Sunday, 24 August 2008

The Device and its various components, in their RAW state...

Well, here comes the project.

-The device-

The Device itself comes in many sections to create a "whole" when attached to its said purpose.

#1.
Input device, only real recognizable aspect is its keyboard which as we all can relate to as a device that is used primarily for input of information and control.
It was designed to look visually pleasing while retaining its possible functionality and is different enough to create that important ambiguity and design.
This part of the device is connected to another section of the device using a cable, that part is #2.

#2
This part acts as a receiver for the data inputted into the keyboard, it has no real recognizable aspects other than the danger of high voltage bit on what i gather is a transformer on the bottom left of the image, this suggest that it has a lot of power stored inside.
the data from the keyboard is the only information passed into this device, all other devices send information to another piece of the device. which i shall disclosed later. as for appearance, I only intended for this piece to be large, in scale to everything else, giving it some sort of importance, and since it is not a factor of the other parts of the device it creates a confusion as to what it actually does. I know, but its for the audience to form their own opinion of.

next is #3, ill do it in another post, in case of power failure or something, my luck is bad enough as it is.

Thursday, 14 August 2008

"Slight of hand"

I am currently working on my device project, which is almost completed in the build stage.
Now all I have to do is film the device in a convincing way so that the viewer might question if this device is in fact real, that sense of ambuguity is inportant in showing this device in the right light.

any suggestions as to refferences for "fake" videos that are convincing will be really appreciated.

Monday, 19 May 2008

CRITICAL EVALUATION

Critical Evaluation
What is the project?
This project, called “who am I” is neither a game, film, installation or any other conventional piece. It is however, a interactive film game. It contains basic rules and constraints found in a game but house’s a live action film overlay. This works in a few ways, for example the main character can be in a location and something happens to him the changes the context of what he is doing, a dog chases the character and the player must tap various buttons to jump obstacles and avoid the dog, in failing to do so will equal another section of video to be called up showing the consequence of their failed action. So in essence this project is a series of videos with the action and reaction to different circumstances. In this version, the amount of interactivity is somewhat limited, and that’s mainly due to the issue of actual knowledge of how to actually execute the techniques to perform various other types of interactivity.So since this is neither a game or a film, that makes this project a hybrid and that means that finding examples of this type of work to be a little more “exclusive”.The film is going to be in 3 chapters and each of the locations that will be used for the filming will be places I had often visited as a child to play. So I expect the film to be quite imaginative in its proceedings.Also there will be a video diary “making of” to accompany it and hopefully explain some of the other points raised by the actors and me.Another point that needs to be raised is the fact that the acting is not planned, I have no control over what the visual outcome will really be, and the reason behind this is that I love spontaneous acting, we will arrive on location, the actors will discuss with themselves as to what’s going to happen and I will help them execute their ideas as well as possible.
Since it is a hybrid, what elements have I chosen?
I have chosen film, and game.Film has a theatrical diligence and has often been considered by myself to be a little too linier, there is no real control given to the viewer. Then there are games; they have too much control and not enough theatrical influence. So I took the idea of a film but gave key moments of the film to be under the control of the viewer. There is no real compromise, I only lost elements that I intended to anyway, film lost its lack of control, and games lost its ability to control too much.
What do I want to achieve with this project?
This project was a real test of my ability to achieve many things in a different way.Firstly was to let go and allow the actors to have a full control over what was going to be my project, if they messed up their actions would have in fact rolled onto me as I would have failed the project. Allowing them the freedom to act as hey will would be the same kind of freedom the viewer would receive from being able to not only watch the movie but to participate in it, so to speak.Next was the idea of making something interactive that was not a simple game, the fusion of the ideas for this made this more unique. Sound played a part in the film, all the sound was recorded on my drum, for a tribal rhythm, that in scenes of action would beat faster and faster but in other scenes just set the mood. I had never played my drum in public, normally I would travel to the local woodland and sit in there and just play, for me it is something very personal and the sounds and styles I adapted myself were primarily used to calm my soul. So for me to make the decision to record this is like deciding to record my soul, if that makes any sense.I have never dealt with sound or programming, so for these two areas it was vital I got in support from various people. Phil archer, the guy in charge of this unit, is also a bit of a dab hand when it comes to sound, so it made perfect sense to call him in for reinforcement, Phil helped me record the audio track and then pass it through the various channels to change and edit is sound to fit the film’s feel.For programming I called in a friend of mine, Kriss cox, who is doing a ND in programming, he was going to make this film, interactive. But failed to.I never really edited any footage longer than a few minutes long, so doing this project and realising how much editing I would have to do made me make another call, this time to a friend of mine called John Astel, a pro when it comes to video software and editing. So this aspect of the project was aimed at the realising of hidden skills I might have in these various areas and apply them to a new area of work that I’d previously not explored. The next aspect was that of the narrative, I had a little amount of say in this area, and there was a strong reason for this. I applied a new reversal on the classic set up of the director and the actors. Normally the relationship they share is that of command and follow, the director commands and the actors perform the directors wish. But in mine there is a bit of a role reversal, the director gives the actors the powers to direct how they see fit. So a typical scene in my production would be me and the team arriving at the location for the scene and at that point I would let the actors sit and discuss what they plan to do. What they want to do is discussed and eventually there is some sort of idea. From that point the actors tell me what they are doing. I then tell them the best possible way to execute this while using the camera and its positions to their greatest strength.
We film a scene and they then inform me where we might be going next, all this time I don’t challenge there reason for the scene, in this method I believe that the narrative they give is one that might be present in the video and thus remove the ideal of me knowing the story or why this or that is happing to whomever. This creates, almost, the sense of actually being a viewer to the film but in the same sense and reality of a theatre per say. The finished product seems almost monochrome in comparison to the original experience of filming on location.
With these merits gained the project was bound to have some pitfalls, but no amount of preparation could have been available to avoid the technical difficulties I faced, mainly with codec’s and there strange behaviour they have in Sony Vegas.
A film into a game has a few main constraints, one it could never be possible for complete control of a character (the ability to manipulate and move the characters actual movements) because film has to be film, so you can’t edit a pre shot film. So this means, like in a film, the character has to deal with his experiences in scenes or important convocations. Either way the limitations on this become quickly apparent. When, like my film game, you have multiple decisions, you need multiple answers for each decision and just like coding you need to declare your variables by then filming outcomes. For example a character throws a chair at the main player and a decision pops on the screen to either dodge or take the hit and counter, you would have to do the following:

1. Take the hit: you take the hit of the chair(film that) then the character lunges forward and strikes the foe(film this too)the foe falls to the floor and lands on a spike or whatever, that too would need filming and because this has happened a different response would come from the character that might affect the story later so this all then needs to be filmed.
2. Dodge the hit: the player dodges the hit and attacks the foe knocking him out(but not killing him as in the previous choice outcome) this means the character is completely different in posture, mindset and of course there is another character existing in this story because he did not die. Each thing needs filming. Every choice, outcome and trying to keep this as simple as possible is really not easy.


So, as you see the player and his/her decisions effect their world and those effects then follow onto the other characters and environments, helping cause and evolve the story and narrative of the work.
What other works relate to this?
There are a handful of interactive films, there are however a good few games shot and played like a film role reversing from what I tried to achieve. Most of the good examples I know are from old videogame systems, mainly because film games have never been very popular. There are a few reasons for the failed implication of film games; the main one is the inability to detach.
I will try and explain when we as humans play a game, we as humans want a control or a means to create and cause effect within the games environment. And while we are playing and interacting with a game we again want this feeling of existing in this game and that our effects are being made because of us, when really the one in control is the computer, playing us as the puppets.
When something on a PC or a game happens that we as people were not prepared for, or, not aware was going to happen, we get confused, panic and get aggression toward the game, PC, whatever. This is because our control was temporarily lost and this makes us feel uneasy and cheated, normally these problems are actually ones we create ourselves while not realising.
In contrast, when we watch a film, we want nothing to do with the film, we want to go to the cinema, home or wherever and just detach ourselves from our reality and immerse ourselves in hyper reality. Fall into a place where we can’t exist or change but just sit and enjoy a variation of senses and cerebral stimuli.
During a film we sit in a hypnotised state and just relax and absorb the film.
A film game has to find a balance, between two things that should not really be able to co-exist.
On the one hand, games require us to have participation and we desire to control an aspect of this world created by the game.
Where as in the film we want nothing more than to detach and relax during the films lifespan.
To then take something that wants us to relax and detach to then have some sort of input and attachment creates a lot of subconscious stress and confusion.
And it’s this reason film games have a very hard time getting anyone to like them.
So do you create a balance or do you just decide that just because it’s taboo that it can’t mean that it’s impossible.
That’s what I said, bad choice.
It is not impossible to make it enjoyable but it is just not enough detachment to be a film worthy of enjoyment, so instead you’d think the interactivity would out weight the merits of this little downfall?
You’d be wrong, there is no way, more so in today’s gaming world, that you could achieve anything that could have film elements and still be interactive enough to make you want to attach.
So bearing this in mind, there are a few good examples, but they don’t use film footage, and the interactivity section is lax but it was successful due to the age in which it was created, when the interactivity side could not stretch out further then clicking a mouse of typing primitive phrases.
1. Beneath a steel sky: (Amiga 500+/ upwards)

A point and click game set in a futuristic environment. The angels the scenes were positioned in had a cinematic edge and because there was little action on screen the game played like a story film.

2. Dragons lair: (first lazer disk game)
This is the closest example to my work, it use’s pre animated shots to play out a film (just like mine) each conciquense is animated and this must have created a lot of work for the ex-dysney animator whom created this masterpeice. It is a perfect film game, the same could have been done with live footage instead of animated but the effects would have been the same, a lot of people (when I was a kid) hated this game because there was not enough control or explanition as to what to do or when to do it(this was largley due to the player watching the film sections and because the line between game and film had been blurred, players had no idea as to when to do things.

Why did I choose the collaborative partners I chose?

One reason really, if I am honest it was down to their personalities, each member of the team is easy going and has little or no acting experience.
This meant there would be no complications in the other actors getting their ideas out into the film.
No disagreements, no problems and no reason to choose anyone else.
There lack of acting was useful as they would then not be following any styles or methods from previous acting experiences.
I know each member personally and this made the ability for them to relax easier and made shooting the film not only easy, but a little enjoyable.
So there was no comparison made to artistic judgement or ability, just personality.
I hope this evaluation has been a useful insight as to the proceedings of this project.

Thursday, 28 February 2008

-Critical Evaluation-

The starting point for this blog of reaserch was Paola Anziche, her work consisted on more artistic merits than mine, she especially looked into form and the way an environment changes body extension.
Her methodology put my own work into a new light considering what might be a viable existence to a location for my work.
The environment also creates many other aspects to the piece, the feeling and the structure seems to change depending on location.
This notion for me was a new aspect to looking and critically making decisions about the work's context and how others might perceive my work to be.
If I had done this piece of reaserch before the final photo had been taken I would have taken great care as to the environment I was displaying the work and how this might eventually effect my work.

The next piece was of work I discovered was a series of photographs I dug up on Google, that were, from what I could tell, a university's or college's show.
The pieces accentuated parts of the body in a creative and yet viable form of body extension, again, this was not so far from my own work but almost an extension of it.
The key differences between my work and the artist's in reference is the lack of functionality and durability. The pieces I viewed were frail and in some case's very crude, as A piece of amour my work had to have some functionality and this brings us to the next guy, Stelarc.

Stelarc used technology and its functions to create performances by giving the audience the control over the show by using buttons to stimulate his muscles in different ways, creating this unique performance each time.

Rebecca Horn and her work spans back decades but what’s really nice to see is strong structures "Pencil Iron mask" and the famous "finger gloves" her experimentation with body extension is that through the sense's.
Her work often involves creating a unique experience for the user of her objects by creating an extension of the senses. This is not something that apparent in my work, or so I thought, but I remembered how the glove's of my amour feel, it's like nothing before, you have a good inch or two extensions of the fingertips and this creates pressure on the part just under the nail, creating a very sensual experience indeed.
Her work has been a key factor since then, looking into what feels like what and what advantages a piece can gain from incorporating them.

Next thing, I tried to dig up internet based reference to destructive creatisim, this in my attempts left me with very little.
It's a shame really as this section really hits into a key aspect of my work, breaking something down to re-create it again in a better and sometimes more suited form.
It's an old notion but the ideal's of recycling are very important to many cultures and the way we as humans lived in the past.
As it stands at the moment recycling has its many advantages and is currently a big buzz word for today’s culture.

My piece worked and was successful in its own right, I created (not finished) a piece of work that had sensory extension, was decorative (also tied in with the styles that I had researched on other 2D artist's) but on top of that it met its function in durability.
I am very pleased to say that even if it was unfinished, the work itself met all the requirements that I had hoped and would fit into a post apocalyptic setting.

Wednesday, 27 February 2008

Why?! A question about my work.

Why even create a piece?
Well this question there is no real main reason, i'd guess it's because I can never be doing "nothing" and with this I have to do things, and the only things I enjoy are usually creative. I love creating stuff, from models to doing web design to making music I love it all, I like the notion of saying "yeah, that was me, I left me mark".
Since I was a kid I'd build tree houses and draw comics. This was my way of letting off steam and dealing with my reality at that time, which was not always good. But this release gave me an opportunity to discover the arts of creation further, I would go one make board games, video games and yes, draw more comics.
So for me creating pieces of art is a release of stress and negative energy and use it to create something positive.

Why amour?
I have always had an obsession with amour since I was a kid. mainly because I'd have to make some to defend my many forts and tree house's.
Armour, up until now i thought of as being cool, but never questioning the reasons as to what is and why i like it. I like body extension and enhancement, from film characters to comic's I have always admired those that had implemented it in there character design and thus making the ordinary extraordinary.
Why it's made the way it is?
I made the piece from bits of spare junk around the house, I figured that the piece should be spontaneous and built from materials ready to me.
the materials have little value in the form they were in so I just decompiled them and transformed components into useful ones, nothing new on that front
What does this piece mean to me?
The piece was made to substitute an urge to create amour since my last tree house, so a good 6-7 years go, so this urge has been growing and growing until I just had to give it a shot. The artist's I referenced had similar plate based designs for their amour and I really wanted to implement them in my work.
The piece, to me, is a representation of what I'd fantasies about as a kid, exploring fantasy landscapes fighting hordes of undead and your average fantasy's that follow.
I would often dream of situations I could face with my friends and in this little world I created a mythology around it for my local area, bending and twisting folk stories until they were orignal and viable reason's for area's and the cultures that I would create.
Well's is a stranger area, it's got a lot of weird and explorable sections that offer interest and desire to manifest little sub plots and fit into the greater story.
an example is the "fog of change" a strange and interesting feature to the location of the town.
The fog rolls in and legend has it, in my world, that the fog is an omen of change, people's behavior change. This event happens in the spring and winter season's and is due to temperature change.
I have a video of the freezing fog that gripped the area a few days back, I will upload them soon.
Little things like this helped create a world in my head based on actually things in my reality but just, twisted into a more interesting factor.
So it's meaning for me, is one of nostalgia and a reminder of some happy days.

Creative destruction002

http://en.wikipedia.org/wiki/Creative_destruction

The notion of creation through destruction.

http://www.marxists.org/reference/archive/bakunin/works/1842/reaction-germany.htm

"the passion for destruction is a creative passion"

I am really struggling to find anything other than books on this :S

?!? What and Why?!?

What is my work:

Its a basic extension of the body for protection and the setting of the pieces environment is a post apocalyptic setting, much like that of the recent film "I am legend".

The amour I made was comprised from several different objects I collected from my apartment, tins and fabric even an old long sleeved top.
It represents the true nature of adapting and the survival methods we as humans evolved to.
Creating objects into new fabricated ones using the base properties is no new feature but the way I adapted and reformed the ideals of recycling were somewhat different

As time goes on mankind will continue to adapt to its surroundings and conceptually speaking we shall evolve our understanding of our environment and how to use it better.

A first step to becoming a successful race is that of which can adapt quickly and change with its enviroment before problems end it's very existence.

There was another side to my work, its the decorative side I researched from different eastern culture artist's, looking at slightly more impractical amour thats also decorative, something well achieved by the Victorians. The fusion of decoration and high quality workmanship into the form of protective amour and weapons spawned a lot of styles for our videogames, the biggest example is final fantasy and its series of games.