Friday, 28 March 2014

Materiality Project





http://www.aqnb.com/2012/09/19/the-materiality-of-paint-show-review/

Installation of Ian Davenport’s work in The Materiality of Paint at Fine Art Society Contemporary. Image courtesy of FAS London.

Materiality in architecture is the concept of, or applied use of, various materials or substances in the medium of building.
Material is a relative term in architectural design and so may be used to designate materials which are considered to be virtual, (such as photographs, images or text) or other materials which are natural. Some materials may be considered as combinations of the two. Certain veneers which are composed of images printed on plastic are a good example of this. Observationally therefore, virtual materials can be said not to exist without a natural physical substrate. Therefore, what separates a virtual material from a natural one is some aspect of the mind and perception as well as a process of representation to produce them.

http://en.wikipedia.org/wiki/Materiality_%28architecture%29


When referring to digital text, pictures and documents, the term materiality refers to the physical medium used to store and convey the text, as apart from the text itself. This concept is important to archivists and historians, who often require access to the physical medium of documents or correspondence in order to understand the transitions that the document underwent between initial conception and final publication.[1]

http://en.wikipedia.org/wiki/Materiality_%28digital_text%29 


In terms of Digital Media  Materiality can be defined in many ways,

'Considerations of materiality can be universally applied in the aesthetic
assessment of diverse contemporary art forms that range from traditional, low-tech
media to conceptual, ephemeral works. 
Examples here include works by Richard Tuttle, Eva Hesse, Marina Abramovic, Tara Donovan, Agnes Martin, Cecily Brown, Tony Fitzpatrick and Bill Viola'.
 
Materiality as the Basis for the Aesthetic Experience In Contemporary Art By Christina Mills
 
 http://www.umt.edu/art/sites/default/files/documents/graduate/Mills_Christina%20MA%20Art%20History.pdf 


In a parallel course, the artistic object strays out of museums, art spaces and high-class collections in order to become a desktop image, a saved file, data flowing on the Internet; every user can get it and transform it.
Art becomes more accessible than ever, especially if we consider the fact that many artworks are created in the computer and are designated to stay there, without ever escaping this immaterial digital world. Works that never reach materiality; they are transferred through the Internet, meet the public and change shape as they interact with it. In other words, every work of art -whether it has material substance or not- has somehow become a common and everyday thing.
Everyday life losing its materiality: Dematerialized objects, simulated experience and virtual identities
On the other hand, although we can have access to these digital data any moment we wish, they always escape our senses. A computer translates any kind of information into numerical data, saves it and subsequently reconstructs it in an understandable form that reproduces the familiar form of a photo, a video or a printed text.
However, a digital photograph -or a digital video- is very different from an analogical one: it’s not the registration of light onto film, but a synthesis of elements called “pixels”; the pixels correspond to numerical values according to their color and their place in the picture.
In other words, what we have is not a copy or a registration of reality, but a reconstruction of what’s visible:
“A digital image does not represent an optical trace such as a photograph but provides a logical model of visual experience. Its structure is one of language: logical procedures of algorithms through which data is orchestrated into visual form”[1].
- See more at: http://interartive.org/2009/06/hypertext-digital-art/#sthash.pNDKnSkN.dpuf

Beyond Materiality: A digital revolution in life, art and logos | CHRISTINA GRAMMATIKOPOULOU

ελληνικά

Our lives behind a radiant screen: photos, books, music… things that used to color up our personal space, resonating moments of the past and reflecting personality and taste, are now crammed onto the infinitesimal square millimeters of the hard disk. They can be multiplied intact, change place with one click, get converted through software or be forever erased without leaving a trace; the noise of the dust on the grooves of the vinyl disk, the smell of a new book, the yellowish paper of the old photographs, are experience more and more distant in this world of minimal matter.
In a parallel course, the artistic object strays out of museums, art spaces and high-class collections in order to become a desktop image, a saved file, data flowing on the Internet; every user can get it and transform it.
Art becomes more accessible than ever, especially if we consider the fact that many artworks are created in the computer and are designated to stay there, without ever escaping this immaterial digital world. Works that never reach materiality; they are transferred through the Internet, meet the public and change shape as they interact with it. In other words, every work of art -whether it has material substance or not- has somehow become a common and everyday thing.
Everyday life losing its materiality: Dematerialized objects, simulated experience and virtual identities
On the other hand, although we can have access to these digital data any moment we wish, they always escape our senses. A computer translates any kind of information into numerical data, saves it and subsequently reconstructs it in an understandable form that reproduces the familiar form of a photo, a video or a printed text.
However, a digital photograph -or a digital video- is very different from an analogical one: it’s not the registration of light onto film, but a synthesis of elements called “pixels”; the pixels correspond to numerical values according to their color and their place in the picture.
In other words, what we have is not a copy or a registration of reality, but a reconstruction of what’s visible:
“A digital image does not represent an optical trace such as a photograph but provides a logical model of visual experience. Its structure is one of language: logical procedures of algorithms through which data is orchestrated into visual form”[1].
- See more at: http://interartive.org/2009/06/hypertext-digital-art/#sthash.pNDKnSkN.dpuf
 In a parallel course, the artistic object strays out of museums, art spaces and high-class collections in order to become a desktop image, a saved file, data flowing on the Internet; every user can get it and transform it.

