Professional Documents
Culture Documents
1. Working Title
2. Aims + Objectives
For my project and research, I will be delving into subjects that I had never explored
previously, such as certain aspects of human psychology, experimental sound, as
well as Processing. Needless to say, I will be learning as I go along, which is why I
want to approach this project with a fresh mind. I will not be looking for an answer
to a specific question; I will merely be creating an interactive experience for the
user, with the starting point being the subject of dreams, the unconscious,
intoxication; a distorted reality. As much as possible, I want to try and take a
coexisting role as an artist rather than a controlling one, in order to have a project
that is more open to that which is unintentional and unexpected.
My theoretical research will therefore, explore to what extent (if at all) an affective
interactive installation can transport the viewer into this type of experience. This
will be done through an evaluation of the installation and the program. In addition to
this, through my theoretical research, I will also be investigating affective and
emotional interactive design, art as an experience and the influences and effects of
sound in interactive installations.
Objectives:
Objective 2: Become familiar with Processing (through tests and research) in order
to create digitized visuals and effects that will create a sharp contrast with traditional
techniques.
My context will be based on the Projective theory, since my research will guide the
project I will undertake.
I will be looking at Immersive Installation Arts by Bonnie Mitchell, Elaine Lillios and
Greg Cornelius. Their installations are put together using audio and visuals, and
focus on introspection, tranquility, transformation, confrontation, enlightenment
and self-actualisation. The audience is bound to feel uncomfortable at first, but
eventually finds the experience ‘strangely compelling’.
Toshio Iwai invites the audience to play and choose own visuals and music. In one of
his projects he created a virtual score to trigger keys of a piano, which produce
projections of computer-generated images.
In Purbeck Light years, Jeremy Gardiner combines traditional with digital art, as well
as immersive virtual reality.
Lori Varga is an experimental video artist. Her live work, Beyond the Frames of Light
and Strange Sounds is transmitted onto four projectors, which is something I’m
looking into creating for my installation.
Bill Viola is considered to be one of the most important New Media artists of our
time. His works focus on human experiences such as birth, death and aspects of
consciousness.
I will be looking into film directors such as Michel Gondry and David Lynch, for the
unexpected structure and surreal experience of their films. Michel Gondry includes
several aspects of traditional media particularly in the film ‘Science of Sleep’. David
Lynch on the other hand, presents the audience with darker, gloomier films; these
are features I’d like to make use of in certain parts of my project.
For historical contexts, I will be looking at art and literary movements such as
surrealism, dada, preliminary video art, abstract expressionism and the beat
generation. The main Key Figures I will be researching are Franz Kline, Adolph
Gottlieb, Frida Kahlo, Brion Gysin and Egon Schiele.
I will be taking a closer look at the beat generation even for my theoretical context.
This short-lasting movement was based on the idea of a Dionysian notion. One of the
key members of the Beat Generation, Jack Kerouac expressed that the only
counterculture there is, is indeed a Dionysian Movement.
Chris Cunningham will be an essential key figure for my contemporary context. I
have been following his works with Aphex Twin for quite some time and the
elements of fascination and surprise are never missing in his work. Like David Lynch,
his works are mostly on the dark side, therefore more associated with the concept of
a Dionysian culture.
I have recently come across the works of Christian Boltanski, who, amongst other
things, is an installation artist. His installations focus on death, memory and loss and
are constructed using a vast selection of media, such as found objects, photography,
projections and video. The heart of his work lies in the creation of a spatial
dimension.
I will be investigating a number of experimental audio artists and musicians such as
La Monte Young, Charlemagne Palestine, Erik Satie and John Cage, as well as less
experimental musicians like Eluvium and John Hopkins. The latter’s music generally
offers a very bittersweet experience to the listener, therefore it might be an
interesting addition to the installation. John Cage, on the other hand, will not be
researched solely for his music, but also for his philosophies and theories.
