Abstract
Humanistic uses of digital technologies have opened up new ways to think about,
communicate, and discuss historical research. The common use of digital tools to
visually represent ancient cultures and sites, however, has also introduced new
issues. For example, critics have argued that digital visualisations, largely
synonymous with reconstruction in 3D models, often attempt to represent a
photorealistic-artificial vision of the past, and may often prove to be a way to
communicate history to a large(r) audience [Forte and Siliotti 1997]. Against
this backdrop, this article will discuss precisely how technology may help
immerse researchers into historically situated life, and radically advance
historical research. Adding to related criticisms of ocularcentric traditions of
knowledge production, we contribute to this stream of research by arguing that
contemporary visual representations of the past often concentrate on visual
representations and seemingly maintain antiquity as a sanitised
historio-cultural ideal [Westin 2012]
[Tziovas 2014]. More specifically, this article seeks to
demonstrate the potential of digital humanities to move beyond mere
representations on screen and to mobilize other senses (specifically sound) as a
historically situated component for research. For this purpose, we focus on the
abstract principles and overall methodology for a recreation of the experience
of sounds in the Roman amphitheatre.
That all our knowledge begins with
experience there can be no doubt. For how is it possible that the faculty of
cognition should be awakened into exercise otherwise than by means of
objects which affect our senses, and partly of themselves produce
representations, partly rouse our powers of understanding into activity, to
compare, to connect, or to separate these, and so to convert the raw
material of our sensuous impressions into a knowledge of objects, which is
called experience.
[Kant 1996]
Epistemologies in the Humanities often draw upon Platonist frames of thought, the
noumenal and the phenomenal, largely canonizing the former as essential in
scientific outcomes, and disdaining the latter. Indeed, the noumenal (world known by
intellect) is considered superior to the phenomenal realm, the material, physical
world of immediate sensory perception [
Howes 2005]. Experiencing
phenomena as the initiating act towards examination, analysis and scholarly
reflection is widely used in concrete scientific research, such as chemistry,
mathematics, and physics. Experiencing as methodology has been particularly iterated
by Emmanuel Kant, the early modern philosopher who is responsible for synthesizing
both waves of rationalism and empiricism in modern epistemology.
[1] Kant, in an attempt to explain the relationship
between reason, scientific explanation and human experience, argued that our
experiences are structured by necessary features of our minds. In his view, the mind
shapes and structures experience so that, on an abstract level, all human experience
shares certain essential structural features. Beyond such essentialist assumptions
of knowledge production, we here argue that experiential and sensory arrangements
mediated by digital tools may be used to advance and diversify the study of
humanities, specifically the variability of historically situated human life.
Technology has opened up new ways to communicate and discuss historical research,
often through conceptual recreation, with vision acting as the primary sense for
engagement and reflection. A widely used method is
visualizations.
This, often intellectually refined methodology may provide the means to communicate
history to a large(r) audience, in a situated space (cultural heritage exhibitions,
museums, scholarly installations on display) or online (see
Rome Reborn for
example). The introduction of technology as both a lens and a methodology, however,
has introduced new issues. Visualizations are “often synonymous with a
photorealistic-artificial ideal about the past”
[
Forte and Siliotti 1997]. They “often concentrate on visual
representations and seemingly maintain antiquity as a sanitised
historio-cultural ideal”
[
Westin 2012]
[
Tziovas 2014] . While visualisations may facilitate an understanding
of movement in (currently musealised) spaces or urban planning and architecture,
they are, in their majority, deprived of other senses, beyond vision.
Against this backdrop, we examine how technology may help researchers in their quest
to understand historically situated life, beyond mere vision. Our scholarly
endeavour addresses the possibilities for radically advancing historical research
through experiential analogy that may involve sensory immersion. Adding
to related criticisms of ocularcentric traditions of knowledge production, we seek
to demonstrate the potential of digital humanities to move beyond soundless
representations on screen and to mobilize other senses (specifically sound) as a
historically situated component for research. For this purpose, we focus on the
abstract principles and overall methodology for a recreation of the experience of
sounds in the Roman amphitheatre as a case study. Our aim is to demonstrate how
experiential analogy may convert the raw material of our sensuous impressions into
knowledge production.