Art becomes more accessible than ever, especially if we consider the fact that many artworks are created in the computer and are designated to stay there, without ever escaping this immaterial digital world. Works that never reach materiality; they are transferred through the Internet, meet the public and change shape as they interact with it. In other words, every work of art -whether it has material substance or not- has somehow become a common and everyday thing.


Everyday life losing its materiality: Dematerialized objects, simulated experience and virtual identities


On the other hand, although we can have access to these digital data any moment we wish, they always escape our senses. A computer translates any kind of information into numerical data, saves it and subsequently reconstructs it in an understandable form that reproduces the familiar form of a photo, a video or a printed text.


However, a digital photograph -or a digital video- is very different from an analogical one: it’s not the registration of light onto film, but a synthesis of elements called “pixels”; the pixels correspond to numerical values according to their color and their place in the picture.


In other words, what we have is not a copy or a registration of reality, but a reconstruction of what’s visible:
“A digital image does not represent an optical trace such as a photograph but provides a logical model of visual experience. Its structure is one of language: logical procedures of algorithms through which data is orchestrated into visual form”[1].

Beyond Materiality: A digital revolution in life, art and logos | CHRISTINA GRAMMATIKOPOULOU

ελληνικά

Our lives behind a radiant screen: photos, books, music… things that used to color up our personal space, resonating moments of the past and reflecting personality and taste, are now crammed onto the infinitesimal square millimeters of the hard disk. They can be multiplied intact, change place with one click, get converted through software or be forever erased without leaving a trace; the noise of the dust on the grooves of the vinyl disk, the smell of a new book, the yellowish paper of the old photographs, are experience more and more distant in this world of minimal matter.
In a parallel course, the artistic object strays out of museums, art spaces and high-class collections in order to become a desktop image, a saved file, data flowing on the Internet; every user can get it and transform it.
Art becomes more accessible than ever, especially if we consider the fact that many artworks are created in the computer and are designated to stay there, without ever escaping this immaterial digital world. Works that never reach materiality; they are transferred through the Internet, meet the public and change shape as they interact with it. In other words, every work of art -whether it has material substance or not- has somehow become a common and everyday thing.
Everyday life losing its materiality: Dematerialized objects, simulated experience and virtual identities
On the other hand, although we can have access to these digital data any moment we wish, they always escape our senses. A computer translates any kind of information into numerical data, saves it and subsequently reconstructs it in an understandable form that reproduces the familiar form of a photo, a video or a printed text.
However, a digital photograph -or a digital video- is very different from an analogical one: it’s not the registration of light onto film, but a synthesis of elements called “pixels”; the pixels correspond to numerical values according to their color and their place in the picture.
In other words, what we have is not a copy or a registration of reality, but a reconstruction of what’s visible:
“A digital image does not represent an optical trace such as a photograph but provides a logical model of visual experience. Its structure is one of language: logical procedures of algorithms through which data is orchestrated into visual form”[1].
- See more at: http://interartive.org/2009/06/hypertext-digital-art/#sthash.pNDKnSkN.dpuf

http://interartive.org/2009/06/hypertext-digital-art/ 


Wednesday, 26 March 2014


His gaze has been so worn by the procession
Of bars that it no longer makes a bond.
Around, a thousand bars seem to be flashing,
And in their flashing show no world beyond.

The lissome steps which round out and re-enter
That tightest circuit of their turning drill
Are like a dance of strength about a center
Wherein there stands benumbed a mighty will.

Only from time to time the pupil’s shutter
Will draw apart — an image enters then,
To travel through the tautened body’s utter
Stillness — and in the heart end.

translation by Robert Bly (original poem in German called Der Panther by Rainer Rilke)
center, bars, cycles and motion gained from sequence of still images are a few of the elements I will focus on in composition. This is a Muybridge image of "cat trotting".




a translation by Robert Bly
I started out with a few Stan Brakhage clips, Murder Psalm and Mothlight, and liked the elements of natural v. constructed brought out by the contrast between filmed work and more traditional media used on the film.
 


