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Mapping for meaning: the embodied sonification listening model and its implications for the mapping problem in sonic information design

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This is a theoretical paper that considers the mapping problem, a foundational issue which arises when designing a sonification, as it applies to sonic information design. We argue that this problem can be addressed by using models from the field of embodied cognitive science, including embodied image schema theory, conceptual metaphor theory and conceptual blends, and from research which treats sound and musical structures using these models, when mapping data to sound. However, there are currently very few theoretical frameworks for applying embodied cognition principles in a sonic information design context. This article describes one such framework, the embodied sonification listening model, which provides a theoretical description of sonification listening in terms of conceptual metaphor theory.
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Journal : Large 12193 Article No : 318 Pages : 9MS Code : 318 Dispatch : 27-1-2020
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Journal on Multimodal User Interfaces
https://doi.org/10.1007/s12193-020-00318-y
ORIGINAL PAPER
Mapping formeaning: theembodied sonication listening model
andits implications forthemapping problem insonic information
design
StephenRoddy1 · BrianBridges2
Received: 30 April 2019 / Accepted: 23 January 2020
© Springer Nature Switzerland AG 2020
Abstract
This is a theoretical paper that considers the mapping problem, a foundational issue which arises when designing a sonifica-
tion, as it applies to sonic information design. We argue that this problem can be addressed by using models from the field of
embodied cognitive science, including embodied image schema theory, conceptual metaphor theory and conceptual blends,
and from research which treats sound and musical structures using these models, when mapping data to sound. However,
there are currently very few theoretical frameworks for applying embodied cognition principles in a sonic information design
context. This article describes one such framework, the embodied sonification listening model, which provides a theoretical
description of sonification listening in terms of conceptual metaphor theory.
Keywords Auditory display· Sonification· Conceptual metaphor· Image schema· Conceptual blending
1 Introduction: sonic information design
andthemapping problem
Sonic information design refers to the application of design
research, as defined by Faste and Faste [1], to sonification,
an auditory display technique in which data is mapped to
non-speech sound to communicate information about its
source to a listener. A key challenge in sonification is the
mapping problem, first introduced by Flowers [2], who
stated that meaningful information does not necessarily arise
when complex data sets are submitted to sonification. In
fact, due to cognitive–perceptual dimensional entanglement
(such as the ecological intermingling of what had tradition-
ally been considered to be discrete auditory dimensions,
e.g. pitch and amplitude), this may rarely be the case [3].
Similar concerns have been raised within sound studies and
practices, notably Truax [4], who criticised the overreliance
on the ‘energy transfer model’ of sound (asserting that a
psychophysical approach does not account for many aspects
of sound’s communicative affordances), O’Callaghan [5], a
philosopher of sound, and sound artists and sound studies
theorists Kahn [6], LaBelle [7] and Cox [8]. The relationship
between arts practices and the sonification mapping problem
is further discussed by Roddy and Bridges [9, 10]. From a
design-centered perspective Worrall [3, 11, 12] presents a
similar argument: that the software tools used in sonification
parameterise sound using the basic parameters of Western
tonal music (pitch, duration, loudness and timbral identity/
difference), an example being the PMSon mapping of pitch,
loudness, duration and timbre to unique data [13]). These
parameters, Worall argues, fail to account for the embodied
aspects of sound and sound production, which he sees as
critical to meaning-making in the context of sonification.
From this perspective, then, the mapping problem
becomes a design challenge that must be addressed anew
whenever one attempts to create a sonification. The sonic
parameters we choose when designing a sonification deter-
mine how well the sonification communicates information
and how well the listener can interpret it. As Ryle [14],
Searle [15] and Harnad [16] have variously shown, mean-
ing cannot be generated for a listener without providing suf-
ficient context because, as Dreyfus [17] and Polyani [18]
* Stephen Roddy
roddyst@tcd.ie
Brian Bridges
bd.bridges@ulster.ac.uk
1 Electronic andElectrical Engineering, Trinity College
Dublin, Dublin2, Ireland
2 School ofArts andHumanities, Ulster University, Magee
Campus, DerryBT487JL, NorthernIreland
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point out, objects of meaning require a background context
against which their meaning can be assigned, and, as such,
auditory display solutions must be designed with this criti-
cally important constraint in mind. We argue that the map-
ping problem can be addressed by adopting models of sound
which draw from contemporary theories of embodied cogni-
tion to refine the more traditional perspectives of psychoa-
coustics and formalist/computationalist models of cognition.
This, in turns may provide designers with new higher-level
parameter mapping strategies that allow them to map data in
ways may be better suited to providing sufficient context by
which the symbolic component sounds of sonification might
become meaningful and informative to a listener.
2 Embodied cognition guiding sonic
information design
Embodied cognition researchers approach the problem of
how to describe cognitive processes and conceptual sys-
tems from the perspectives of the physical and perceptual
affordances of the human body [19]. To this end, the field
has introduced a number of theoretical cognitive faculties
that complement our traditional computationally—based
understanding of cognitive faculties. Image schema theory
[20] posits that the building blocks of thought are derived
from frequently-encountered structures within sensorimotor
experience; according to this theory, we draw upon image
schema to lend structure to both our thinking and percep-
tual activities. One way in which we may do this is through
conceptual metaphors. A conceptual metaphor [21] is the
cognitive process by which image schemas in a familiar
domain of thought are leveraged to make sense of an abstract
domain of thought. A common example is highlighted in
the phrase “Love is a Journey”. In that phrase the familiar
logical structure of a ‘journey’ is mapped to frame the more
abstract domain of ‘love’. Inferences can then be made about
the concept of ‘love’ on the basis of this logical frame. For
example, it can be inferred that, just like a journey, love has a
beginning, middle and end and is typified by forward motion
along that linear path. The image schema involved here is the
SOURCE-PATH-GOAL schema [20]. In addition to provid-
ing a structure for logical inference, conceptual metaphors,
within this theory, are also assumed to structure experience
on the perceptual and sensorimotor levels. Here they frame
an unfamiliar perceptual or sensorimotor domain in terms of
a more familiar one. For example the desktop metaphor in
human computer interaction (HCI) frames what would oth-
erwise be an unfamiliar and abstract virtual space in terms of
an office desk space. This structures how a user understands,
reasons about and interacts with the virtual space.