That the study of senses has escaped our point of espial for centuries may, to an
extent, be connected to deeper epistemological problems regarding the relative value
of scientific and humanistic modes of knowledge creation [
Smithies 2014]. In this article, we aim to target this issue and explore how Digital Humanities
could facilitate a study of the senses in context and promote a more immersive and
multifarious comprehension of historically situated life. Our case study is Roman
entertainment, because of the challenges it entails for research. Our primary and
raw data have their own limitations. Most amphitheatres are currently musealised
monuments, inclusive of the soundscapes that spring from their surrounding
environment, thus, out of their “original” context. Second,
ancient narratives are composed by an upper echelon of literate Roman citizens, so
the voices of microhistory (slaves, women, entertainers) are absent in our account
of the Roman empire, making it partial. Later receptions of antiquity (especially
during the 18th century) have been vastly re-iterated as idealized, thus blurring
our contemporary understanding further. Recent research has delved more into
micro-historic societal concepts, and consequently concluded that previous
interpretations suffer from historically restricted assumptions, the outcome of
adopting hierarchically stratified categories of analysis. If ancient performance is
instead seen as a popular means to project concepts of identity, a sensory discourse
may aid scholars in capturing and articulating the complex societal dynamics in a
Graeco-roman backdrop.
The Roman amphitheatre as a material, architectural structure and a monument is
present in the areas surrounding the Mediterranean sea, from North African countries
to Asia Minor to continental Europe. The diversity of cultures composing the Roman
empire seem to have adopted Roman spectacle as a form of popular entertainment. It
has been argued that Rome was an “oral and
aural” society [
Toner 2014, 1–21]. Buildings,
especially Roman amphitheatres, were designed to accommodate a live event, a
spectacle that was inclusive of the sensory experience: it incorporated sound,
smell, and movement. Latin and Greek texts describing this experience were
originally read out loud to a largely illiterate population. To enhance the texts’
vividness, authors often used the rhetorical devise of
ekphrasis, an evocative style of narrative that aimed to stimulate
the senses, often simultaneously - in a
synaesthetic manner. Synaesthesia is known generally as the condition
for those who experience one kind of sensory stimulus simultaneously as another,
most commonly sounds with colours. A broader definition of synaesthesia has been the “blending of all senses experienced by
all readers, synaesthetes or not”
[
Butler and Purves 2013]. By discussing the possibilities and problems of (a) digital recreation(s) of
historically situated sound, this article aims to show how technology may help us
not only redress the nexus of societal and cultural practices in relation to more
immediate, pre-industrial forms of entertainment, but also provoke new questions
about the popular rendering of antiquity within contemporaneity. Therefore, we
hereby argue that historical accuracy, as a methodological criterion in the study of
ancient performance, should be discarded in favour of experiential analogy. The
noumenal then transforms from one “archetypal” ideal to a
variation of experiences.
Through experiential methodology, rich sensory detail may aid scholars to move beyond
ideals of accuracy, and to give us further insight into the lifeworld of antiquity.
In particular, we examine how digital sound engineering can be used to re-enact the
ancient experience of Roman entertainment. To address this question we suggest the
incorporation of sound studies within the field of historical studies, and
specifically a combination of text mining and archaeoacoustics: the study of the
sonic experience of archaeological sites via digital acoustic modelling [
Blesser and Salter 2006]. In so doing, we show that by using simple programmes
for digital modelling of sounds scholars can readily layer audio onto the primarily
visual components of conventional digital prototypes. However, we also show that
soundscapes modelled around monuments are not enough: to understand Roman culture we
must acknowledge sensory experience as ephemeral, therefore variable and
historically situated.
To help scholars tackle this issue we thus articulate a methodological approach,
termed
synaesthetic prototyping. Inspired by post-processual thinking
in archaeology, the proposed approach blends narrative with archaeoacoustic
techniques to turn attention from sensory accuracy to experiential analogy. This
allows scholarship to better account for the multiple interpretations possible of
any sensory experience [
Hodder and Hutson 2003] and to treat sensory data, in
this case, sound, as materially situated in both space and time [
Hodder 2012]. For example, repeated and frequent car horn sounds in
the arctic town of Umeå, Sweden may be a sign of chaos, whereas in downtown Athens,
Greece they indicate common traffic. By belabouring how to understand the ways in
which senses interweave notions of place, society and culture through a deeper form
of assessing monuments and reading primary narratives enabled by digital means, this
article ultimately contributes to the sensory turn in archaeology and history
research.
This article ultimately pushes toward a sonic
digital ekphrasis
[
Lindhé 2013]. Similar to the rhetorical device of
ekphrasis, which may be used to describe any experience, digital
technology can be a means through which to recreate, experience and study the sounds
within a historically situated occasion. Sonic
digital ekphrasis
becomes a methodological device in itself, enabling us to reassess the importance
that senses and sounds in particular held for Roman culture. It is our hope that
this article provides additional intellectual justification for a turn to studying
the senses digitally. We wish to clarify up front that this topic requires further
exploration, but is important to keep in mind: as digital humanities require
conceptual anchors and an openness to theories and methods borrowed from other
disciplines, scholars in a post-disciplinary world need to be reminded of the “importance of craft and the value of
tacit knowledge”
[
Smithies 2014], both as a tool and a methodology.
The Ephemeral Qualities of Sound #1: Archaeoacoustics
Digital prototypes in the form of 3D visualisations have found prominent use
within humanities research [
Drucker 2011]
[
Frischer et al. 2006, 163–82]
[
Forte 2010]
[
Nygren et al. 2014]. In traditional historical disciplines such as
archaeology, history and classics, scholars have, for example, used digital
technologies to “map out” and relate detailed geographic data
to primary sources in order to perceive larger societal patterns, and to
visualise places geographically and chronologically remote [
Mahony and Bodard 2010, 1–14]
[
Barker et al. 2010, 185–200]. The ample use of web-mapping
applications such as Google Earth have changed the ways in which scholars
perceive data; the application of contemporary web-based methods towards
visualisations and geospatial analysis challenges conventional concepts of space
(see [
Mahony and Bodard 2010, 7] and [
Dunn 2010, 53–72]. The vast majority of scholarly attempts to digitally reconstruct ancient
urban sites for entertainment or otherwise indeed rely on the visual
representation of (physical) materiality such as buildings, bridges or roads
through 3D and virtual reality models. These visualisations have provided much
historical insight into aspects of urban development [
Christopoulos et al. 2003, 61–71] and have facilitated critical
discussions of the application of digital tools within the context of museology,
or the narratives of digital heritage (see [
Christopoulos et al. 2003],
[
Christopoulos et al. 2004], and [
Giaccardi et al. 2012].
3D models then make evident how existing digital tools and related models carry
assumptions of knowledge as primarily visual, thus neglecting other sensory
detail and sustaining the ocularcentric tradition within humanities research
[
Howes 2005, 14]
[
Classen 1997, 401–12], as well as an idealised image of
antiquity. Western intellectual traditions has indeed shown a marked preference
for vision as the figure of knowledge (see [
Evens 2005, ix].
The excuse is often that intangible artefacts, such as senses, leave no traces
or evidence, so we cannot represent them in their entirety. The lack of evidence
is in fact present in any historical research, sensory or not. As pointed out by
several scholars across disciplines, sound is characterized by ephemerality. A
scholarly exploration of sensory experience may provide gateways to both the
mind and the body; it mediates cultural values between the individual and the
social world[
Favro 2006]
[
Betts 2011]
[
Witmore 2006]. Sounds and their meanings are considered as shaped
by the cultural, economic, and political contexts in which they are produced and
heard [
Smith 2001, 7]
[
Ihde 2005, 61–6]. Indeed, sound studies have been referred
to as
the interdisciplinary ferment in
the human sciences that takes sound as its analytical point of departure
or arrival. By analyzing both sonic practices and the discourses and
institutions that describe them, it redescribes what sound does in the
human world, and what humans do in the sonic world.
[Sterne 2012, 2]
Sound as experience may then help us understand concepts of identity and
community. Haines-Eitzen, in her forthcoming, “Geographies
of silence”, discusses the affective potential of landscapes and
their ties to the senses and imagination. Her case studies, like most sound
studies available, investigate the acoustic signature of a place with regard to
religious imagination and the shaping of religious experience. She also argues
that (“Sounds of the Angels” forthcoming) “sounds may construct, inform, and shape
identity; situate individuals in time and place, indicate seasons, and built
environments, binding a community through shared experience”.
The cultural connotations of sound then may be understood to extend beyond
language and through sensory encounter. For example, the “mind the gap” message in the London underground brings to
mind a particular context - that of a European metropolis and its sites. That in
itself creates further connotations — technology, trade, traffic, and rush hour,
to name but some. All these concepts are separate parts of the material culture
of London and in a way, they come together in human consciousness in order to
denote the very identity of the city, a sonic reflection of its life within its
community. Similarly, in the Roman world, sound, community, and cultural
identity intersected and culminated in a particular type of building — the Roman
amphitheatre.
The two hundred and thirty Roman amphitheatres that have been found across the
area of the Roman empire [
Welch 2007, 9] are indicative not
only of the prominent place of the spectacle within Roman life, but also the
weight of sensory experience therein: Roman amphitheatres are audio-visually
accomplished arenas whose architecture was designed with multisensory
experiences in mind. Against this backdrop, it is highly problematic that
digital representations of the past are largely devoid of human sensory
experiences beyond the oft-fetishized visual. How then can digital technologies
advance the study of the senses experience in antiquity? While any cityscape is
composed by a spectrum of sensory cues, we here focus on sound. Thanks to modern
digital equipment and software, sound can be more easily, reliably and
relatively inexpensively recreated and mobilised in comparison with other
sensory properties of the material world.
