Friday, 10 September 2010
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WORKS EXHIBITION

Americana and Technology
Media Installation (Image 1: The Oxbow, Image 2: Los Angeles, 2019)
Jeremy Rotztain, USA
Americana and Technology is a media installation that contrasts two popular depictions of the American landscape - in the 19th century Hudson River School painting movement and in contemporary science fiction cinema - to examine the stories that influence our beliefs about technology's effect on society.

The installation is composed of two large-scale prints and two small computer screens. The prints are computational paintings - computer- generated compositions - that show the American landscape before and after technology. On the screens, a customized software program demonstrates the composition process - sampling textures from digital reproductions of Hudson River School paintings and still frames from science fiction films - slowly constructing the two printed landscapes and revealing the visual language and symbolism of these popular forms in the process.
 

Shan-Shui-Hua (mountian-water-painting)
Single screen video installation, 2D/3D Animation, Color 15,19 min video loop, Sound Stereo 1+2, Recorded on HDV, mastered on HDV, PAL-DVD
Christin Bolewski, GERMANY

The Chinese horizontal hand scroll is referred to as the first motion picture. From the perspective of a contemporary digital film maker it is very challenging to look once again closer to the relation between East Asian aesthetics and the medium film and to reconsider the early observations in an approach to digital film practice. Proceeding from Chinese thought and aesthetics the traditional concept of landscape painting ‘Shan-Shui-Hua’ is recreated in modern digital visualisation practice to explore form and question the Western concept of linear perspective that aims to represent realistic space. Confronting the tools of computer visualization with the East Asian concept of multiple vanishing points ‘San-e-ho’ creates an artistic artefact contrasting, confronting and counterpointing both positions. Using software tools that generally have been devised to create 2D and 3D artefacts from a Western cultural perspective avoids the pitfalls of echoing and imitating Chinese landscape painting too closely. The concept of ‘San-e-ho’ and the endless scroll are explored through digital filmmaking, video compositing or virtual camera, depths and particle systems.


The ambient ‘video scroll’ presents poetry of the famous Chinese poet Han Shan as a reflection on the modern mountaineers fight against nature ascending and descending the highest peaks counterpointing the Chinese attempt of spiritual  harmony.

 

The First Move
Moving image montage of a found postcard and video documentation of a construction site - 2 minutes 20 seconds looped on DVD.
Sophie Warren & Jonathan Mosley, UK
‘First Move’ is the ‘First Station of a Lost City’, a thought held in the mind, an action suspended, a splicing of time, an aspiration lost, a dream about to begin.
 

Seven Architectural Short Films
Video Installation
Mathan Ratinam and Students from Columbia University, USA
This is a collection of short architectural films and animations created by students from the Graduate School of Architecture, Planning and Preservation at Columbia University, New York. The work arises from Visual Studies courses taught by Mathan Ratinam in the Advanced Architectural Design program. They explore a wide range of architectural ideas, and techniques from purely live action to a compositing of photography, hand animated and 3d digital content with live footage. Together the efforts of the work and their directors counter practices of moving image in architecture such as the ‘fly-through’, which too often decouples the architectural idea and the contemplative observer it seeks to engage. Alternatively these short films seek to have a strong focus on narrative in an attempt to re-humanize architectural works of moving image.
 

Spin by Distancing Yourself From The Object
Video installation (DVD pal, colored)
Popi Iavocou, UK
Spin by Distancing Yourself from the Object is a choreographic exploration of a triangular building at the crisscrossing of three streets in the area of Spitalfields in London.

The subject matter of this experiment is the relation established between the moving subject and the object, which means that neither the subject nor the object is examined, but rather their shifting relation.

Their relation is set as that of spin by distancing without losing contact. Any trajectory that spins by distancing without losing contact is possible. Choreographic scores do not trace trajectories; they set rules so that choreographic actions emerge. In-between these frames there are freedom. This is the space of action.

Each time this place is performed by the body in motion a different perception of it arises. The knowledge of this place is learned and unlearned every time it is performed.

The relation begins as that of affectivity, where details are not seen but texture is felt. The gradual distancing allows lines to appear, geometry to be perceived.
The more I distance myself the more I objectify it. The object lives its own time, which is independent from the one established from our relation.

 

Winterscape
Video Installation (DVD video (NTSC) - 15’ 37’’)
Jim Bizocchi, CANADA
Winterscape is a visual meditation on the changing faces of the Canadian Rockies in winter. The piece takes the viewer deep into the mountain environment, and in the process expands the limits of cinematic form. Screen time and screen space are reconfigured as the landscape is transformed into a recombinant collage of gradual ongoing transition. The overall effect reframes the richness of the mountain experience within a state of constant change, visual flow, and metamorphosis.

Winterscape is a work in the genre of Ambient Video. Ambient Video works are based on compelling imagery that slowly changes and morphs within the elegant flat-panel displays that hang in our living rooms, offices, and public spaces. Closer to "video-paintings" than video movies, they do not require our constant attention. However, they are always ready to reward whatever attention we care to bestow: a casual glance, a lingering look, or prolonged gaze.

Winterscape is a collaboration between Jim Bizzocchi (producer/director) and his two production colleagues: Director of Photography Glen Crawford, and Post-production and Effects specialist Christopher Bizzocchi. The work on this film has been supported by the Social Science and Humanities Research Council of Canada (SSHRC), and by the School of Interactive Arts and Technology at Simon Fraser University.
 

United Airlines of Africa (UAA)
Agit-Prop Installation
Alafuro Sikoki, Nigeria
UAA addresses the African diasporas by advertising a “better life on distant shores.” The aim is to highlight and probe the mental climate that surrounds the African continent. Why are so many people desperate to leave a continent that is rich in history, mineral resources, human capital, cultural diversity and enjoys the benefit of having an almost year round summer climate?

The UAA project questions the relationship between the reality and the perceived world. How do frustration and desire, fuelled by cinema and imagery, create a perfect alternative world that drives people to get there? The overwhelming quest for normalcy and better living conditions in an immigrant’s homeland forces him out of his country to offer his services to another economy. By offering a simulated method of transition, we aim to raise issues concerning immigration and diasporas for debate and discussion.
 

Stroem
Computer-generated real time installation
Florian Gruber, Nikolaus Hartmann, Thomas Lorenz and Christina Simmel, AUSTRIA
‘Stroem’ is a computer-generated real time installation that uses projection and sound to create an electronic environment. A visual and acoustic composition fills the place, which is steered by the reactions of the visual part to acoustic and sensorial input. Using a microphone and distance-sensors, the work detects different changes in space and sound - such as the position of people walking through, the beat frequency of sound it „hears“ and so on - and reacts correspondingly. It is operating in different modes, according to „parameters“ like
speed, position, tension, boredom, etc. that depict varying forms of ’stroems’ visual appearance. Some of them will be abstract and graphical, others reveal more concrete forms of information such as snapshots from the installation site or pictures from the surrounding area, however these „revelations“ expose themselves to the user in a rather slow pace.

The visual part of the work uses a particle system that allows for flexibility and variability. This means - e.g. – that it will depend on the level of activity of the user if and when he sees certain things, or in other words - the higher a certain kind of input is the more particles will be visible which in turn will allow a better recognition of a certain image.
 

Specimens of An Unnatural History: A Near Future Bestiary
Digital prints on watercolor paper, unframed (42cm x 60cm)
Liam Young, UK

In the preface to his 1957 bestiary ‘The Book of Imaginary Beings’ Jorge Luis Borges describes a child’s first visit to the zoo. With wonder and joy the child marvels at the strangeness and mysteries of the unfamiliar creatures that they have never before seen. This encounter with a zoo of the real sits within the
catalogue of a zoo of mythology, inhabited by ‘necessary monsters’ which are imbued with the dreams and fears of those who conjured them. Today our idealistic views of the natural world are becoming outmoded. WE are beginning to encounter a new form of nature that seems more born of virtual worlds of science fiction film. The augmented body, genetic modification and neo biological invention is now confronting us with utterly novel reality of engineered ‘monsters’.


This project engages with the call to redefine the very nature of nature by exploring the potential of monstrous myths and cinematic fictions as critical tools with which to engage the evolving perception of nature in contemporary culture. These questions are developed through ‘’Specimens of Unnatural History’’, a contemporary recasting of bestiaries of the past. As a zoological voyeur it will explore the savannas of body modification, cosmetic surgery and biotechnology to gaze out across the near future population of the virtual wilderness. These ‘necessary monsters’ form critical instruments through which to view the potential of a transformed nature, perverted by the hybridization of culture and technology.

 

Optical Illusion and its Use for Design
Video installation of Double Layered Video (DLV)
Ergin Safak Dikmen, TURKEY
This project was a part of the thesis called “Optical illusion and its use for design” by Ergin Şafak Dikmen for the Master Degree in Integrated Design of Anhalt University /Germany (April 2008). The aim of this project is to find a way of integrating optical illusions and Audio Visual Media for solving real life problems. In this way an optical illusion technique is used during the creation process of video images, and this combination resulted with video images that have two different interpretations changing according to the viewing distance. The observer who watches the video from close distance to the screen sees the first interpretation. However if the observer watches the same video from far distance, a different interpretation of the video can be seen on the screen. This new technique of video production is called Double Layered Video (DLV) and one of the most important characteristics of this technique is that there is no need for special tools or screen for watching these videos.
 

Crystal Futures-Cathedral City
Interactive Architectural Model Installation
James Dehar, USA
Crystal Futures is an experiment in story telling; a hybrid reality illuminating a future world order. Its meta- narrative shifts perceptions of time through non-linear story telling - exploding narrative into bits. Crystal Futures augments reality through the distribution of cinematic artifacts in real & virtual space over a designated period of time. The narrative is revealed through a broad range of media applications from mobile media to sculpture using screenplay as a vehicle for interaction. Crystal Futures draws inspiration from Alternate Reality Games, and experiments in cinema where acting is based on a set of rules relying heavily on improvisation from hired actors. Explosion of narrative occurs in the segmentation, distribution and choreography of artifacts for engagement. The timetable of Crystal Futures is similar to that of an alternate reality game, like perplexity, extending the cinematic experience to consist of several episodes revealed over a period of time lasting from 6 – 12 months.
 

Voyaging through Architectural Space
Presentation
Banu Pekol, TURKEY
Voyaging through Architectural Space: A computer-generated 3D architectural structure will reveal itself through a ‘journey’ inside it, a journey that never repeats itself twice, similar to walking around architecture today, yet radically different in that the rules of gravity do not apply. However, this is no simple fly-through. The program is written to be interactive, rather than just generating action-reaction behaviours. The viewer’s role (called a voyager, as now she literally travels through space) can be enriched in terms of experience, through being strapped into a harness suspended in the air, allowing her to move her limbs freely. (This harness will/will not be used, depending on the site.) The camera tracks motions of the limbs and applies them to the 3D model of the building. The spatial limits of the building then make the voyager move in a certain way, completing the interactive cycle. The space will suggest a particular way of movement to the voyager and with this suggestion it will reveal that which it is harmonious with, and anything that prevents it will seem out of place.
 

 

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