Conceptual blending is another process by which famil-
iar conceptual content is integrated to generate new hybrid
conceptual content [22]. Conceptual blending and its rela-
tionship to sonic information design is explored elsewhere
[9], and design approaches informed by embodied cogni-
tion have been successfully applied in the context of HCI
[2326]. In a similar fashion, embodied approaches to
interactive sonic information design have been developed,
informed by Dourish’s [27] introduction of the concept of
embodied interaction; see (Serafin etal. 2011). In recent
years, more broadly embodied models of sound have
become increasingly prevalent in sonification. Diniz etal.
[28, 29] apply principles from embodied music cognition
to the design of a multilevel interactive sonification and
Dyer etal. [30, 31], drawing from similar principles in the
design of sonification mapping strategies for motor skill
learning. Peres etal. [32] explore embodied approaches
to sonification in the design of a real-time sonification for
surface electromyography (EMG).
Whilst these approaches have provided productive con-
nections between theories of embodied cognition and map-
ping strategies, we argue that a consideration of embodied
perspectives drawn from music theories and practices may
be helpful in further extending sonic information design.
There is an extensive body of literature which has inves-
tigated the structures of Western tonal music in terms
of embodied image schemas, conceptual metaphors and
blending [3337]. In particular, these models provide
perspectives on the temporal dynamics of listening via
embodied metaphors. A crucial factor for our present pur-
poses is that the strategies which underpin music’s evoca-
tion of apparent causality may inform more complex and
dynamic sonic information design approaches. Beyond
pitch—based musical structures, a number of researchers
within the field of electroacoustic music have investigated
embodied theories of timbre and sound—structural organi-
sation. Kendall [38, 39] describes electroacoustic music
on the basis of image schemas, conceptual metaphors and
conceptual blending, and Graham and Bridges [40, 41]
describe how Smalley’s theory of spectromorphology [42,
43], a model of how sound textures and ‘gestures’ within
electroacoustic music may relate to one another, can be
seen as compatible with image schema and conceptual
metaphor theory. Similar work by Godøy [44] highlights
the implied embodied underpinnings of Pierre Schaef-
fer’s concept of the sound object (itself an antecedent of
Smalley’s theories [42, 43]). Further work in this domain
[45] argues that an influential three-dimensional paramet-
ric model of timbral relationships—[46], with primary
dimensions for spectral centroid, synchrony of start times,
and presence/absence of attack transients—is compatible
with dynamics drawn from embodied image schema and
conceptual metaphor theory (verticality schemas, tension/
projection/linearity dynamics of movement and spatial
presence/diffusion).
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2.1 Theoretical frameworks andtheembodied
sonication listening model
The mapping problem could be said to arise when we fail
to account for the idiosyncrasies of human perception and
cognition. Sonification designers are broadly aware that they
must work within the limits of human perception and that
psychoacoustic constraints have a very large impact on how
we represent data to a listener using sound. Furthermore,
beyond the psychophysics of perception, we must account
for the cognitive constraints of the listener in terms of work-
ing memory and cognitive load, etc. Embodied cognition
suggests that there is both another layer of constraints for
which we must account and another layer of possibilities
that we can exploit in the design of effective sonification and
auditory display solutions. The theory posits that we think,
reason and understand, at least in part, on the basis of image
schemata, conceptual metaphors and conceptual blends and
as such we must account for them in our design solutions.
The problem is that we do not yet have the theoretical tools
with which to analyse, discuss and address these in the con-
text of sonification listening. We present one such theoretical
model below.
The embodied sonification listening model (ESLM) aims
to describe the role of conceptual metaphor in the listeners’
interpretation of a sonification. A model of the embodied
meaning-making faculties active in sonification listening
might help to guide the design of communicatively effec-
tive sonification mapping strategies. Vickers and Hogg
[47] make a similar argument: that the modes of listening
proposed by thinkers like Schaeffer [48], Chion [49], and
Gaver [50] are insufficient in describing sonification listen-
ing, and calls for a new paradigm that is exclusively focused
on describing the richness and diversity of the sonification
listening experience.
The embodied sonification listening model (Fig.1) was
originally introduced by Roddy [51] but is formalised and
described in greater detail here. It uses Lakoff and John-
son’s [21] conceptual metaphor theory to provide a theo-
retical description of how meaning might emerge in sonifi-
cation listening, from an embodied perspective. Typically,
a listener does not have direct access to the data or the
original data source being represented during sonification
listening. As a result, they must construct an imaginary
model of the data on the basis of the cues provided by the
sonification. In the same way that a sonification designer
creates a mapping strategy from data to sound, the listener
must create their own cognitive—perceptual mapping
strategy from that sound back to an imagined data source.
The embodied sonification listening model provides a the-
oretical explanation of the embodied meaning—making
faculties involved in this process. It relies on the embod-
ied meaning—making faculties discussed previously to
describe the sonification listening process. The ESLM
involves two novel conceptual evaluation schemes: the
embodied sonic dimension and embodied sonic complex.
These were devised to account for traditional dimensions
of sound such as pitch, duration, amplitude and timbre,
and also to account for the dimensionality of sonic aes-
thetics, and their role in framing and associated meaning-
making in the context of sonic information design. These
dimensions tend to be, generally speaking, too complex
to be adequately described in terms of simple interactions
of the traditional dimensions of pitch, duration, amplitude
and timbre alone.
Examples of such dimensions might be a sense of nar-
rative development over a sequence of sounds, felt emo-
tional qualities conveyed by a sound, such as a sense of
foreboding, tension as communicated in prosodic informa-
tion of human vocalisations or the unique sense of place
established by a specific soundscape. Smalley’s spectro-
morphology framework [42, 43], mentioned earlier, also
describes a number of similar sonic dimensions such as
motion and growth processes, behaviours and structural
functions.
These conceptual evaluation schemes are also intended
to address the perceived need for dedicated theoretical
descriptors for sonification [52]. (They were motivated by
Koestler’s concepts of the holon and the holarchy [53], a
holon being something which is simultaneously a whole
and a part of a larger whole while a holarchy is a hierar-
chical arrangement of individual holons). An embodied
sonic dimension is defined here as any individual sonic
aspect that a listener can attend to as a meaningful percep-
tual unit which remains identifiable while evolving in time
along a continuous bi-polar axis. An embodied complex is
defined as any perceptual grouping that contains multiple
embodied sonic dimensions and can also be identified by
a listener as a meaningful perceptual unit.