Archaeology is, by its very nature, an interdisciplinary science, and as such has
been quick to adopt digital technologies (databases, electronic field surveys
and mapping) into its research methodologies [
Mattern 2013]. The
majority of practical archaeologists now routinely include the use of digital
methods in their work, and there is perhaps no longer any meaningful delineation
between “digital” and traditional archaeology. However,
digital visualization has become relatively common in the last decade, whereas
archaeoacoustics is still a young field of study. One of the reasons to apply
archaeoacoustics to studies of the Roman amphitheatre is to facilitate
recreation of how sound was experienced in this arena, paying detailed attention
to the shape and size of each building through measurements of their physical
properties [
Blauert 2013, 1–5]. Archaeoacoustics also offers
a solid foundation for enquiries into the relevance of sound for ancient social
life, as there is already a basis of measurement (and standards) – a metrology –
for attending to the acoustic qualities of places and things. These studies have
been carried out in the last few decades in relation to prehistoric sites [
Watson and Keating 1999] and Greek and Roman monuments (see [
Avgerinou and Dreni 2014, 233–42]). These studies show that digital
technology could be used to capture the acoustic qualities of a particular site.
They estimate and simulate qualities of sound in physical spaces such as
reverberation, or decay time, and so forth. However, they never move beyond
providing a soundscape, and towards a sensory reading of experience. These
studies are yet to be carried out for Roman amphitheatres.
Within the study of archaeoacoustics the evaluation of acoustic properties of
ancient sites is commonly achieved via digital sound modelling programs such as
ODEON and CATT-Acoustic™. The ODEON software is developed for simulating the
complex acoustics of buildings in a site. Given the geometry and surface
properties of a particular space, the acoustics can be predicted, illustrated
and listened to. To estimate the acoustic experience ODEON uses the image-source
method, virtually building a room combined with ray tracing, in order to map the
path of sound through pixels in an image plane and simulating the effects of its
encounters with virtual objects, for example the audience, or the very
material/surface of the building. Through such techniques ODEON and similar
software allows scholars to recreate sound experiences in both indoor and
outdoor areas with complicated geometry, such as Roman amphitheatres. Operating
in a similar way to ODEON, CATT-Acoustic™ is typically used for acoustics
research and education.
[2] However refined and accomplished, the
use of archaeoacoustics software and hardware raises both technical and
scholarly challenges for researchers.
In addition to the issue of accurately recreating a particular sound in a given
soundscape, there are also related scholarly challenges to address within any
archaeoacoustic inquiry. The most significant scholarly challenge is that
archaeoacoustics involves recording and recreating the full array of sounds,
which has many permutations in any given scenario. This creates a methodological
problem. Archaeoacoustic studies cannot be carried out in controlled laboratory
situations like acoustics proper. Any study or recreation of sound should thus
be operated within the interpretative paradigm of social and humanistic
research. There are several parameters that affect how accurately we may
comprehend the Roman perception of sounds. The average aural ability within
preindustrial settings varied a lot from ours, since our contemporary sensory
perception is now affected by stereo and quadraphonic sound; whatever
measurements we make, the results may be deceptive [
Avgerinou and Dreni 2014, 240]; yet they may, overall, facilitate the grasping of a more
conceptual construction of the multisensory experience of the Roman
amphitheatre, as long as one bears in mind these implications and
limitations.
Technically speaking, in terms of
accurately recreating the sound
within ancient sites, archaeoacoustics is a more complicated subject of study
than acoustics proper. To begin with, sound modelling techniques are often
designed with other purposes in mind. For example, in building acoustics, which
provides the basis of archaeoacoustic inquries, lower parts of the frequency
range are often ignored as they are not as disruptive for the contemporary human
brain that is used to quadraphonic sound. There are further technical challenges
that researchers of sound ought to take into consideration, such as the
immobility and fragility of standard acoustics equipment. Other issues
encountered in acoustically focused archaeological studies is that one must use
a variety of practices, noting atmospheric variables such as temperature,
pressure and wind conditions. Due to these challenges, it is often necessary to
involve acousticians with experience of working with a plethora of conditional
parameters. Overall, acoustic techniques appropriate for archaeological contexts
are a work in progress [
Till 2014, 28].
Due to these technical and scholarly challenges, historical accuracy is rather
utopian in both scholarship and digital representations. Because of the
fragmentary evidence and spatiality of Roman entertainment we can never expect
to recreate any (sensory) experience of the spectacle or any other social
situation in its entirety. It is, however, perhaps possible to establish some of
the cultural meanings that sensory experiences held for the Romans by using
digital technology to craft a conceptual experience of Roman entertainment which
is based on sensory data within the literature.
