When Apple’s virtual assistant, Siri, first released in 2011 it was the first voice recognition tool with basic contextual knowledge of user information. Fast forward to 2022, most consumer electronic brands have some kind of digital virtual assistant within their products. As brands explore how the voice of this virtual assistant can engage audiences, itContinue reading “Brand Voice Differentiation”
Author Archives: ciangrunfeld
A Conversation with Rat Scabies
Rat Scabies is a musician, best known as the drummer of The Damned. He has been in and around studios as both a musician and a producer since the 1970s. In 1995, my Dad toured with The Damned playing the Hammond Organ. Since then, my Dad has maintained contact with Rat. Recently I had aContinue reading “A Conversation with Rat Scabies”
The Rise of Digital Events
In recent years, especially in light of the COVID pandemic, event promoters have been forced into transitioning from live events to digital events. This has led to some major advances in audio-visual technology, producing the resources necessary to deliver a digital experience similar to that which you would receive if you were actually at aContinue reading “The Rise of Digital Events”
Audio Augmented Reality (AAR)
“Augmented reality, the ability to provide additional information through visual, auditory, even touch, all those technologies are evolving rapidly” – Michael Knappe (Head of technology and lifestyle audio at Harman International) AAR is an interactive experience enhancing the real world achieved through digital audio stimuli, and it is becoming the new selling feature of headphones.Continue reading “Audio Augmented Reality (AAR)”
2001: A Space Odyssey – Sound Design
As part of a university project in my Bachelor’s degree, I and two fellow students re-soundtracked an iconic scene from Stanley Kubrick’s ‘2001: A Space Odyssey’. Due to copyright this scene cannot be published, but is available in Google Drive via the link below: https://drive.google.com/file/d/1X4cwm5rQiDiwxGTufS0faESeuLMNMqmp/view?usp=sharing Spaceship & Pod Ambience For this project, the priority wasContinue reading “2001: A Space Odyssey – Sound Design”
2001: A Space Odyssey – ADR
As part of a university project in my Bachelor’s degree, I and two fellow students re-soundtracked an iconic scene from Stanley Kubrick’s ‘2001: A Space Odyssey’. Due to copyright this scene cannot be published, but is available in Google Drive via the link below: https://drive.google.com/file/d/1X4cwm5rQiDiwxGTufS0faESeuLMNMqmp/view?usp=sharing My role in ADR and dialogue editing was the recording,Continue reading “2001: A Space Odyssey – ADR”
2001: A Space Odyssey – Project Overview
As part of a university project in my Bachelor’s degree, I and two fellow students re-soundtracked an iconic scene from Stanley Kubrick’s ‘2001: A Space Odyssey’. Due to copyright this scene cannot be published, but is available in Google Drive via the link below: https://drive.google.com/file/d/1X4cwm5rQiDiwxGTufS0faESeuLMNMqmp/view?usp=sharing The scene depicts Dave (the astronaut protagonist) attempting to re-enterContinue reading “2001: A Space Odyssey – Project Overview”
Mastered by Who?
Mastering is the final step in audio post production; balancing out all the elements of a track so it sounds consistent across all platforms. Historically, this has been conducted by a mastering engineer, blending science and personal taste to produce a cohesive, balanced final piece. Due to the critical listening required, and depending on theContinue reading “Mastered by Who?”
Creating a Podcast
I, along with three fellow students: Matt, Callum and Gareth, were tasked to produce a short podcast, to showcase our capability to produce engaging media content. We chose to discuss Artificial Intelligence, and its applications in the music industry. We recorded the podcast using a Sennheiser MKH 416 P48 and a Rode NGT2 in theContinue reading “Creating a Podcast”
Binaural Audio Technology
Binaural Audio Binaural audio refers to audio captured and delivered in a way that the listener would hear the sound exactly as they would in the real world. Sound waves hit each of the listener’s ears at different times, and with different volumes, and using information the brain can localise the origin of the noise.Continue reading “Binaural Audio Technology”
