Analysis Application of Non-diegetic Sound on Animation Movie
“Battle of Surabaya” to Human Perception
Charista Elliani¹ and Jack A. Simanjuntak¹
1
Conservatory of Music, Universitas Pelita Harapan, Kelapa Dua, Tangerang, Indonesia
Keywords: Non-Diegetic Sound, Animation Film, Human Perception
Abstract: Exploration of the used of sound, particularly non-diegetic sound, on animation film has been done frequently.
So far, few research has been carried out on the usage of non-diegetic sound. Therefore, research about the
impact of non-diegetic sound to human perception while watching films should be done any further to
investigate the level of satisfaction from the audience. Data were collected with qualitative method, by
distributing questionnaires to two groups consists of 13 respondents, the first group includes of Universitas
Pelita Harapan (UPH) , Faculty of Art, Conservatory of Music college students whose major in Sound Design
& Music Production while the second group includes of Universitas Pelita Harapan (UPH) , Faculty of Art,
Conservatory of Music college students whose major besides Sound Design & Music Production. Data were
analyzed by using validity analysis, realibility, and basic statistic. This study has identified that the usage of
non-diegetic sound on film has a significant effect to human perception.
1 INTRODUCTION
One of the biggest industries in the world is film
industry, especially animated films (Beane, 2012).
The film industry is built to create and sell artworks
for the audience. There are several important aspects
that can support the storyline in animated film, such
as audio. The audio can bring atmosphere to the film
that helps audience in understanding the storyline that
is conveyed by the director. Therefore, the role of
sound technicians in making audio for films is very
important to make the audience understand the real
intention of every part of the movie (Anestis and
Anestis, 2015).
Audio in film production is made by audio post-
production division. This division is divided into four
major sections automatic dialogue replacement
(ADR), foley, sound effect, and ambience. This
journal is focused on research about sound effect.
Based on audiovisual theory, sound effect is
classified into diegetic and non-diegetic sounds
(Cecchi, 2010). Diegetic sound is a sound that can be
heard by characters in the film and audience at the
same time, while non-diegetic sound is a sound that
can only be heard by the audience themselves, not by
the characters in the film (Beauchamp, 2015).
Emotions in a film can not be created only by
using images, but mostly by audio, especially the
usage of non-diegetic sound (Cecchi, 2015). Diegetic
and non-diegetic sounds are processed by the brain to
produce different perceptions based on the experience
of each individuals (Martin, 1962). Both sounds have
enormous influence to human perception.
Therefore, the topic of this study aims to analyze
the application of non-diegetic sound in animated
film entitled Battle of Surabaya to the perceptions of
Universitas Pelita Harapan Conservatory of Music
students as respondents. A one-minute scene from
Battle of Surabaya will be remade into two different
kinds of audio. The first video contains only diegetic
sound, while the second video contains a combination
of diegetic and non-diegetic sounds.
Respondents are divided into two groups, 13
students whose concentration are in Sound Design
and Music Production and 13 students outside that
concentration. This research will be conducted using
a qualitative method through questionnaire which
then distributed to respondents. Respondents have to
Elliani, C. and Simanjuntak, J.
Analysis Application of Non-diegetic Sound on Animation Movie “Battle of Surabaya” to Human Perception.
DOI: 10.5220/0008546701230127
In Proceedings of the 1st International Conference on Interdisciplinary Arts and Humanities (ICONARTIES 2019), pages 123-127
ISBN: 978-989-758-450-3
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
123
compare those two audio-remakes and fill the
questionnaire given.
There had been no studies that investigated the
effects of non-diegetic sound to human perception. In
this study, subjective listening test is presented to
examine respondents’ preferences on the impact of
non-diegetic sound.
determine the effects of non-diegetic sound to human
perception in animated film.
2 METHODOLOGY
The current investigation involved recording and
mixing diegetic and non-diegetic sounds in Battle of
Surabaya to examine students’ perceptions of non-
diegetic sound.
2.1 Research Concept
2.1.1 Production Preparation
The animated film chosen as the object of the research
is “Battle of Surabaya” because the film has a warfare
background which could be explored more in the
application of non-diegetic sound. Non-diegetic
sound has an important role in causing emotional
warfare situations even though the film is an animated
work (not real).
The one-minute scene was analysed in each shot.
Diegetic and non-diegetic sound that were going to be
used were determined after scene analysis. Diegetic
sound that would be used are wind, explosion, flame,
running footsteps, people screaming, planes, etc.,
while non-diegetic sound that would be used are low
frequency, distortion, whoosh, low frequency impact,
etc. Furthermore, diegetic and non-diegetic sound
that had been classified would be recorded, collected,
and edited into sound bank as well as the mixing
process such as giving filters, reverberation time,
balancing, and panning.
2.1.2 Materials
Materials used in this research were Macbook Pro 15-
inch 2016 Laptop, Logic Pro X Digital Audio
Workstation (DAW), BeyerDynamic DT770 Pro 250
ohm Headphone, Avid Fast Track Duo Audio
Interface, and Sennheiser MKH 416 Microphone.
Laptop was used as a medium for audio
engineering, DAW was used in editing and mixing
audio, headphone was used as hearing aid for
researcher to mix the audio and respondents to listen
to the audio-remakes, audio interface was used as a
tool for processing analogue to digital signal from
microphone to laptop. Microphone was used to
capture and record the sound that is needed to
2.1.3 Questionnaire Making
The questionnaire contains four questions – three
closed questions and one opened question. The closed
questions contain three main statements of non-
diegetic characteristics, which are non-diegetic sound
that can influence audience in perceiving ambience
sound, perceiving emotions (in this case tense
emotion in war), and perceiving supporting objects
reality in film. Every closed question consists of four
options (which are no effect, small effect, medium
effect, and large effect) that respondents have to
choose after watching the second video (diegetic and
non-diegetic sounds) compared to the first video
(diegetic sound).
2.2 Research Procedure
This research was conducted using qualitative
methods. This study consisted of four stages. The first
stage was a production preparation stage, the second
stage was remaking audio stage, the third stage was
questionnaire distribution, and the last stage was
research results analysis.
In the first stage, production preparation was done
by elaborating the movie scene. After that, a list of
diegetic and non-diegetic sounds was arranged
according to the sound classification that had been
made before. Next, the sounds that are needed would
be recorded and collected in the form of sound
effects. Questionnaire would also be made at this
stage.
In the second stage, audio engineering would be
done by editing the sound effects and audio
recordings, then would be collected to the sound
bank. Afterwards, the sound would be synchronized
according to the image in both videos. Only the
diegetic sound would be applied to the first video,
while diegetic and non-diegetic sounds would be
applied to the second video. The video chosen was a
one-minute video (00:00:30 to 00:01:30).
Furthermore, both audios would be processed using
filters, reverberation time, balancing, panning, and
mixing.
In the third stage, the questionnaire would be
distributed to respondents. Respondents had to
answer which effects (no effect, small, medium, and
ICONARTIES 2019 - 1st International Conference on Interdisciplinary Arts and Humanities
124
large) they feel after watching the second video
compared to the first one and fill the opened question
with their opinion about the audio itself.
In the fourth stage, questionnaire analysis on
closed questions would be conducted by looking for
the highest to lowest percentage of the effects of non-
diegetic sound elements in delivering the story, while
questionnaire analysis on opened question will be
transcribed.
2.2.1 Remaking Audio
Audio compilation would be carried out separately in
the first and second video according to the list of
sound that had been made previously. After the audio
compilation process was completed, audio would be
mixed based on each video. Audio would be filtered,
given reverberation time, panning, and balanced into
one audio unit. Filters that were applied to the audio
were adjusted to the objects on the video. For
example, using filters by adding low frequencies
when an explosion occurs, made the audience able to
feel more tension. Reverberation time applied to the
audio was adjusted to the space where an object
produces sound. If the object produced sound in an
open space, the reverberation time produced is small,
different from the sound in a large closed empty
space. In addition, the sound would also be panned
depends on the direction of the sound produced. For
example, if a video explosion occurred on the right,
then the panning would also be placed on the right
side so the audience know where the explosion took
place. Then, the audio would be balanced by listening
to all audio in the video at the same time, both diegetic
and non-diegetic sound, so that the sounds could be
adjusted to one another in balance. The sound needed
to be balanced so the audience did not feel disturbed
and feel natural while watching the film.
2.3 Research Analysis
After all the results were gathered, data analysis
would be carried out by filling in analysis table that
had been made before. Table can be seen in Table 1.
On each of the first to third questions, there were
columns of 0, 1, 2, and 3. 0 states that respondents did
not feel any impact after watching the two videos, 1
states that respondents feel small impact, 2 states that
respondents feel medium impact, and 3 states that
respondents feel large impact. In the fourth question,
respondents gave other response to any other
perceptions that they felt besides the three previous
questions. The answers chosen by the respondents
would be highlighted in the analysis table. After that,
all answers would be totalled. After getting the total
answers to each question, each total answer would be
calculated in a form of percentage so that the most
and least choices percentage would be known.
Percentage was calculated by the formula seen in
Figure 1.