The Ephemeral Qualities of Sound #2: Text Mining and further puzzles
there was noise everywhere produced by the
equipment of death; here a sword was being sharpened, there someone was
heating metal plates, here rods where produces, there whips… the trumpets
were blaring with funereal sound… everywhere there was wounds, moans and
gore, you could only see danger. (ps.-Quint. Decl. 9.6)
Narratives about the Roman games offer a rich case study for discussions of the
experiential potentials of multisensory prototypes of ancient sites but this is
challenging in and of itself. Primary sources concerning the sensory experience
of Roman entertainment vary chronologically and geographically, indicating the
importance of space and place for the constitution of experience. Although most
narratives are rich in sensory detail, some authors privilege particular senses
over others: “Martial’s descriptions have a
tendency to be tactile, Seneca favours sounds and smells, whilst Juvenal
focuses on noise and sordid sensations”
[
Larmour 2007] cf [
Betts 2011, 129–30]. By contrast, Cicero favours
sight, as does Plautus (Cicero
On the Orator 2.357;
Plautus
The Two Bacchises 1023). Given the
abundance of sensory information in narrative, deeper examinations of the
sensory sphere in antiquity may offer key insights into the fine nuances of
historical social life.
More than any other artistic endeavour, performance before an audience thrives on
representing events within the entire sensory spectrum and, consequentially,
further affects how senses mingle and mix. This form of synaesthesia is also
present in many of the primary sources that detail the importance of
entertainment for Roman life [
Toner 2014, 13–16].
Accordingly, there is a need for methodological approaches that can also make
use of this kind of “synaesthetic” quality of narratives to
provide more holistic understandings of the experiences of Roman life, by
reflecting its individual details.
[3] Synaesthetic narratives appear in a variety of authors and
contexts. Ancient narratives of Roman spectacle are of particular interest to
this inquiry, as they often seem to blur all the senses (including vision),
evoking them in quick succession. For example, in the heart of these
multisensory events, there are typically questions of light and darkness,
elaborate backdrops as well as special effects, which seem to engage all the
senses almost simultaneously (Cic.
Verr. 2.158 and
141 for decoration in the forum during the Roman games, SHA
Car. 19). Caligula, for instance, held night-time performances that
lit up the whole city (Suet.
Cal.18; Tac.
Ann. 14.20-1;
cf.
Suet.
Dom. 4) and naturally, as in a preindustrial
society torches and fire would be used, thus involving the sound of fire and the
smell of smoke. The Roman games also began with a ritual sacrifice, which
involved the sound of fire, the vision blurred by smoke as well as the burning
of incense and the roasting of the sacrificial meat.
[4] Sounds may
then be described as separate entities in a text without necessarily being
referred to as sound. Take for example Suetonius’ description of Caligula’s
nighttime activities (
Gaius 18), where the sound of
the fire of the torches would have to be reconstructed separately from
simultaneous songs or compositions for musical instruments (improvisational or
not), and then arranged together.
In this way, narratives about Roman spectacle contain a variety of sounds yet
mingled with other senses. Aside from the sound of fire, there was also music,
mostly horns and trumpets, sometimes even a multitude of flutes (SHA
Car. 19). We know of specific events and how these
emphasise different sounds for the sake of narrative; Cicero is specific about
the screams of victims: “An effective training for
the ear in the endurance of pain and death” (Cic.
Tusc. 2.20.46). There is also information about the
slaying of 100 lions on the spot at Probus’ games, an event that generated loud
roars that sounded “as loud as thunder”
(SHA
Brob. 19). The description of sounds also
involves the use of tools: metal whips, hot irons, and chains to drive both
animals and humans: “there was noise everywhere
produced by the equipment of death; here a sword was being sharpened, there
someone was heating metal plates, here rods where produces, there whips… the
trumpets were blaring with funereal sound… everywhere there was wounds,
moans and gore, you could only see danger” (ps.-Quint.
Decl. 9.6). Narratives regarding the sensory
experience of the Roman spectacle intermingle smell, sound, movement, and vision
in quick succession; there is both multiplicity as well as concurrency of
sensory experiences. The reader (or audience) who came to experience the Roman
spectacle sensed as well as envisioned, therefore experience should be viewed as
a totality of sensory elements and should be reiterated as such. Recreating this
sensory paroxysm by digital means, from
narrative ekphrasis to
digital ekphrasis, poses further challenges. As illustrated,
the isolation of soundscapes needs to take into consideration words that are
beyond mere descriptions of sound. The abundance and complexity of sensory
information in Greek and Latin texts is without a doubt; yet synaesthetic
prototyping has not yet been conceived of as an option for 3D models. To begin
with, the digital as lens is a relatively young tool, let alone methodology.
While 3D modelling is continuously evolving, technologies of sound as a live and
experiential enactment is a very recent field, currently restricted to sound and
the film industry (see Auro3D at
http://www.galaxystudios.com/sound/) with no further (read academic)
publications yet considered. Beyond academia, popular culture, in the form of
the film and television industry, has tried to recreate the experience of the
arena involving both image and sound, but normally falls into the discipline of
reception studies with minimum attention placed on how technology may affect our
understanding of antiquity. These issues in connection with user experience with
one medium (image) over the other (sound) is perhaps the culprit. If we are to
reconstruct the sounds of the arena we may not be able to recreate every aspect
of sound in its entirety, but we may use specific, thematically selected
narratives to illustrate a point with reference to a specific sound effect. The
section below attempts a methodology for a practical application of these
issues.
