional experience, in which the listener
interacts with the acoustic environment. With the
objective of expanding artistic means of expression by
the use of such an Apparatus, this writing situates
3DAudio within the conceptual framework of soundscape
and hints at aspects of conceptualization and practical
implementation.</p>
    </sec>
    <sec id="sec-5">
      <title>Soundscape: concept of 3D-Thinking</title>
      <p>
        Understanding 3D-Audio compositions as soundscapes
has many implications for conceptualizing and
composing. The term and concept of soundscape refers to
the appearance of all sounds in a room, place or
landscape within a 360 degree sphere - an acoustic envelop,
shaped by all properties of the environment [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
Based on the premise, that hearing is an environmental
form of perception, it indicates a non-selective,
omnidirectional method of listening, which is a prerequisite
for comprehensive 3D-Audio composition [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
Moreover, the associated terminology contextualizes sound
in its interdependent relations, identi es functional
categories for the elements of a soundscape, such as
keynote sound, sound mark, signal sound and provides
design-related criteria, that are helpful to (re-)evaluate
proportions [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>The artist as sound architect and choreographer
The arrangement of virtual sound sources creates
gures, structures and forms { an architecture of sound,
in which artistic intentions are expressed through
construction, deconstruction and transformation of
spatial relations. Thus, perspective and proportions are
crucial criteria and fundamental design issues. From
a conceptual viewpoint, the perspective signi cantly
determines, whether the listener literally is immersed
or in a more distant position. The implementation
assumes a material concept, which takes in account
the object-based production principle: sound is not
assigned to a certain speaker, but to a to an
object, that is positioned via graphic interface or other,
even interactive devices. Objects consist of audio
signal and meta-data (room-coordinates and other data)
[5]. Meta-data potentially can be delivered by any
device or software (sensors or game engines). The
container-format technically allows to de ne various
parameter as meta-data, such as volume or sound
effects. The audio material constitutes the
microstructure (inner structure) of a virtual sound source, which
may contain a single note or a whole soundscape. A
collapsing tree thus can be implemented as one
virtual sound source (e.g. a distant event) or as a
complex gure: a spatial construct of several virtual sound
sources (e.g. an immersive situation). As overlapping
sounds in an audio le cannot be spatially separated,
a distinguished spatial polyphony requires
thoughtfully prepared audio material. The collapsing tree also
hints at the expanded possibilities of artistic
expression through motion of sounds. Beyond illustrative
or narrative aspects, sonic motion performances can
generate fascinating, unheard structures and forms
advanced features such as programmable motion
patterns prospectively enable to animate sound like a
choreographer and therefore intensify a media-speci c
aesthetic.</p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>
        Through holographic spatialization of sound,
polyphonic textures and gures acquire a sophisticated
manifestation. Moreover, the object-based production
is best suited for interactive settings. Consequently,
3D-Audio o ers the potential to create new forms of
sonic or multimedia art with more holistic notions of
auditory experience [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. The soundscape approach is a
valuable tool to develop dramaturgical expressiveness
of spatialization, that goes far beyond reproduction or
naturalistic, simulative and illusionary representation.
It's a whole eld of artistic exploration to create
appropriate, object-oriented implementation methods. It's
up to us, the forward-listeners, to take 3D-Audio as a
gift to create an artistic and social value.
      </p>
    </sec>
    <sec id="sec-7">
      <title>References</title>
      <p>[5] Jurgen Herre, Johannes Hilpert, Achim Kuntz, Jan
Plogsties in: MPEG- H Audio-The New Standard for
Universal Spatial / 3D Audio Coding, AES 137th
Convention, October 2014.
[6] Milena Droumeva, Understanding immersive
Audio: A historical and socio-cultural exploration of
auditory displays, in: Proceedings of ICAD 05-Eleventh
Meeting of the International Conference on Auditory
Display, Limerick, Ireland, July 6-9, 2005.</p>
    </sec>
    <sec id="sec-8">
      <title>Steps Toward an A/R/Tography of Sound</title>
      <sec id="sec-8-1">
        <title>Hans Ulrich Werner / HUW, O enburg UAS, DE</title>
      </sec>
    </sec>
    <sec id="sec-9">
      <title>AllKlang</title>
      <p>Qualitative scholarship, artistic research, and
research-based learning bring together insights from
practice and experience. In the autoethnography of
own auditory workshops, and of the cultures of other
studios, I evaluate the new interdiscipline of sound
(studies) and extend it with ideas for practice and
theory, from the (still unknown) a/r/tography to a
future a/r/tophony: artistic research in music and
through sound composition, radio art and visual
music.</p>
    </sec>
    <sec id="sec-10">
      <title>EinKlang</title>
      <p>The waveform symbolizes artistic research as a
complex resonance in music, sound composition, and radio
art. The picture was taken by Dan Curticapean at the
Technorama in Winterthur. Curticapean is a physicist
with a passion for art, who does research in
photonics and creates through photography. His image
highlights the interweaving of the methods of perception:
through sound itself, in the highly developed discipline
of sound art, and as the core of our work in all media,
including those as yet unknown to us.</p>
    </sec>
    <sec id="sec-11">
      <title>VielKlang</title>
      <p>In the medium, sound unfolds as both a material and
a work owmadeupofmatter, in timeandspace,
fromsoundscapetosound design, from perception to form
and e ect. Early soundscape models and
\acoustic communication" (Truax 2001) encounter the now
global phenomenon of sound studies: from natural to
technological sound, cultural to societal audio image,
always characterized by mediality, mediation,
mediology, mediamorphosis (Smudits 2002). As a system,
such transformation is a whole, but also fractal, in
the practice of many sound artists, researchers, and
educators. The Canadian discipline of a/r/tography
is an especially intensive explora- tion of the trio of
a/rtist, r/esearcher, and t/eacher, with the transitions
between them deliberately included (Werner 2015). It
proceeds from the sound-generating person to his or
her aural environment, from sonic moments to sonic
spaces: from research to creation, analysis,
synthesis, and experience (cf. Dewey 1934). The composer
Murray Schafer { the \great ear of Canada," as Klaus</p>
      <p>Schoning called him { titled his 1977 artistic
instruction manual The Tuning of the World; in Sabine
Breitsameter's 2010 translation, this became Die Ordnung
der Klange (The ordering of sounds). The two
complement each other, becoming a third thing. The
triad of practice, forward-thinking inquiry
(Krippendor 2011), and education keeps us close to the
protagonists and lends itself to autoethnography as well.</p>
      <p>There are also connections here to ideas on the
activity of music (Stroh 1984), \re ection-in-action" (Schon
1983), and learning through research (Huber 1970).</p>
      <p>Similarly, the thematic emphasis on \Kunstlerisches
Forschen in der Musik" (Artistic research in music)
at the University of Munster Conservatory) does not
come across as a variation on the global theme of
artistic research as new system (currently on the rise in
Germany as elsewhere); the verb form (forschen)
foregrounds doing. The focus is on aural activity; what
matters is audio art and the auditory in a broader
concept of music and sound, rather than a general account
of a future system of art and research. We are exhorted
to \follow the actors" (Latour 2005, 12) { a call
embodied by the sociologist of music Howard S. Becker
in his decades of practice as teacher, researcher, and
jazz musician. This gives rise to transitions in which
\the actions of the scientist begin to approach
artistic action" (Hildebrand 1994, 13). With Germany's
longest-running series of media-research publications,
the University of Siegen's MuK (Medien und
Kommunikation), I have been experimenting with
methods of analysis and \microtheories" on ways of
presenting, describing, and dealing with sound. As an
active participant, I query practitioners who work as
scholar/artist/ educators (few of whom identify
themselves as such). Basic research, too, is increasingly
coming into contact with the aural: see for example
Max Ackermann's 2003 dissertation on the \culture of
hearing," or the symposium on \audio media cultures"
held at Siegen in 2010 (Volmar and Schroter 2013).</p>
      <p>This re ection of sound as theorem has the potential to
a ect the creative act and the creators themselves. In
the triad of content and aesthetic, communication and
organization, and technology and actor, it can be put
into practice in any studio and any sound. In dialogues
and diagonals, the materiality of sound meets its
mediality: temporality plus mediation (Debray 1996), sonic
space plus culture and mediamorphosis.
Situating Performance in the Performing of Situation: The E ect of Situational Context on
Performer Expressivity
How to articulate what is believed to be the
fundamental artistic idea, and more arguably, the
representative character of a state of mind or situative
quality that is ascribed to a music composition? Apart
from actually applying the operating instructions of
a score to an instrument, several aspects of acoustic
scene, ergonomics, attention focus and mood need to
be taken into account when adapting to the situative
a ordances of a particular piece of music. But what if
a performer lacked intuition and expertise to adapt to
these contextual variables? Or in other words, what if
one lacked the ability to adapt the handling of an
instrument in di erent contexts or under varying
acoustic conditions? Interpreting the current situation and
selecting an appropriate action in a real-time
performance setting often proves to be a challenging task.</p>
      <p>This is even more the case when thoughts and actions
require an extra step of mediation [the instrument].</p>
      <p>In order to bypass this step towards non- mediated
representations of control, extensive practising allows
the building of mental models detailing interactional
patterns that are implicitly activated by
environmental cues. The detection of these cues may vary
depending on a performers' awareness of situational
context; a cognitive representation of how we relate to
our surroundings and give purpose to actions. Thus,
we expect situational context to a ect mental
models of performer-instrument interactions and
expressivity. In order to test this hypothesis, we examined
to what extent speci c parameters of acoustic scenery
alter a performers' rendition of contemporary piano
works. Utilising a combination of binaural DSP
microphone/earphone setup, we were able to present
subjects with life-like, immersive acoustic sceneries
decoupled from their visual appearance. Data gathered from
audio- and MIDI recordings as well as focus interviews
with seven professional pianists illustrate how
alterations of spectral- dynamic features and room
acoustics a ect the performing under varying situational
demands.</p>
      <p>When More is More: How to Supersize Musical Expression
Maria Kallionpaa, Hans-Peter Gasselseder, Aalborg University, DK
\Super" or \hyper" instruments are sometimes
mentioned within the discussions among musicians but
both terms are used relatively exibly. Whereas some
composers and performers refer to them with regards
to certain software (for example, the hyper score
software by Machover), our research regards the \super
instrument" as a piece-speci c concept or phenomenon.</p>
      <p>Rather than referring to any particular
instrumentation or technological solution, the super instrument
comes to be de ned as a bundle of more than one
instrumental lines that achieve a coherent overall
identity when generated in real time. On the basis of our
own personal experience of performing the works
discussed at this lecture concert, super instruments vary
a great deal but each has a transformative e ect on
the identity and performance practice of the pianist.</p>
      <p>An increasing number of composers, performers, and
computer programmers have thus become interested
in di erent ways of \supersizing" acoustic instruments
in order to open up previously-unheard instrumental
sounds. This leads us to the question of what
constitutes a super instrument and what challenges does
it pose aesthetically and technically? We argue that
the essence of the super instrument lies in the
enhancement of the technical and expressive capabilities of the
performer and composer, as well as in the better
interaction between the performer, instrument, and
liveelectronic systems in a concert situation. Our
presentation explores the e ects that super instruments
have on the identity of a given solo instrument, on
the identity of a composition and on the experience of
performing this kind of repertoire. The purpose of this
lecture concert is to showcase the essence and role of
piano or toy piano in a super instrument constellation,
as well as the performer's role as a \super
instrumentalist". We consider these issues in relation to case
studies drawn from our own compositional work and a
selection of works by other contemporary composers.
Breaking The (Imaginary) Wall between Performers and their Audience in Live Music</p>
      <sec id="sec-11-1">
        <title>Oliver Hodl, University of Vienna, AT</title>
        <p>Breaking The Wall is a research project at the
intersection of art and technology in live music. Its goal is to
explore how to use technology to involve the audience
in live music performances, or metaphorically
speaking, how to break the imaginary wall between
performers and their audience in live concerts. The project is a
collaboration between the Vienna University of
Technology, the University of Applied Arts Vienna and the
University of Music and Performing Arts.
Throughout the project, the research team and the involved
artists developed four performances. These four
performances were showcased at the music-event Breaking
The Wall in Vienna in June 2017 and two of them
additionally at the Ars Electronica Festival 2017 in Linz.
During their concerts, the three musicians Electric
In</p>
      </sec>
      <sec id="sec-11-2">
        <title>Paul Modler, Hochschule fur Gestaltung Karlsruhe, DE</title>
        <p>The development of new audio reproduction systems
are based on multichannel speaker setups to apply
recent distribution techniques such as Higher Order
Ambisonics (HOA), Vector Based Amplitude Panning
(VBAP) or Wave Field Synthesis (WFS). The
presented studio setup aims to combine audio projection
approaches to provide a test bed for experiments in
order to investigate new possibilities of increased
immersive perception of spatial audio and music. For this a
hemispheric speaker setup is extended with a
horizontal linear speaker arrangement. The hemispheric setup
digo, null.head and Johannes Kretz call for
participation in the interplay of artist, audience and technology.</p>
        <p>The artists played electronic, electro-acoustic and
industrial music and the audience participated through
robots, smartphones and laser tracking. The fourth
performance was not music-based and provoked the
audience to make them aware of surveillance aspects in
technology-mediated audience participation. This talk
presents the development process of the performances
and the actual technologies used for the concerts.
Furthermore, you learn about the results of the scienti c
evaluation and how to use the new knowledge in future
projects around technology-mediated audience
participation.
is based on standard high quality active loudspeakers,
whereas the WFS is based on multi speaker boxes
combined with 16 channel audio amps developed as a low
budget feasibility study. According to the number of
channels the system can operate from one CPU or of
two remote CPUs controlled through network sockets.</p>
        <p>The system is implemented in a standard class room
with no or very basic acoustic treatment, to showcase
achievability with restricted resources found in normal
environments.</p>
        <p>Line &amp; Hemisphere { A Hybrid Studio Setup for Immersive Experiments in Spatial Audio and</p>
      </sec>
    </sec>
    <sec id="sec-12">
      <title>Music AudioAllAround: Immersive Audio { Evolution of Techniques and Tools</title>
      <p>Martin Mayer, Diana Mayer, Mister Master, Klosterneuburg, AT
This short talk about our work in the last 20 years,
wants to show the evolution of our techniques and
tools by presenting individual projects. The spectrum
ranges from early experiments with analog 4-channel
technology, through large scale outdoor opera
productions, to recordings and concerts in full 3D Audio.</p>
      <p>Today's technologies provide a level of realism being
impossible until recently. This opens up new areas
beyond obvious applications in music, theater,
cinema, TV, museums and exhibitions, which were our
main- elds of interest in the past and present. But
immersive audio is now also increasingly gathering
interest from areas such as recreation and health-care,
with promising new approaches in therapies against
dementia, tinnitus and di erent phobias in arti cial
but completely realistic 3D audio wave- elds. Our new
ATMIX 3D Audio Lab has opened it's doors in early
2017 as a new space to experience, experiment and
evaluate in a full-dome speaker setup using WFS and
other immersive technologies and formats.
MED-EL Hearing Implants and the Science Center AUDIOVERSUM in Innsbruck
Eckhard Schulz, Ewald Thurner, MED-EL GmbH, Innsbruck, AT
The sense of hearing is besides the important aspect
of human communication and interaction also a major
channel to express our emotions. The sophisticated
anatomy of the ear (outer, middle and inner ear
structures) plays an important role in processing sound
information. Hearing loss is caused by damage to one
or multiple parts of the ear. The sense of hearing is
the only human sense, which can be replaced and/or
reproduced by means of technology. Hearing implants
may enable relief for those a ected by hearing loss.</p>
      <p>The Austrian company MED-EL with its headquarter
in Innsbruck, dedicated the past 27 years of focused
research to overcome the barrier of hearing loss by
developing an innovative and wide-ranging product
portfolio. The commitment of its founders, Ingeborg and
Erwin Hochmair, in fostering a company culture of
excellence, advanced MED-EL to the industry's
technology leader in implantable hearing solutions for a
variety of indications. The ScienceCenter
AUDIOVERSUM, which opened in 2013, was initiated by
MEDEL and aims to raise awareness for hearing loss among
the society by giving a combination of medical,
technical, educational and art exhibitions with regard to the
sense of hearing. The AUDIOVERSUM is unique in
Europe and fascinates its visitors with interesting facts
about hearing and the accompanied senses. The
learning objectives of the given presentation comprise the
anatomy of the ear and the physiology of hearing,
different types and degrees of hearing loss and how they
can be treated with MED-EL hearing implants, as well
as the interactive ScienceCenter AUDIOVERSUM in
Innsbruck with its various exhibitions. The
presentation will be held by Dr. Eckhard Schulz, former
Managing Director of MED-EL Germany and founder
of the AUDIOVERSUM and by DI Ewald Thurner,</p>
      <p>Area Manager of MED-EL Vienna.
Heart Sound { how sound and radio can help to improve the relationship between people with
dementia and their carers</p>
      <sec id="sec-12-1">
        <title>Christine Schon, Berlin, DE</title>
        <p>Imagine the sound of happily screaming children,
splashing water, a light breeze and chirring crickets.
Can you feel the summer? Now imagine the sound
of a sti breeze blowing the icy branches and
crunching steps in the deep snow. Can you feel the cold?
Sound translates directly into an emotion. The ear is
a very sensitive organ: hearing is the rst sense we
develop in the womb and from this point onwards our
ears can never be closed again. Sounds are deeply
rooted in us { when we listen to a familiar sound, it
triggers an emotional memory. That's why sound is
so suitable for people with dementia whose reactions
to emotional stimuli are much stronger than to
cognitive ones. Collective listening is a very familiar thing
for today's elderly: in their youth, radio was the most
common medium { families and friends got together to
listen to entertainment programmes, sportscasts and
concerts. Dementia { The current situation: 46.8
million people worldwide live with dementia; due to
estimations it will be 131.5 million in 2050 (statistic
presented at the Alzheimer Europe Conference 2017). In
Germany, there are 1.5 million people living with
dementia. The German Alzheimer Foundation estimates
that this number will have reduplicated itself by 2050.
Every year, 300.000 people are diagnosed with
dementia. This e ects their friends, family and carers, too.
People with dementia have the right to live a ful
lling life with their impairments and to play an active
role in society. To ensure this, there need to be
offers specially tailored to their needs and capabilities.
It can be very di cult for carers and relatives to get
into emotional contact with people with dementia who
often live in their own world. Motivated by this
challenging situation we developed Horzeit { Radio wie
fruher (\Listening Time { radio like in the old days")
and Herzton (\Heart sound"). The major concern of
our sound projects is to strengthen the relationship
between people with dementia and their carers.</p>
      </sec>
    </sec>
    <sec id="sec-13">
      <title>How do \Heart Sound" and \Listening Time" work?</title>
      <p>Horzeit { Radio wie fruher is a worldwide unique radio
programme especially designed for people with
dementia. It is produced in the style of the 1950s radio
entertainment shows. Each programme focuses on a
different subject, such as children, travel and professions
{ timeless topics to delve into a conversation with
people with dementia. Christine Schon and Frank Kaspar
lead the listeners through the programme; they speak
about their personal experiences { about their
children, their most impressive journeys or their dream
jobs. They present sound collages, feature reports,
famous pieces of music, proverbs and rhymes. The
presentation converts the communication techniques
of validation: it applies a genuine and deep
appreciation of people with dementia, takes them seriously
with their feelings and emotional states and doesn't
give too much information. Helga Rohra, a person
with dementia, has a regular column in every issue.</p>
      <p>The programme for people with dementia is around
50 minutes long; a following programme for relatives
and caregivers is around 20 minutes long. In this
second programme Schon and Kaspar review books,</p>
      <p>lms and games, present institutions and interview
experts (http://www.hoerzeit-radio-wie-frueher.
de). The non-pro t sound-based web portal
Herzton (\heart sound") helps to activate people with
dementia individually using all acoustic means: e. g.
self-sung songs, dialects, interviews with
contemporary witnesses and easy accessible soundscapes. They
are recorded and produced by sensitive journalists,
sound artists and musicians. Relatives and caregivers
can select pieces individually for the people with
dementia entrusted to their care: for example people
who grew up in the countryside may enjoy the sounds
of a farm; for someone from Bavaria, it might be a
pleasure to listen to a story told in the Bavarian
dialect. Herzton will be launched in late December 2017
(http://www.herzton.org).
Philology of electronic music - New methods, strategies, falsi cations and historic cleansing:
Stockhausen, Xenakis, KRAFTWERK</p>
      <sec id="sec-13-1">
        <title>Reinhold Friedl, Goldsmith University, London, GB</title>
        <p>It is astonishing the classical philological methods have
not been adapted for electronic music so far. This
lecture will discuss how this can be made and that
applying this new methods astonishing results can be
achieved. This will be shown on three prominent
musical examples: Karlheinz Stockhausens \Konkrete
&lt;&lt;cresc &gt;&gt;Worte werden Raum
Eva Paulitsch, Coburg University of Applied Sciences And Arts, DE
Etude" that is actually not his piece, Iannis Xenakis
hiding of the real sound sources in his multitrack
compositions and KRAFTWERKs historical cleansing of
their body of work. This research is part of a PHD
project at Goldsmiths University London.</p>
        <p>\Fast konnte man sagen, dass vom Tempo, der</p>
      </sec>
      <sec id="sec-13-2">
        <title>Geduld und Ausdauer des Verweilens beim Einzelnen,</title>
      </sec>
      <sec id="sec-13-3">
        <title>Wahrheit selber abhangt" (Theodor W. Adorno)</title>
        <p>\One could almost say that truth itself is dependent
on an individual's tempo, patience and endurance in</p>
        <p>lingering." (Theodor W. Adorno)
From 2006 to 2016, the artist duo Eva Paulitsch und
Uta Weyrich collected mobile phone videos shot in
public space by teenagers and young adults; with this
material, they created a video archive that is unique in
the world { the Mobile Video Archive. The skewed and
unexpected fragments of the world from young adults'
perspective { which simultaneously open up space for
associations and belie a fascination for moving images
{ were Paulitsch and Weyrich's motives for speaking
to young people in public places about their videos of
daily life. The artists asked for the videos as a gift and
began creating an archive with them. Their interest
was in the mobile phone videos that were \resting"
on the smartphones' memory cards, and not the
consciously staged videos made for YouTube, for example.</p>
        <p>Their collection campaign saved the videos from being
deleted and declared them to be basic artistic
material. The artistic transformations usually took place
in cooperation with experts from the elds of music,
computers or the theater. In walk-through video
installations, they created spaces that visitors could
approach from many di erent perspectives. In contrast
to the video installations, in # CRESCENDO, it is not
the moving images that are in the focus, but rather the
respective audio tracks of speci c videos. In this work,
the artists only explore the mobile phone videos' audio
tracks. They had the original sound of all the videos
in their collection transcribed and thus expanded their
\no-story video" archive to include a \no-story audio"
collection. In the transcription process, it is possible
to represent the spoken language as well as the
context of the speaking situation beyond the content of
what is said. Abbreviations, punctuation marks and
special characters frame individual words. Meaning is
only constructed when reading the text: these are acts
of speech, dialogues { teenage slang. The translation
from sound to a manuscript has its own power, which
already exists in the texts' unusual codi cation. In
the materialization in script, language itself becomes
an image { the ephemeral, often incomprehensible but
perceivable sounds are paused; new spaces and new
meanings develop. By decoupling the soundtrack from
the lm level, the fragmentary dialogues become
singular and achieve an autonomous reality.</p>
        <p>DaVinci Head project: The best price/performance binaural head</p>
      </sec>
      <sec id="sec-13-4">
        <title>Vytenis Gadliauskas, LT</title>
        <p>There are a lot of binaural microphones for consumers
in the market. Some of them are dedicated to
professionals, others look like they were created as a toy.
Though all them use slightly di erent approach to
record Interaural Level Di erences (ILD's) and
Interaural Time Di erences (ITD's), the goal is the
same { immersive spatial audio experience to the end
user. Binaural head is one of the most accurate but
also pricey approach. DaVinci Head project started
as home build binaural head with no intention to
go worldwide. It was the nal prototype, test
results and creator's motivation, that later set the goal
of the project { DaVinci Head have to be the best
price/performance binaural head in the market.</p>
      </sec>
    </sec>
  </body>
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