This section is about relevant information regarding to the acoustic environments and psychological and physical affect on humans.


01. PERCEPTION 
Focusing on the space perceived by ears, we have a much wider, longer distance of perception compared to the visual. Aswell, the sonic environment is much more complex in physical and phychological nature- from material usage in architecture to the affect on human brain. 
Visual perception can easily be diconnected by closing eyes, aural perception can only be reduced by covering ears. Visual perception is disabled in a dark room whereas aural needs a complex acoustic chamber.
‘depending on the physical design and the cultural context, aural architecture can stimulate anxiety, tranquillity, socialization, isolation, frustration, fear, boredom, aesthetic pleasure and so on.’ -from 'Spaces speak, are you listening?'

influences:

1.       social behavior
2.       navigation
3.       aesthetic sense of space
4.       spatial configuration enhances aural experience

From the early civilizations, sound was the means of communication- either vocally or with the use of special tools.  Later on, town was considered ‘a town’ if there were sounds of churchbells. It gave a feeling of cohesion among the community; if you could hear the bells, it made you included in the social fabric. Churchbells announced religious services, warned of danger, celebrated victory and considering most important of all- the sense of time.
Later, in addition to the churchbells, fog sirens, railroad signals were all considered as vital parts that determined a community. These distincive sounds were termed as ‘soundmarks’ that were the auditory counterparts of landmarks.
‘sonic geography controlled the social fabric of the early rural communities’- from 'Spaces speak, are you listening?'
Speaking of composed, constructed sound, music has been around since the earliest civilizations aswell: as supplementary form of communication, to stimulate the mind and first of all, music was a form of art for entertainment.

02. ENGINEERED SOUNDS

Audio architecture and Muzak: adding the artificial acoustic interference to an architectural space, creating a specific atmosphere related to the place. ‘elevator music’ played in 1950s office towers to create a ‘comfortable environment’.  
the soundtracks of shopping malls; mcdonalds restaurants etc., all this supporting the consumerism.
Have you ever wondered why there’s always mellow music playing in the backround in shopping malls?


Why there is music playing in the elevators?

-this is all engineered, scientific sound that is affecting the mood and feeling of a person using the space.
It is termed as Audio architecture; Muzak; Piped music.
-music played in public places: shops, supermarkets, pubs, restaurants/cafes, hotels, TV programmes and piped down the telephone. It is backround music, but  here, transforms into foreground.
‘Research has found that 86% people find muzak annoying whilst at hird of the general public also expressed their dislike of it . When this is put alongside the 36% of the general public who say that they never notice background music. Research has found that 36% of general public never notices backround music,  which makes them absorbing it unconsciously.'  from NOP: piped music  
Those who notice,  enjoy it and minority finding it annoying.
That is why Muzak corporation has been engineering sounds: to give the spaces an additional dimension with sounds that affect the mood, that make us consume more. Imagining heavy metal playing in fancy clothes shop, would make us feel disturbed (of course, if it is selling ‘heavy metal clothing’, it works perfect). Rather, a slow tempo for browsing is more resaonable. A youth clothing shop selling glitter would play the music you find yourself wearing it in later.
Muzak corporation started in the 50s in US, producing soundtracks that were played in elevators as ‘unconfortable’ environments. In addition to consuming and improving architectural space, it is also played in workspaces to produce more-  tempo and rhythm depending on the activity.

A 1980s film ‘Decoder’ stars a group of people who are in a war against corporations and Muzak- they produce ‘Antimuzak’ by recording sounds they play in McDonalds restaurants and then replaying them in reverse and in a different tempo.

03. ULTRASOUND/INFRASOUND AND SONIC WARFARE

Human perception of sound is between frequencies 20Hz and 20 000khz. Sounds below are termed ultrasonic, above, infrasonic. Inaudible to human ear, these are commonly related to sonic weaponry, in warfare and urban control. As a non-leathal weapon, it could still damage the human body as a leathal one.   
Low frequency sounds are  directly affecting the middle ear and nervous system, causing vertigo, dizziness. ‘frequencies of 7hz, for example, thought to induce moods of fear and anger’ -from 'Sonic Warfare'. 
Pathological effects on human body by emitting low-frequencies were experimented since after the first world war and put into practice during the Vietnamese war  where audible and inaudible frequencies were played into the jungle to weaken the guerilla fighters and make them surrender. When audible frequencies were played at high volumes, the fighters would become death; inaudible freqencies would affect their nervous system and it is experimented, causing internal spasms as their organs encounter specific resonant frequencies.
Contemporary warfare is using sonic weaponry to fight the pirates- as high volume vibrations hit, they have to cover their ears, leaving their weapons. Of course, they could be equipped with eardrops but if a weapon that emits resonant frequencies to human organs, there is nothing to fight against with. The same tactics is used by police to control riots.

 Infrasound is used as means of urban control: ‘mosquito device’ is introduced in UK to break up gangs of teenagers as it emits an irritant buzz. As human threshold of audible high frequencies weakens when getting older, it is to be heard by people under 20s.
 Relating to consumerism, specific sounds related to brands, holosonic devices are being developed: audible only when facing the speaker in a specific angle.  

In near future, we could be controlled by adaptive ‘artificial acoustic agencies’- tracking movements, manipulating activities, modulating behavior.-from 'Sonic Warfare'
To fight sonic manipulation, a personal shield is a music player and headphones, allowing to
create your own environment.

Related video material:
 








natural weapons




high frequency




rumbler