Synaesthetic Narratives and the Recreation of Sound
This section presents a conceptual framework and methodology intended to help
scholars to address the complexity that inevitably characterises sensory
narrative about Roman entertainment. This “synaesthetic
prototyping” involves two distinct but interrelated cycles of
analysis. The first step is to undertake a thorough review of the Graeco-Roman
literature which references Roman entertainment. Special attention should be
paid to words that denote sensory elements, specifically those related to sound.
The second step draws on recent methodological research in the digital
humanities in order to creatively fill in gaps of knowledge and demonstrates
that sound can be metaphorically “mapped” onto digital
(visual) prototypes through the use of modern sound engineering schemes and
tables. This process allows sensory experiences of ancient sites to be further
explored through what can be described as imaginative fabrication. Synaesthetic
prototyping is based on the premise that there is an audience/reader accessing
the text, and that the narration of the experience has a sensory impact on them.
It allows scholars to make use of available technological tools in order that
through their digital recreation they may study sound in antiquity through a
sonic digital ekphrasis.
The Roman spectacle offers a rich case study for discussions of the experiential
potentials of synaesthetic narratives that detail the importance of
entertainment for Roman life [
Toner 2014, 13–16].
Consequently, there is a need for methodological approaches and outputs (such as
multisensory 3D models) that can make use of this kind of
“synaesthetic” quality of narratives in order that they
might provide more holistic understandings of the experiences of Roman
life.
[5] Unfortunately, the technology is currently not fit for the
purpose: sound can be modelled in a way that other sensory data cannot. So, for
the purpose of this section, synaesthetic prototyping will focus on sounds
described in Graeco-Roman literature, and attempt to arrange them according to
their impact on the audience. In order to recreate and explore the possibilities
of sensory experience in context, a deeper reading is required. The reader reads
in order to sense, but does not necessarily separate senses from one another
[
Toner 2014, 3], and this creates difficulties for
scholars seeking to mine texts for sensory data. The sounds we retrieve from
texts may have been meant to be imagined, especially in the case of Roman
spectacle. Thus, the isolation of soundscapes needs to take into consideration
words that are beyond mere descriptions of sound. Recreating this sensory
paroxysm by digital means, taking us from
narrative ekphrasis to
digital ekphrasis, is the primary challenge that the
methodology herein proposed seeks to address. Although it is impossible to
recreate
every aspect of the amphitheatre’s soundscape, it is
possible to extract specific sound effects. Take for example the sounds of
hissing and applause described in a passage from Plutarch which refers to a
specific event in the Roman arena in 67 BCE:
The people took this as a mark of dishonour to
themselves, and when Otho appeared in the theatre they whistled (hissed)
(syrigmos) at him insultingly, while
the equestrians greeted him with loud applause (krotos).The people renewed and increased their hisses, and
then the equestrians their applause[6].
How can we appreciate the experience of hissing and applause as situated in this
particular historical and cultural setting? A synaesthetic understanding of
narrative experience implies that we can examine this question by reading the
sensory expressions together. Stated differently, we can begin to map out the
social significance of hissing by relating it to other sensory material in the
passages where applause occurs. By investigating these relations further, we can
deepen our understanding of the function of hissing, but also start to reflect
on nuances and varied forms of use of the same sound. That is, we trace a
particular sound through its appearance in a greater sensory ensemble. Through
such sensory investigation within the texts’ rhetorical ekphrasis
we can begin to critically examine what hissing actually entailed rather than
what hissing may have sounded like (the audio signals). This in turn allows for
a situated (re)making of the experience of hearing hissing and applause within
3D models. In this instance, hissing entailed that the majority of the audience
disapproved of Otho’s appearance. Plutarch does not state which of the two
classes persevered in their manifestation of feelings, but it is likely that the
equestrians were wealthier (since they could afford a horse) and perhaps fewer
in number. In any case, in spite of given hierarchies within the Roman empire,
the reaction of the audience and the sound it reproduced, confirm our
understanding of spectacle as a place and an occasion were political actors and
ideologies were exposed and (often) openly criticized - a form of social media/
popular culture of the past.
In order to conceptually reproduce and construct these sounds we might consider
how sound engineers construct sound for contemporary film productions [
Till 2014, 27].
[7] When modelling the sounds from Plutarch’s passage we
need to take into consideration a commonly used sound-engineering scheme, the
modes of listening, which is a technique that aims to facilitate the conceptual
creation of sound by engineers. Since 1995 our ability to identify and recreate
sounds has been influenced by the awareness of multiple modes of listening.