Table 1: Research Anal
y
sis Example
Figure 1 : Percentage Counting Formula
TOTAL RESPONDENT EACH SCALE
TOTAL OV ERAL L RESPONDENT S
100% = PER CENT AGE
NO. NAME 0 1 230123 012 3
1
2
3
4
5
6
7
8
9
10
11
12
13
TOTAL 0 4 560556 084 3
PERCENTAGE
0)0/13x100%=0%
1)4/13x100%=30,77%
2)4/13x100%=30,77%
3)5/13x100%=38,46%
0)0/13x100%=0%
1)4/13x100%=30,77%
2)5/13x100%=38,46%
3)4/13x100%=30,77%
0)0/13x100%=0%
1)7/13x100%=46,67%
2)3/13x100%=20%
3)3/13x100%=20%
R ESPON D EN T
QU
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TION 1 QU
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TION 2 QU
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TION
3
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Analysis Application of Non-diegetic Sound on Animation Movie “Battle of Surabaya” to Human Perception
125
3 RESULT AND DISCUSSION
Figure 2 displays a chart of sound design students
questionnaire results. In question 1, no respondent
(0%) answers 0 (no effect). Meanwhile, two
respondents (15%) answer 1 (small effect), five
respondents (38%) answer 2, and six respondents
(46%) answer 3 (large effect).
In question 2, no respondent (0%) answers 0.
Meanwhile, one respondent (8%) answers 1, seven
respondents (54%) answer 2, and six respondents
(46%) answer 3. In question 3, no respondent (0%)
answers 0. Meanwhile, one respondent (8%)
answers 1, four respondents (31%) answer 2, and
eight respondents (62%) answer 3.
Meanwhile, figure 3 displays a chart of non-
sound design students questionnaire result. In
question 1, no respondent (0%) answers 0 (no
effect) and 1 (small effect). Meanwhile, there are
seven respondents (54%) answer 2, and six
respondents (46%) answer 3 (large effect).
In question 2, no respondent (0%) answers 0.
Meanwhile, there is one respondent (8%) answers 1,
one respondent (8%) answer 2, and 11 respondents
(85%) answer 3. In question 3, no respondent (0%)
answers 0. Meanwhile, one respondent (8%)
answers 1, two respondents (15%) answer 2, and ten
respondents (77%) answer 3.
Based on these two figures, it can be concluded
that the two groups of respondents feel significant
effect after watching the second video compared to
the first one. None of the respondents feel no effect
and very small number of respondents feel small
effect from both groups.
Meanwhile, it can be seen that sound design
students’ answers between the option 2 and 3, do not
have a great difference in percentage, while non-
sound design students’ answers between choice 2
and 3, have a significant difference in percentage.
This can be caused by the perspective of non-sound
design students who do not study and have any
information about the sound itself so they will
perceive anything they heard neutrally, different
from sound design students who study about sound,
especially audio post-production. They perceive
sound differently depending on their knowledge,
opinion, and experience on sound. Each individuals
can have different preferences regarding the sound
itself. However, even though each individuals has
their own thoughts, it can be concluded that all sound
design respondents do feel the impact after watching
the second video compared to the first one.
The application of non-diegetic sound is very
influential, either small or large, on human
perception. Non-diegetic sound plays a role in
influencing human subconscious, especially in
terms of the sound of ambience, emotional tension,
and reality of objects. Non-diegetic sound can
improve human perception of the object they are
watching and make humans have more sense of
unity to the film itself. Therefore, the application of
non-diegetic sound to a film greatly determines the
emotion of the film so that the message hidden in
the story can be conveyed optimally by the director
to audience.
Figure 2: Sound Design Students
Questionnaire Result
Figure 3: Non-Sound Design Students
Questionnaire Result
0
1
2
3
4
5
6
7
8
9
Question1 Question2 Question3
SOUNDDESIGNSTUDENTS
0 1 2 3
0%
15%
38%
46%
0%
8%
54%
0%
31%
8%
62%
46%
0
2
4
6
8
10
12
Question1 Question2 Question3
NON‐SOUNDDESIGN
STUDENTS
0 1 2 3
0% 0%
54%
46%
0%
8%
85%
0%
15%
77%
8% 8%
ICONARTIES 2019 - 1st International Conference on Interdisciplinary Arts and Humanities
126
4 CONCLUSIONS
The main goal of the current research is to analyze
the application of non-diegetic sound in animated
film entitled Battle of Surabaya to the perceptions
of Universitas Pelita Harapan Conservatory of
Music students as respondents. This study has
shown that the application of non-diegetic sound to
animated films is very influential on human
perception because it can produce emotional
situations that are more dramatizing in audience
subconsciousness. The result of this study indicates
that respondents felt that the second video seemed
more real due to the use of non-diegetic sound
compared to the first one. The addition of non-
diegetic sound that is actually not a real sound is
very necessary to be combined with the use of real
sound (diegetic sound). The application of diegetic
sound without being added to non-diegetic sound
will make the film feel more monotonous because
the absence of emotions itself in the film.
Further research might be explored on another
film genres, besides animated films, as research
variable so the use of non-diegetic sound can be
compared from one genre to another.
ACKNOWLEDGEMENTS
Thank you to Dr. Jack A. Simanjuntak, M.Des.Sc.,
for your guidance throughout this research.
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