4. Methodology
My project will consist of quite a large variety of practical methods. For the first part
of my project, I will be scanning traditional illustrations and digitising them in After
Effects. The reason I want to start off by using traditional illustration is that they
present no particular restrictions. I want the first ideas to be raw and hand-drawn.
Through the digitisation process I aim to detach the user from the real world by
using depth on otherwise flat scanned illustrations. A variety of other effects will be
researched and put to use, to enhance the user experience. I will be using After
Effects because it allows for ample flexibility for the artist, and yet provides means
of further experimentation through the use of expressions.
Recent Experiment carried out in After Effects using scanned Water colour and 3D Layers
I shall also be including some short video clips to break apart the consistency of
drawn and generated images. Moreover I shall be including mathematically created
visuals by using Processing. The combination of mixed traditional and digital media
is all part of an aim to bring together subjects that are familiar to the user, with
elements that are unexpected. This is what will expectantly lead the user into an
immersive dream state. I plan to generate computer interaction using Flash, since it
is one of the best programs that can support both visuals as well as interaction.
The implementation of interaction is one of the last phases of my project, as well as
one of the most important stages of my project. It is therefore open to change and
develop.
The enlarged screen (projected) would hopefully give the individual a more authentic
and surreal experience. I want the space to cater for as many human senses as
possible in order for the user to feel more enthralled.
6. Work Plan
The visuals will be anything from scanned illustrations and paintings to digitally
generated pieces. These might continue in the second year if I am not happy enough
with the ones I produce in the first year. For my theoretical research, I am aiming to
finish most of the reading and findings in the first year, and dedicate the second year
to writing and formulating arguments and analysis.
As shown above, most stages will blend into one another, especially when it comes
to the creation of material; this will be an ongoing process that will last until the
execution of the installation.
7. Bibliography
Rush, M. (2007). Video Art, Second Edition. London: Thames & Hudson.
Knight, B. (1996). Women of the Beat Generation: The Writers, Artists and Muses at
the Heart of a Revolution. U.S: Conari Press.
Shultis, C. (1998). Silencing the Sounded Self: John Cage and the American
Experimental Tradition. York, Pennsylvania: Maple Press.
Rush, M. (2005). New Media in Art (World of Art). London: Thames & Hudson.
Greenberg, I. (2007). Processing: Creative Coding and Computational Art. New York:
Springer-Verlag.
Wands, B. (2006). Art of the Digital Age. New York: Thames & Hudson.
Taylor, T. (2001). Strange Sounds: Music, Technology and Culture. New York:
Routledge.
Kotsopoulos, N. (2009). Krautrock: Cosmic Rock and Its Legacy. UK: Black Dog
Publishing.
http://immersiveinstallationart.com/
http://museum.doorsofperception.com/doors1/content.html
http://www.independent.co.uk/arts-entertainment/art/features/nam-june-paik-
first-video-artist-in-retrospect-2159047.html
http://www.designinginteractions.com/
http://www.pixelsurgeon.com/interviews/
http://harpers.org/archive/2009/07/hbc-90005412
http://www.biothing.org/
http://theprobotics.blogspot.com/
http://www.co-de-it.com/wordpress/
http://www.playusdesign.com/
Magazines:
Coyne, P. (2006). Communication Arts Interactive Annual 12. Menlo Park, CA:
Communication Arts
Coyne, P. (2007). Communication Arts Interactive Annual 13. Menlo Park, CA:
Communication Arts
Wood Holman, D. (2005). The Death of Dionysos: Formative Experience and Human
Anatomy in Wilhelm Meisters Lehrjahre. Retrieved from:
http://etd.library.vanderbilt.edu/available/etd-04232005-
033746/unrestricted/DWHolman.PhD.pdf
McGooking, D. & Brewster, S. (2006). Haptic and Audio Interaction Design – First
International Workshop, HAID 2006 Glasgow, UK, August/September 2006
Proceedings. Germany: Springer.
Oakley, I. & Brewster, S. (2007). Haptic and Audio Interaction Design – Second
International Workshop, HAID 2007 Seoul, South Korea, November 2007
Proceedings. Germany: Springer.
Interview: