MaSK research activities

MaSK Research Activities

Brief descriptions of some of the research projects MaSK members coalesce around. These are either individual projects or descriptions of areas where MaSK members' research activities overlap.

Sonification and sonosemantics

For example, how can sound be used to sonify computer game events and artefacts or the data contained in Virtual Research Environments? Is there fundamental potential for affect and meaning in sound that can then be used to synthesize or process sound (in games, for example) in real-time so that the player is more emotionally engaged and immersed in the game world? Can sound be used instead of visual graphs to represent data and, if so, will this supply us with different insights into that data.
Contact: Mark Grimshaw

Reality and virtuality in music

For example, the construction of musical space either through the music recording process or through concert hall design. Particularly through recording processes, imaginary and impossible spaces can be constructed but concert halls are now being designed and built to mimic the musical spaces and spatiality found on studio-based music recordings. How does this affect the way we listen to music, our expectations?
Contact: Martin Knakkergaard

Music production and music perception

Particularly focus on the conceptualization of recorded sounds, and the relation between language and auditory perception. How do sound engineers conceptualize sounds in the recording studio? How do these concepts relate to measurable parameters of the actual sound? What is the relation between the producer’s intention when editing sounds in a certain way and the listeners’ perception of those same sounds? 
Contact: Mads Walther-Hansen