Formula1 Formalization of the embodied sonification lis-
tening model.
f(t) ∶ ((sC
m1dP)+(sD
m2dM))eK
Fig. 1 The embodied sonification listening model
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The final authenticated version is available online at: https://doi.org/10.1007/s12193-020-00318-y
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At a given time t a listener attending to a sonification ƒ(t)
will associate the sound they are hearing (the sonic complex
sC), with the phenomenon of which they imagine the rep-
resented data to be a measurement (the data phenomenon
dP). This constitutes the first metaphorical mapping (m1).
The second metaphorical mapping (m2) involves the
association of changes along dimensions within the sonifica-
tion (sonic dimension, sD) with changes in the original data-
set (measurement dimension, dM). These mappings are fur-
ther constrained and modulated by the listener’s embodied
knowledge, eK. This contains the listener’s understanding
of the sound, the data, any instructions or training they have
received regarding the sonification and any associations,
conscious or unconscious, the listener draws between or to
these elements. More broadly it encompasses a listener’s
everyday knowledge of their physical, social and cultural
environments. This knowledge determines the cognitive
mapping strategy a listener employs to map the sound back
to an imagined data source during sonification listening.
(A more detailed description of how embodied knowledge
mediates a listener’s interpretation and understanding of a
sound is presented by Kendall [38, 39].)
As previously pointed out, there are two metaphorical
mappings within the ESLM. In the first metaphorical map-
ping (m1) the listener maps, or identifies, the sonic complex
with the source of the data. That is to say that they associ-
ate the sounds they are hearing with the source from which
the original data was recorded or measured. In the second
metaphorical mapping (m2), the listener maps or identifies
changes in attributes of the sonic complex to the data set.
This simply means that they associate changes in different
attributes of the sound with changes in the data.
2.2 Applying theembodied sonication listening
model
To better illustrate the operation of the ESLM let us consider
a number of design strategies that a sonification designer
can employ to present different kinds of data. For example
considering a sonification developed for a flood monitor-
ing and alert system the key data in question is water level.
This is usually measured in meters and centimetres. For the
sake of this illustrative example let’s imagine that a designer
chooses to represent this data using a pitch-mapped sine tone
and that the polarity of the mapping is such that as the water
level increases the pitch rises and as the water level falls the
pitch falls too. This is a clear and direct mapping strategy.
In this context the sine tone is the sonic complex (sC)
of the sonification. It acts as a metaphor (m1) for our data
phenomenon (dP). In this case the data phenomenon (dP)
is the ‘water’, the level of which has been measured and
recorded in the dataset.
This representation or substitution of the water with the
sine tone is our first metaphorical mapping (m1). The second
metaphorical mapping (m2) is between the sonic dimension
(sD) and the data measurement (dM). In this example our
sonic dimension (sD) is pitch and our measurement dimen-
sion (dM) is water level as recorded in metres or centime-
tres in the dataset. In this example the designer has mapped
increases in water level to increases in pitch, and vice versa.
(Whilst they could have inverted the polarity and mapped
increases in data value to decreases in pitch, the original
mapping polarity is in line with common practice in pitch-
mapping sonification, one reason for which will be discussed
below).
Our model suggests that these mappings are mediated by
the listeners’ previous embodied knowledge (eK) and that
generally speaking, listeners come to a sonification with
their own unique and vast history of such knowledge (eK).
This raises some important additional issues:
(a) Which aspects of previous embodied knowledge do
listeners draw upon when interpreting a sonification?
(b) How do we design a mapping strategy that a listener
can understand on the basis of their previous embodied
knowledge?
We suggest that designers focus on the data here, and
choose the strategy that best reflects the real-world, physical
behaviours of the data phenomenon and the data measure-
ment. In doing so the designer is leveraging the listeners’
previous embodied knowledge of the data being represented.
In the example above, the data phenomenon is water and it is
probably safe to assume that from previous experiences the
average listener knows that when you add water to a vessel,
the overall level of the water within the vessel ‘rises’. The
polarity of this ‘mapping’ is therefore grounded within our
direct, real-world experience of water. On this basis we can
reason that when a listener perceives a rising pitch contour
in a sonification of water level data they will interpret it as
a rise in water level.
We can approach a sonification of a phenomenon like
wind in a similar manner. For example, consider a sonifi-
cation where wind speed data is mapped to the control the
cutoff frequency of a filtered white noise generator. The
white noise in this example is the sonic complex (sC). This
provides a metaphor (m1) for the original data phenom-
enon (dP), which is the wind. The cutoff of the filter is the
sonic dimension (sD) and this in turn provides a metaphor
(m2) for the data phenomenon which is the set of recorded
changes in wind speed. Again, one might assume that, on
the basis of past embodied knowledge (eK), an increase
in cutoff frequency would be interpreted as an increase
in wind speed. The reasoning here is that filtered white
noise provides a good analogue for the sound of wind and
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increasing the cutoff increases the amount of perceptible
activity in the frequency spectrum. As wind produces
sound through friction when in contact with a surface,
the higher the wind speed, the higher the frequency (e.g.
spectral centroid) of the resulting sound. As such, higher
filter cutoff frequencies might coincide with higher wind
speeds and vice versa, and the dimension and polarity of
the sonic mapping is thus consistent with eK.
An interesting, but more demanding, example which
nonetheless conforms to this model is the sonification of
population data. Whilst still a measure of a physical phe-
nomenon, population data (unless we are dealing with very
small populations) is somewhat less immediately acces-
sible than physical data like water levels and wind speed.
However, if we consider a sonification where population
data is mapped to control the number of individual grains
in a grain cloud, the grain cloud (sC) becomes the meta-
phor (m1) for overall population (dP) and the density of
the cloud (sD) becomes a metaphor (m2) for increases in
the number of people in the population (dM). In this case,
one might assume that on the basis of previous embod-
ied knowledge (eK) increases in the density of the grain
cloud would be interpreted as increases in the population
number. The previous knowledge at play here can be quan-
tified in terms of basic arithmetic or, from an embodied
point of view, from simple everyday experience of add-
ing and removing individual members from larger collec-
tions of physical objects; a conceptual metaphor of spatial
coverage and density versus sparseness, which relates to
Talmy’s [54] ‘states of consolidation’ (whereby spatial
coverage may be compact or diffuse). Thus, in this exam-
ple, the mapping is informed by a familiar, real-world,
physical model (in this case, the behaviour of crowds), but
is reinforced with reference to a more generic conceptual
metaphor of spatial coverage/density.
The key point here is to focus on various aspects of com-
mon physical experiences that we can assume a listener is
familiar with when designing a mapping strategy, and, fur-
thermore, to design mapping strategies that are congruent
with these familiar embodied experiences based on simple,
directly-observable physical relationships (the first two
examples) and, potentially, their reinforcement by more
generic spatial conceptual metaphors (the third example).
However, not all data have clear connections to physi-
cal experience. For example, consider changes in the gross
domestic product (GDP) of a country. We cannot experi-
ence an economic phenomenon like GDP in the same direct
manner that we can experience physical phenomena like
water and wind. When representing data of this type, we
don’t have previous embodied knowledge of the data source
that we can draw upon to inform our sonification mapping
strategy. In these cases we suggest choosing sounds (sC)
which themselves have proven to have familiar embodied
associations for a listener. If we cannot derive a suitable
background of embodied knowledge from the original data,
we can import one by representing and framing the data with
sounds for which the listener has sufficient previous embod-
ied experience, developing a new ‘narrative’ through this
new metaphorical connection which are nonetheless based
on established metaphors from eK.
An example of this type of approach would proceed as
follows.
1. Identify linguistic conceptual metaphors which are asso-
ciated with the data set. White [55] argues that there is a
clear conceptual metaphor underpinning the concept of
an ‘economy’: that economies are often conceptualised
as living organisms and are thought and reasoned about
in those terms.
2. As such, a sonification designer would consider a bio-
logically-inspired sonic complex (sC) in order to repre-
sent changes in an economic metric such as GDP. For
example, a heartbeat sound could be used as a param-
eterised auditory icon to represent the data phenomenon
(dP) in question: GDP.
3. The sonic dimension (sD) in this case could be the pulse
or heart rate and the data measurement (dM) could be
the changes in GDP, whereby increases would map to
an increased pulse/heart rate and decreases could map
to a decreased pulse/heart rate. (These types of mapping
example are summarised in Table1, above.)
It must be noted here that we are making some assump-
tions about embodied knowledge in the previous examples.
In practice, embodied knowledge is a critical aspect of this
model as it mediates how exactly a listener will interpret
Table 1 Example mappings
based on prior embodied
knowledge (eK)
Metaphor 1 (m1) Metaphor 2 (m2)
Sonic complex (sC) Data phenom-
enon (dP)
Sonic dimension (sD) Data measurement (dM)
Sine tone Water Pitch Water level
Filtered white noise Wind Filter cutoff frequency Wind speed
Grain cloud Population Grain density Pop. number
Heartbeat (sound) GDP Heart/pulse rate GDP changes
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a sonification, this is complicated by the fact that embod-
ied knowledge (eK) can vary wildly from person to person
and from culture to culture. Such factors must be taken into
account during phases of design by adopting user-centric
design and evaluation methodologies to produce systems
which are better adapted to the specific embodied knowledge
(eK) of expected user groups.
As discussed previously, the listener’s background of
embodied knowledge contains their understanding of the
sound, the data and any instructions or training they have
received for the sonification. This knowledge is grounded
in the listeners’ embodied experience through embodied
schemata and these embodied schemata determine how the
embodied sonic dimensions are mapped to data. A similar
phenomenon is referred to by Walker [56] as polarity. For
example, when the speed of a train is mapped to the sound
of flowing water, an increase in the speed of the water flow
(embodied sonic dimension) is likely to coincide with an
increase in the speed of the train as both share a common
measure, speed, which is structured by the fast–slow schema
[20]. When the depth of a submarine is mapped to pitch, a
decrease in pitch (embodied sonic dimension) is likely to
correspond to an increase in depth. This is because both
depth and pitch are structured by a common up–down (ver-
ticality) schema [20, 36]. For depth however, an increase in
the data means downward motion and so a decrease in pitch
might be interpreted as an increase in data. In this case, the
listener’s embodied knowledge of the data determines their
experience of the sonification.
2.3 Sonication metaphor andculture
Lakoff and Johnson [21] argue that all linguistic cultures
that they have considered employ embodied knowledge
and create and use conceptual metaphors based on embod-
ied experience; however, the metaphors created are often
specific to that culture. Taking this a step further, Kövec-
ses [57] illustrates a class of conceptual metaphors that,
while still rooted in embodied experience, have a pre-
dominantly cultural basis. As an example, he points to the
idiom ‘Time is Money’ and argues that it can only result
from, and make sense in a capitalistic culture in which
profit can be equated with the time required to produce a
product. This is an important point for sonic information
design and suggests that when applying a model like the
ESLM, which relies heavily on conceptual metaphor, the
designer must be aware of the culture in which the lis-
tener is embedded and base their design on metaphors with
which these users are accustomed. Consider the sonifica-
tion of economic data. Since its inception sonification has
proved a useful tool for representing economic and market
data [3]. However, research by Chung [58] has suggested
that Chinese, Malay and English speakers use different
conceptual metaphors for markets. The results show that
Chinese and Malay speakers tend to use more metaphors
based on ‘competition’ than English speakers when con-
ceptualising markets. By contrast metaphors used by Eng-
lish speakers tend to focus on the ‘fall’ of a market. A
related study compared the use of conceptual metaphors
across financial reports written by native English speak-
ers with those written by native Spanish speakers [59].
The results showed that while both groups conceptualised
the economy as an organism (similar to our earlier GDP
example), Spanish reports used more metaphors based
on psychological mood and personality while reports in
English showed a tendency towards more nautically based
metaphors. These differences in the conceptualisation of
markets and economies across cultures are important and
they call for unique approaches to the sonification of mar-
ket and economic data for the groups in question. Account-
ing for these differences can result in systems that are more
inclusive overall as well systems that are developed spe-
cifically for users of a certain culture.
How listeners interpret the meaning of a given sound in
a sonification context is, undoubtedly, highly dependent on
cultural factors. Polli [60] points out that approaches to soni-
fication reliant on the Western harmonic music system fail
to account non-Western listeners. She argues that listening
to the soundscape is an experience more commonly shared
across cultures, though the content of those soundscapes
can differ radically over time and geographical space. Jeon
etal. [61] showed that in the representation of emotional
state data in auditory display, Koreans listeners showed a
stronger preference for either auditory icons (real-world
sounds) or earcons (Westernised musical sounds), whereas
U.S. listeners showed more distributed preference between
the two categories. These results are suggestive of cultural
differences between listeners. Vickers and Hogg [47] also
comment on cultural differences in auditory display sug-
gesting that spectromorphology (discussed previously), has
the advantage of being less culturally specific than some
Westernised alternatives as it is chiefly concerned with the
sonic gestures discussed earlier.
The ESLM has been consciously designed to accommo-
date a broad range of sounds. The sonic complex can just as
easily be a soundscape, or a section of a raga, as it can be a
sine tone, melodic pattern or rhythmic pulse. They key point
is to choose a sonic complex and sonic dimension that cre-
ates the right conceptual metaphorical mapping for a given
listener allowing them to interpret the sonification on the
basis of a familiar domain of embodied experience for them.
It is critical that designers account for cultural factors, taking
care to choose sounds and mapping strategies that are con-
sistent with the metaphors employed by the user, whilst also
seeking to better understand how cultural factors may be at
play in the construction or modification of these metaphors.
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Journal on Multimodal User Interfaces
1 3
2.4 ESLM re-iterated
To summarise in plain English, listeners attend to the sound
as though it were the data during sonification listening.
Thus, the sound is experienced as a metaphorical repre-
sentation of the data. There are two metaphors involved in
this process. In the first, the sound heard is identified with
the original data source. In the second, and arguably more
critical, metaphorical changes in the sound are identified
as changes in the data recorded from the original source.
Crucially, this entire process is mediated by the listener’s
background of embodied knowledge, which determines how
exactly metaphorical mappings take place. However, where
the data is more complex, more broadly embodied models
of sound, through which multivariate data series can be rep-
resented using conceptual metaphors, blends and a wider
range of timbral/textural changes (informed by the treatment
of timbre’s component dimensions via embodied dynamics),
may be helpful.
The ESLM is proposed as a tool for guiding the design
of sonifications that can exploit the embodied aspects of
meaning-making during sonification listening. The ESLM
connects a number of research strands in embodied cogni-
tion, sonification and music composition to describe how
sonifications can be parameterised in terms of image sche-
mas, conceptual blending, and conceptual metaphor theory.
Research of the kind explored in this article is important
for sonic information design because it shows that both
sound and music can be modelled in terms of embodied
cognitive processes. Rather than parameterising sound and
music on the basis of listeners’ abilities to discern changes
in pitch, amplitude and timbre, the present article proposes
the parameterisation of sound on the basis of their ability to
detect, track and interpret changes based on image schema
and conceptual metaphors and blends. This is arguably
crucial to sonic information design because it allows the
designer to map data to more complex sonic dimensions
(and combinations of dimensions) that are far better suited
to communicating information to a listener, and to which
the listener, based on ecological-embodied experience, is
adapted to making sense of.
3 Discussion andconcluding remarks
The ESLM has far-reaching implications for the field of
sonic information design.
There are strong cultural and historical precedents in the
West for conceptualising sound in either psychophysical
terms, (i.e. pitch, loudness and timbre) or Western musical
terms (i.e. rhythm, melody etc.). This approach has proven
to be less useful for sonification, where the mapping prob-
lem imposes hard limits on how data can be represented
with these auditory dimensions. The ESLM provides a novel
framework for thinking about and working with sound in the
context of sonification. It differs from standard approaches
in that it is specifically intended to account for sonification
and it provides this account in terms of conceptual meta-
phor theory so as to address some of the embodied aspects
of sonification listening. In doing so the ESLM serves as
an explanatory framework for how given groups of listen-
ers might interpret a sonification. Crucially, it provides a
framework for thinking about, and better understanding, the
processes by which listeners might relate a specific sound to
a data source when listening to and interpreting a sonifica-
tion. The ESLM allows a designer to work with sounds from
a wide and varied range of sources in a systematic manner.
The model can be applied if a sound can be parameterised
with a sonic complex (sC) that can represent the data phe-
nomenon (dP) and a sonic dimension (sD) that is mapped to
the data measurement (dM) in the original data set via a rel-
evant conceptual metaphor informed by, and adapted to, the
listeners previous embodied knowledge (eK). This model,
with its novel sonic and conceptual dimensions, intro-
duces more degrees of freedom for representing data with
sound. This expanded possibility space gives the designer
the opportunity to choose sounds and mapping strategies
which might better represent their data to the listener. The
conceptual metaphors involved in the model, and the need
to choose metaphorical mappings from data to sound that
make sense to a listener, help to constrain this possibility
space to only those mapping strategies that are meaningful
and can be interpreted by a listener. In doing so, the ESLM
provides a useful tool for addressing the first design chal-
lenge posed by the mapping problem: the question of how
to design a meaningful data to sound mapping strategy [2].
The ESLM also helps to address another design challenge
posed by the mapping problem: the issue of dimensional
entanglement encountered in traditional approaches to soni-
fication as the use of a sonic complex (sC) to represent a
specific data phenomenon (dP) and a sonic dimension (sD)
to represent changes in the measured data (dM) allows the
designer to make clear delineations between different sounds
in a sonification and the data sources they represent. Another
crucial component here however is the embodied knowledge
(eK) that a listener draws upon to interpret a sonification.
While this doesn’t unequivocally solve the mapping prob-
lem, which remains a design problem that must be solved
each time a designer creates a sonification, it does offer a
framework in which to address it.
Adopting approaches informed by embodied cognition
may support designers in more efficiently investigating and
devising solutions to this problem. Frameworks such as
the ESLM can help a designer to account for some of the
embodied cognitive aspects of cognition involved in a listen-
ers interpretation of a sonification. AQ4
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Journal on Multimodal User Interfaces
1 3
Acknowledgements This publication has been funded by an Irish
Research Council Government of Ireland Postdoctoral Fellowship
Award (Grant no. 14887). This publication has emanated from research
supported in part by a research grant from Science Foundation Ireland
(SFI) and is co- funded under the European Regional Development
Fund under Grant No. 13/RC/2077.
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... In many cases virtual reality (VR) may be considered a desirable tool due to the psychological sensation of presence, which here we define as a sense of "being there" within remote environments (as defined in (Murphy and Skarbez, 2020)). A sense of presence can elevate levels of trust (Salanitri et al., 2016), which can be vital in the operation of semi-autonomous robots where operators need to rely on correct behaviours. Perhaps more importantly the affordances associated with presence of embodiment and kinaesthesia have been shown to support users of teleoperation systems in task performance and decision making, seemingly through enhanced spatial awareness and sensory cognition in comparison with more traditional teleoperation interfaces such as 2D video and text (Whitney et al., 2019). ...
... The bespoke sound sets used in this study have been created by professional sound designers to exemplify two distinct design approaches to sonification. The first sound set applies the principles of cognitive metaphor, engaging with theories of embodied image schema theory, narrative scaffolding and cognitive metaphor theory (Roddy and Bridges, 2020;Wirfs-Brock et al., 2021). This sound set has been developed in response to the literature (detailed in section 2) suggesting that naturalistic mappings may be experienced more intuitively by users, allowing them to apply socially acquired contextual knowledge that could make sounds automatically decodable and facilitate meaning making (Kantan et al., 2021;Wirfs-Brock et al., 2021). ...
... However, the question of what form of "non-speech audio" should be used and how it can be applied in different applications is far from resolved. Roddy and Bridges (2020) introduce "the mapping problem, a foundational issue which arises when designing a sonification, as it applies to sonic information design" and refer to the aesthetic and structural challenges of parameter mapping sonification as a means to legibly communicate information. Dubus and Bresin's meta-analysis highlighted that dominant forms of parameter mapping sonification have tended towards computational approaches by assigning discrete data sources to sonic dimensions. ...
Article
Full-text available
As an embodied and spatial medium, virtual reality is proving an attractive proposition for robot teleoperation in hazardous environments. This paper examines a nuclear decommissioning scenario in which a simulated team of semi-autonomous robots are used to characterise a chamber within a virtual nuclear facility. This study examines the potential utility and impact of sonification as a means of communicating salient operator data in such an environment. However, the question of what sound should be used and how it can be applied in different applications is far from resolved. This paper explores and compares two sonification design approaches. The first is inspired by the theory of cognitive metaphor to create sonifications that align with socially acquired contextual and ecological understanding of the application domain. The second adopts a computationalist approach using auditory mappings that are commonplace in the literature. The results suggest that the computationalist approach outperforms the cognitive metaphor approach in terms of predictability and mental workload. However, qualitative data analysis demonstrates that the cognitive metaphor approach resulted in sounds that were more intuitive, and were better implemented for spatialisation of data sources and data legibility when there was more than one sound source.
... The bespoke sound sets used in this study have been created by professional sound designers to exemplify two distinct design approaches to sonification. The first sound set applies the principles of cognitive metaphor, engaging with theories of embodied image schema theory, narrative scaffolding and cognitive metaphor theory (Roddy and Bridges, 2020;Wirfs-Brock et al., 2021). This sound set has been developed in response to the literature (detailed in section 2) suggesting that naturalistic mappings may be experienced more intuitively by users, allowing them to apply socially acquired contextual knowledge that could make sounds automatically decodable and facilitate meaning making (Kantan et al., 2021;Wirfs-Brock et al., 2021). ...
... However, the question of what form of 'non-speech audio' should be used and how it can be applied in different applications is far from resolved. Roddy and Bridges (Roddy and Bridges, 2020) introduce "the mapping problem, a foundational issue which arises when designing a sonification, as it applies to sonic information design" and refer to the aesthetic and structural challenges of parameter mapping sonification as a means to legibly communicate information. Dubus and Bresin's meta-analysis highlighted that dominant forms of parameter mapping sonification have tended towards computational approaches by assigning discrete data sources to sonic dimensions. ...
... Wirfs-Brock et al (Wirfs-Brock et al., 2021) note that one of the "reasons sonification has failed to reach broad audiences are the tension between cognitive versus ecological approaches to sound design". Roddy and Bridges (Roddy and Bridges, 2020) suggest that "the mapping problem can be addressed by adopting models of sound which draw from contemporary theories of embodied cognition to refine the more traditional perspectives of psychoacoustics and formalist/computationalist models of cognition". In this paper we explore a model of sound which is based on the embodied cognition notion of cognitive metaphor and compare the approach with a more typical computationalist sonification approach. ...
Preprint
Full-text available
As an embodied and spatial medium, virtual reality is proving an attractive proposition for robot teleoperation in hazardous environments. This paper examines a nuclear decommissioning scenario in which a simulated team of semi-autonomous robots are used to characterise a chamber within a virtual nuclear facility. This study examines the potential utility and impact of sonification as a means of communicating salient operator data in such an environment. However, the question of what sound should be used and how it can be applied in different applications is far from resolved. This paper explores and compares two sonification design approaches. The first is inspired by the theory of cognitive metaphor to create sonifications that align with socially acquired contextual and ecological understanding of the application domain. The second adopts a computationalist approach using auditory mappings that are commonplace in the literature. The results suggest that the computationalist approach outperforms the cognitive metaphor approach in terms of predictability and mental workload. However, qualitative data analysis demonstrates that the cognitive metaphor approach resulted in sounds that were more intuitive, and were better implemented for spatialisation of data sources and data legibility when there was more than one sound source.
... As an effective tool to present data, sounds can ease the way for individuals to detect temporal patterns and analyze specific features in datasets (Sawe et al., 2020). An increasing number of studies recommend incorporating metaphorical methods into auditory display design (Kantan et al., 2022;Roddy & Bridges, 2020;Roddy & Furlong, 2015). In the metaphorical auditory display design, various sound elements have been employed to represent stress data. ...
... They attributed this to inappropriate sonic cues that caused confusion in the interpretation of the sounds. In the design of RainMind's auditory display, we employed metaphorical techniques to create effective mapping strategies, as recommended by Roddy and Bridges (2020). Therefore, we suggest selecting meaningful sound elements and designing mapping strategies that enhance meaning-making to create authentic natural soundscapes, thereby enhancing mental health self-reflection experiences. ...
... This adds a magnitude channel together with the identity channel that already exists for the auditory icon, where the identity of the data object is conveyed through the character of the bird song, and the magnitude channel is conveyed through the manipulation of the bird song [8]. This can also be described through the embodied sonification listening model by Roddy and Bridges [24], where the sonic complex is the bird song that represents the data phenomenon (the bird order), and the sonic dimension represents the sound manipulation that conveys the parametric information. One type of manipulation is, for example, to change the playback speed of the bird song audio sample. ...
Conference Paper
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Choosing whether to represent data in an abstract or concrete manner through sonification is generally dependent on the applicability of the dataset and personal preference of the designer. For supporting a visualization with a high level of abstraction, a sonification can purposefully act as a complement by giving concrete contextual cues to the data representation with the use of auditory icons. This paper presents a case study of using bird songs as auditory icons to give context to a biology visualization, and explores how additional information of the bird species can be conveyed together with the auditory icons with parameter mapping sonification. The auditory icons are used as a foundation to convey additional information of the dataset, either by creating a parametric auditory icon, or by adding an additional sonification that accompanies the auditory icon. A user evaluation was conducted to validate and compare the different sonification mappings. The results show that there is a subjective difference of how participants perceived the sonifications, where the participants preferred sonifications that had a concrete mapping design. The sonification approaches that are explored in this study have the potential to be applied to more general sonification designs.