Chion (1994) was the first to introduce a more comprehensive scheme for modes of
listening.
[8] Tuuri,
Mustonen and Pirhonen [
Tuuri et al. 2007, 15–17] advanced Chion’s
mode of listening into a table that contained and explained eight categories of
framing: two Pre-conscious modes, Reflexive (causing reflexing responses) and
Connotative (evoking freely formed associations); three Source-oriented sounds,
Causal (identifying cause), Empathetic (state of mind or intentions) and
Functional (purpose of sound); two Context-oriented sounds, Semantic
(symbolic/conventional meanings) and Critical (importance for the situation);
and a reduced sound (describing properties of the sound). The order of modes
implicates their level of the audiences’ cognitive abstraction from low to high
and can thus help conceptualise a soundscape which may help convey the
experience of the
ludi (Table 1).
Sound type and explanation |
Listening mode |
Example for Implementation |
Pre-conscious (background, not
intended) Fragmentary, estimated and reconstructed from
other sources. Background sound of fire and tools(?), audience
(talking, moving, and so on). |
Reflexive |
Originating from various locations |
|
Connotative |
Positive and negative connotations |
Source-oriented (organised, intended) Applause then
hissing. Plebs and equestrians had very different seating
arrangements, so this could refer to the source of sound, such as
cheers coming from one area and hissing from another. |
Casual |
Equestrians People |
|
Empathetic |
Approving Disapproving |
|
Functional |
Support Opposition |
Context-oriented (every
sound or music) Background sound of fire and
tools(?), audience (talking, moving, and so on). Applause then
Hissing. |
Semantic |
Greet Insult |
|
Critical |
Political and Cultural connotations |
|
Reduced |
Interchangeable |
Table 1.
Modes of listening for a soundscape. Source: Foka; based on [
Tuuri et al. 2007, 16]
Plutarch delivers information about source- and context-oriented sounds.
Pre-conscious sounds, such as background noise created by a crowd, can be
estimated from architectural and other evidence for the amphitheatre. The
cultural connotations are denoted through the sounds of hissing and applause;
from the context we understand that one sound is disapproving, whereas the other
is approving. The sounds of hissing and applause are also reflexive and causal:
they trigger one another. Each sound originates from a particular area of the
amphitheatre, an acoustic reflection of social status which is based on the
seating positions of equestrians and people. But how can we better understand
these sounds of hissing and applause beyond their being mere signals or binary
emotions? How does extraction of these sounds from Plutarch’s text enable
reconstruction of ancient events in contemporary digital media? If our goal is
to translate the sounds from classical literature into a digital form, isolating
a sound and conceptualising its level of cognition in sequence can indeed only
be done with a provisional use in mind. This process offers only glimpses of the
experience of Roman spectacle in its spatial and cultural contexts, and only
hints at the importance these sounds may have held for the audience (and indeed
the performers). Consequently, even if we manage to recreate the sound
accurately, the contemporary reception or experience of that sound may not be
the same – this cultural specificity of sensory experience is one of the
challenges, but also one of the attractions, of sensory archaeologies [
Hamilakis 2015, 4].
When combined with contemporary understandings and models of the acoustic
properties of the Roman spectacle, narratives such as the Plutarch extract
discussed here can be used to facilitate our comprehension of a variety of
performative and communicative activities, both between audience and
performance, and among spectators. Once we delve more deeply into our sources
for their sensory data, as in the soundscape illustrated in Table 1, we see that
the audience certainly held a strong sensory position within the Roman
amphitheatre, and that was critical to the effects of entertainment (what
Hamilakis describes as “affective”
[
Hamilakis 2015, 6]. The crowd was involved in an intense physical and verbal participation
and interaction: hissing, approving, disapproving and clapping. Once we
reconstruct these sensory scenarios we are engaged in an iterative process of
reconfiguration and conversation; then reflection begins. This process of
exploring the various configurations and alternative possibilities is what we
term as “synaesthetic prototyping”.
Within the HUMlab project
Digital Bread and Circuses
(see more
https://wiki.digitalclassicist.org/Digital_bread_and_circuses funded
by the Baltic Group Foundation) and located at Umeå University, we
[9]
mapped the entailment of sound within a specific screen environment and tried to
match this with real sounds (weather, fire, hissing, applause, the sound of
weapons) that evokes the contemporary equivalent. Since there is the risk that
looking for the semiotics of sound could lead one into exclusively non-audio
territory we took into consideration that a signifier (sound) can be discarded
as an arbitrary pointer to the significant, with the latter being of principal
interest. For phase one of our synesthetic prototyping, we used six speakers to
arrange a soundscape in Display Studio (see
figure
1, below).
With all our sound settings (reverberation, impact, etc.) set to analogue (as
opposed to digital) we aimed for the sonic impression of a pre-industrial
setting. We then divided natural sounds (birds, rain, etc.) from artificial
(human-generated) sounds and we arranged them according to
table 1 above, with the audience reaction as the
largest level of abstraction followed by Pre-conscious sounds, such as
background noise. We then placed sources (speakers in strategic position in our
sound-isolated Display Studio (see
figure 2). In
phase two (2016) we intend to experiment with Auro 3D while sonic elements with
the highest level of abstraction such as the reactions of the audience (hissing,
talking, clapping, etc.) will respond with interaction design to the sonic
reactions of the physical audience of the installation. This
“making” recognises that, no matter the data, via the
route of experiential analogy, information will always be incomplete and gaps
therefore need to be filled imaginatively in order to explore modes of knowledge
further. We aim to experiment with contemporary audience reactions from cultures
currently found around the Mediterranean. We will use this method to examine
phenomenal patterns of communal approval (if any), thus renegotiating social and
ethnic diversity in the Roman Empire.
Conclusions: Towards a Sonic Digital Ekphrasis
In this article we have indicated some of the directions in which studies of
sound in the Roman amphitheatre could be taken, and in so doing, we hope to
address the need for new technological tools and theories to overcome the
problems with recreating ancient sounds. Archaeoacoustics facilitates an
understanding of sound and noise within a physical space, but has yet to be
applied to Roman sites. Digital modelling allows for the partial mapping of
Roman soundscapes. The study of soundscapes is a philosophical and conceptual
activity which goes beyond the physical reconstruction of the acoustic
properties of a space such as the Roman amphitheatre. Digital technology may
facilitate the reconstruction, experience and reassessment of the sounds within
a Roman amphitheatre, but the output is only as good as the data on which it is
based, as advanced as the technology used to capture and recreate it.
Graeco-Roman literature provides us with rich ekphrastic narratives and
contexts, and a synaesthetic approach enables a deep reading of those texts.
This deep reading of texts combined with digital modelling allows us to explore
various sensory configurations, each of them hypothetical due to the fragmentary
nature of the evidence and the cultural specificity of the experiences we seek
to recreate. Nevertheless, this is a worthy enterprise. Starting with the
assumption that during any live event there is an audience and a sensory (aural
for example) impact on the spectators, experiential analogy through synaesthetic
prototyping becomes a methodological device in itself. It aims to renegotiate
the importance sounds held for the Romans and break down our understanding of
the past as a mute, sanitized intellectual ideal.
The Roman spectacle was an experience that involved the entire sensory spectrum,
for both its audience and its performers. In order to fully understand it, one
has to engage in its multisensory vitality. Digital prototyping and
installations of sensory data have the potential to bring out the cultural and
historical significance of the senses through immersive experiencing. Beyond
theoretical speculations, such an account of the senses in antiquity could
enhance the experience of cultural heritage exhibitions
[10], or add to peripatetic explorations of archaeology on-site. For
example, the recreation of an opening sacrifice to the Roman games will
incorporate both the sound and the visual effect of fire. It could also further
inform more popular industrial applications of antiquity: film and games, for
instance. Roman history and culture will no longer appear mute, or biased by
older, sanitized and whitewashed receptions of antiquity. The adoption and
canonisation of the noumenal as superior, bespeaks of
our very own
hierarchic stratification within conditions of knowledge production. Against the
ocularcentric tradition, we finally argue that the potentials of digital
prototyping of sensory artefacts should aim to bring out the cultural and
historical significance of the senses for researchers and students. [
Crary 1988], drawing on Latour, states how sight is central in
scientific research of the past. With digital technology we may be able to learn
to see and hear at the same time, or communicate the past to people who lack
vision. And alongside its noise, we can further challenge its (digital) ancient
neatness. Challenging idealised cultural stereotypes is certainly the first step
to making Humanities relevant to the actual study of humanity. With the
intermediation of technology, Digital Humanities projects offer a possible
venue.
Acknowledgments
The authors would like to express their gratitude to the DHQ editors (especially
Duyen Nguyen) and the anonymous reviewers of this article, for their acute
professionalism and constructive criticism. We are also indebted to Kim Haines-
Eitzen (Cornell) and Amy Papalexandrou (Stockton) for sharing their forthcoming
articles and inspirational ideas, and Eleanor Betts (the Open University) for
reading and commenting thoroughly on previous versions of this article. Last,
but certainly not least, we wish to thank Anna Misharina, Johan Von Boer, Roger
Mähler, Jim Robertsson, and Mattis Lindmark (Humlab), as well as Mattias Eklund
(Toontrack) and Tom Van Achte (Galaxy studios) for discussing architecture,
special arrangements for immersive environments and sharing their thoughts and
valuable experience on sound technology in real time settings.
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