... Insights from cognitive science, such as musical expectancy and affordance, which evoke sonic tension and release and impact subsequent actions, have further emphasized the cognitive flow that listeners experience from tonal music as structured sound [2,22,23]. For instance, akin to how humans grasp the harmonic relationships in simple melodies, applying tonal cognition offers listener-centered avenues for crafting auditory displays of everyday products [4,32,37]. ...
Preprint
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Research into tonal music examines the structural relationships among sounds and how they align with our auditory perception. The exploration of integrating tonal cognition into sonic interaction design, particularly for practitioners lacking extensive musical knowledge, and developing an accessible software tool, remains limited. We report on a study of designers to understand the sound creation practices of industry experts and explore how infusing tonal music principles into a sound design tool can better support their craft and enhance the sonic experiences they create. Our study collected qualitative data through semi-structured individual and focus group interviews with six participants. We developed a low-fidelity prototype sound design tool that involves practical methods of functional harmony and interaction design discussed in focus groups. We identified four themes through reflexive thematic analysis: decision-making, domain knowledge and terminology, collaboration, and contexts in sound creation. Finally, we discussed design considerations for an accessible sonic interaction design tool that aligns auditory experience more closely with tonal cognition.
... The end-users (i.e., the listeners) are then expected to be able to develop an equivalent conceptual model by leveraging the affordances embedded in the sonification. However, the difficulties of listeners in 'reverse engineering' the sonification designer's mapping strategy and consequently correctly decoding the information contained in a sonification, is a known issue in sonification research (Nees, 2019;Neuhoff, 2019;Roddy & Bridges, 2020). Authors have addressed the issue by proposing alternative design strategies, such as leveraging embodied metaphors (Roddy & Bridges 2018;Roddy & Furlong 2014), improving the description of the sonification design rationale (Wirfs -Brock et al., 2021), defining shared design tools and evaluation strategies (Pauletto and Misdariis, 2023). ...
Conference Paper
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In recent years, sonification as a method to analyze, represent and communicate data through sound has grown significantly showing a diversity of purposes, users, and topics. In data journalism, education, art, or data monitoring, sound is used to both support and engage experts, researchers, and the general public with a broad range of scientific and social phenomena. As the field is moving towards shared design and evaluation processes, new practices seem to emerge that put the listener at the center. By analyzing recent cases from the Data Sonification Archive, the paper proposes a definition of autographic sonification as a self-encoding process in which the act of listening becomes central to making sense of complex phenomena.
... To detail the actual semantics of this function, we turn to the notion introduced by Roddy and Bridges in [20] that a sonification is a combination of meaningful perceptual units, or "sonic complexes", and that each of these complexes is dynamically generated based on its own subset of perceptual parameters, or "sonic dimensions", computed from the data dimensions. Let M be the number of sonic complexes in a display, (ϕi) i∈ [1,M ] the functions for generating those complexes and ( ⃗ pi) i∈ [1,M ] the functions calculating vectors of sonic dimensions for those complexes. ...
Conference Paper
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A popular topic in sonification research is the development of a complete, user-friendly tool for sonification creation. A study of existing attempts at such tools highlights what seems to be the main challenge of this endeavor: exhaustiveness with regards to the great diversity of approaches for auditory display of information. Most tools are designed to allow for selecting among a few typical modalities, but could not really be used to create any kind of sonification. In order to tackle this issue, we proposed a theoretical model of the sonification process, which is intended to take all of its properties as a data observation technique into account. The goal for this model is to be translated into a user interface and programming approach as part of a sonification toolkit. In the present paper, we report our work in creating a proof of concept of such a toolkit using the ossia musical sequencing environment, chosen for its proximity to our objectives in terms of user interaction and library of functionalities. This prototype was tested to recreate two of our previous data sonification works. Most of the specificities of these case studies could be recreated properly, though some of the planned features, notably for grain synthesis, are currently missing from the ossia environment. For our future works, we will consider that the current state of this proof of concept is sufficient to start studying the user experience of sonification designers interacting with the toolkit.
... Precisely, the specificities of each "musical" condition induce different feelings and a notable preference. These observations are in line with the literature [19,51] and therefore support the hypothesis that the nature of the sound feedback used, its characteristics, the sound design, and the coupling modalities, influence the movement timing and participant's experience. ...
Article
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Background: Movement sonification, the use of real-time auditory feedback linked to movement parameters, have been proposed to support rehabilitation. Nevertheless, if promising results have been reported, the effect of the type of sound used has not been studied systematically. The aim of this study was to investigate in a single session the effect of different types of sonification both quantitatively and qualitatively on patients with acquired brain lesions and healthy participants. Methods: An experimental setup enabling arm sonification was developed using three different categories of sonification (direct sound modulation, musical interaction, and soundscape). Simple moving forward movements performed while sliding on a table with both arms were investigated with all participants. Quantitative analysis on the movement timing were performed considering various parameters (sound condition, affected arm and dominance, sonification categories). Qualitative analysis of semi-structured interviews were also conducted, as well as neuropsychological evaluation of music perception. Results: For both the patient and healthy groups (15 participants each), average duration for performing the arm movement is significantly longer with sonification compared to the no-sound condition (p < 0.001). Qualitative analysis of semi-structured interviews revealed different aspects of motivational and affective aspects of sonification. Most participants of both groups preferred to complete the task with sound (29 of 30 participants), and described the experience as playful (22 of 30 participants). More precisely, the soundscape (nature sounds) was the most constantly preferred (selected first by 14 of 30 participants). Conclusion: Overall, our results confirm that the sonification has an effect on the temporal execution of the movement during a single-session. Globally, sonification is welcomed by the participants, and we found convergent and differentiated appreciations of the different sonification types.
Article
This paper explores the design, evaluation, and formalisation of a framework for the creation of soundscape sonifications: data-to-sound mappings which make use of sounds recorded from real-world sources to communicate information to a listener. This approach is informed by design principles from the field of embodied cognitive science. It opens with a consideration of the relationship between soundscapes, sonification, and embodied cognition design principles. Four approaches to soundscape sonification are presented and evaluated. Evaluation results are presented and analysed before the paper closes with a discussion of the findings and a formalisation of the most effective candidate framework. The article shows how embodied cognition principles can be applied to the design of communicatively effective soundscape sonifications with the takeaway point for researchers being the formalisation of an “Embodied Soundscape Sonification Framework” as a guide to the design of effective soundscape sonifications.
Article
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This article explores the mapping problem in parameter mapping sonification: the problem of how to map data to sound in a way that conveys meaning to the listener. We contend that this problem can be addressed by considering the implied conceptual framing of data-to-sound mapping strategies with a particular focus on how such frameworks may be informed by embodied cognition research and theories of conceptual metaphor. To this end, we discuss two examples of data-driven musical pieces which are informed by models from embodied cognition, followed by a more detailed case study of a sonic information design mapping strategy for a large-scale Internet of Things (IoT) network. Originally Published in the Journal of Sonic Studies: http://sonicstudies.org/JSS17
Article
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For the last two decades, research on auditory displays and sonification has continuously increased. However, most research has focused on cognitive and functional mapping rather than emotional mapping. Moreover, there has not been much research on cultural differences on auditory displays. The present study compared user preference of auditory emoticons in two countries: USA and South Korea. Seventy students evaluated 112 auditory icons and 115 earcons regarding 30 emotional adjectives. Results indicated that they showed similar preference in the same category (auditory icons or earcons), but they showed different patterns when they were asked to select the best sound between the two categorical sounds. Implications for cultural differences in preference and directions for future design and research of auditory emoticons are discussed.
Book
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This concise volume presents for the first time a coherent and detailed account of why we experience feelings of being present in the physical world and in computer-mediated environments, why we often don't, and why it matters - for design, psychotherapy, tool use and social creativity amongst other practical applications
Book
The revised edition of Acoustic Territories: Sound Culture and Everyday Life offers an expansive reading of auditory life. It provides a careful consideration of the performative dynamics inherent to sounding and listening, and discusses how sound studies may illuminate understandings of contemporary society. Combining research on urbanism, popular culture, street life and sonic technologies, Acoustic Territories opens up a range of critical perspectives--it challenges debates surrounding noise pollution and charts an "acoustic politics of space" by engaging auditory experience as found within particular cultural histories and related ideologies. Brandon LaBelle traces sound culture through a topographic structure: from underground territories to the home, and further, into the rhythms and vibrations of streets and neighborhoods, and finally to the sky itself as an arena of transmitted imaginaries. The new edition includes an additional "global territory" of the relational, positioning acoustics as a range of everyday practices that rework dominant tonalities. Questions of orientation and emplacement are critically raised, reframing listening as multi-modal and intrinsic to resistant socialities and what the author terms "acts of compositioning." The book is fully updated to include new relevant research and references surfacing since 2010, as well as a new preface to the second edition. Acoustic Territories continues to uncover the embedded tensions and potentialities inherent to sound as it exists in the everyday spaces around us.
Chapter
The previous chapter traced a path towards an understanding of the inadequacy of epistemological approaches to knowledge formation that do not account for the deeply-embodied nature of perception, to succeed in solving any but highly constrained problems. The slower-than-expected rise in the effectiveness of artificial intelligence provided the impetus for a more critical examination of the ontological dimensions of perception and human knowledge, which necessitated the re-cognition of another form of truth which is not derived empirically but from meaningful action. This chapter enunciates this Pragmatist approach as it can be applied to sonification design: a generative activity in which bespoke design skills are supported by scientific research in biology, perception, cognitive science–in the field of conceptual metaphor theory in particular, and aesthetics. It proceeds to outline pertinent features of a broad design methodology based on the understandings developed that could yield to computational support.
Book
An examination of the role of sound in twentieth-century arts. This interdisciplinary history and theory of sound in the arts reads the twentieth century by listening to it—to the emphatic and exceptional sounds of modernism and those on the cusp of postmodernism, recorded sound, noise, silence, the fluid sounds of immersion and dripping, and the meat voices of viruses, screams, and bestial cries. Focusing on Europe in the first half of the century and the United States in the postwar years, Douglas Kahn explores aural activities in literature, music, visual arts, theater, and film. Placing aurality at the center of the history of the arts, he revisits key artistic questions, listening to the sounds that drown out the politics and poetics that generated them. Artists discussed include Antonin Artaud, George Brecht, William Burroughs, John Cage, Sergei Eisenstein, Fluxus, Allan Kaprow, Michael McClure, Yoko Ono, Jackson Pollock, Luigi Russolo, and Dziga Vertov.
Book
A new edition of a classic work that originated the “embodied cognition” movement and was one of the first to link science and Buddhist practices. This classic book, first published in 1991, was one of the first to propose the “embodied cognition” approach in cognitive science. It pioneered the connections between phenomenology and science and between Buddhist practices and science—claims that have since become highly influential. Through this cross-fertilization of disparate fields of study, The Embodied Mind introduced a new form of cognitive science called “enaction,” in which both the environment and first person experience are aspects of embodiment. However, enactive embodiment is not the grasping of an independent, outside world by a brain, a mind, or a self; rather it is the bringing forth of an interdependent world in and through embodied action. Although enacted cognition lacks an absolute foundation, the book shows how that does not lead to either experiential or philosophical nihilism. Above all, the book's arguments were powered by the conviction that the sciences of mind must encompass lived human experience and the possibilities for transformation inherent in human experience. This revised edition includes substantive introductions by Evan Thompson and Eleanor Rosch that clarify central arguments of the work and discuss and evaluate subsequent research that has expanded on the themes of the book, including the renewed theoretical and practical interest in Buddhism and mindfulness. A preface by Jon Kabat-Zinn, the originator of the mindfulness-based stress reduction program, contextualizes the book and describes its influence on his life and work.
Book
The now-classic Metaphors We Live By changed our understanding of metaphor and its role in language and the mind. Metaphor, the authors explain, is a fundamental mechanism of mind, one that allows us to use what we know about our physical and social experience to provide understanding of countless other subjects. Because such metaphors structure our most basic understandings of our experience, they are "metaphors we live by"--metaphors that can shape our perceptions and actions without our ever noticing them. In this updated edition of Lakoff and Johnson's influential book, the authors supply an afterword surveying how their theory of metaphor has developed within the cognitive sciences to become central to the contemporary understanding of how we think and how we express our thoughts in language.