The way it contrasted more traditional forms of art with the at the time new media of filmed video appealed to me. I wanted to work it in with my own interests and hobbies, which is both digital and traditional illustrations/painting.
I intend to both “update” and personalise Brakhage’s work whilst remaining a kind of homage to the emotive/aesthetic qualities of the film, I am leaning toward creating small animations or gifs, combining both the digital and traditional paintings of the same image to create movement in a static piece.

I also intend to examine the qualities of the original traditional work (chosen from my previous works in order to maintain a neutral beginning point), and movement. I hope to question what is really captured when a picture/portrait is drawn (moment? object? person? time? static?).
I also want to include a physically dynamic background upon which to project the gifs, and an element of interactivity. I wish to project the gif onto the physical copy of the original image.
The William Kentridge work The Refusal of Time which I saw at PICA, also has qualities that I wish to capture. The texture of the room itself was a huge influence, with walls that have been papered and ineffectively cleaned up prior to being used for projection, and walls that appeared to be made of either sandpaper or black sand. It also strongly examined movement in various ways. The pictures don't show it quite effectively, but couldn't locate a video (after an admittedly quick search, bearing in mind it has five separate projections in the installation, and a physical kinetic machine present in the room)


Photo's from the William Kentridge show the refusal of time

However I wish to include certain elements, such as sound, colour study and audience interactivity. 

Tuesday, 25 March 2014

Video layering

 

I was using Sony Vegas to try some video layering, I looked at any tutorials I could find on video layering, ghosting, cloning and overlaying. It was a repetitive process that was very time consuming and frustrating at times. I was playing around with many video effects, adding some taking some away trying to get the desired effect. After trying I couldn't even achieve the exact effect I was after although I did create some kind of feint ghost effect. Above is the edited video, below is the raw version.




So, i've tried my hand at manipulating some images, using Microsoft Word's 'format picture' tools. I've used Word for a few reasons, firstly being that I like the imperfections that come with the lack of control I actually have of the outcome. Secondly because I don't know how to use Photoshop and the familiarity and simplicity of Word is comforting. These images or images like them will be used in collages during the semester.

So as you can see above I've taken a photo of some strangers on the Midland line and then removed the background and applied a black and white setting. It's very special because the original image is so bland and the edited image has so much atmosphere - the profiles are priceless.

Here i have done the same with a Transperth image from the interwebs:


Here are some more I made. Please note they are only the basis of any work to come. For the past year thematically I have been working with a bundle of concepts that circulate around public transport. Such as nodes & networks, tickets, strangers, routines, waiting, urban space and the politics of public space. So generally i take photos of people waiting or commuting on public transport with my iphone and make things from it. I feel like cutting a select part of the images out creates an awareness of space. 






 I also have a few videos of bus window reflections and another few videos of bus handles swaying in time as the bus turns. I need to work out how to make these videos into something. 

Ellen

More on Cosplay - Deadpool and Embracing the Character

More on Cosplay and Cosplay Environments-

As I mentioned in my first post about the ideas of cosplay, one of the best places to find cosplayers are at conventions and fan-based expo's.

And it's where you can also find a huge intermix of literally hundreds of fandoms and characters being cosplayed.

From iconic book characters to infamous comic book characters, the possibilities are endless. Here for example, is one of my favourites; Deadpool being confronted by Gandalf. They'd never meet in their own universes outside of a very whacky cross over, but they both remain in character - Gandalf and his famous line, 'you shall not pass' and Deadpool being the oddball he is, tries to get around him.

Okay. I'm gonna give you guys some more Deadpool examples - he's one of the best characters to cosplay, in my opinion, mostly because he's a great character for satire; he takes the piss out of everything in some seriously funny ways.


Fight with a Power Ranger? More like a sissy slap fight. Deadpool is a good example of how cosplayer's can have fun without breaking character; he's a character that breaks stereotypes of characters. These cosplayers (they might be the same one, I don't know for sure), are all playing up the idea of Deadpool just being an idiot and all round crazy character.
Here's a few more examples of Deadpool cosplayers (I'm going with him since he's so easy to work with).




Admittedly most of the other cosplayer's the Deadpool cosplayer's are interacting with are other Marvel or DC or whichever character, but the cosplayer's are still having fun and getting up to all manner of shenanigans because the cosplayers are embracing the idea's of the character's personality traits - whacky, weak, idiotic; the list goes on.

These gifs have obviously been taken from videos taken whilst at these conventions, so it's not exactly professional photography or cinematography or anything. Most of the shot's are long shots, to show the entirety of what's going on between the characters. The only closer shot is the mid shot of the arm-wrestle, to give a sense of how hard Deadpool is trying to win, and quite obviously losing.

I thought I'd make a Deadpool post since I've been lacking the motivation and time lately to make anymore gifs myself, but I wanted to have something to show at the very least. I also just found a whole handful of my convention photos that I had stored on a couple of my USB's have been damaged and corrupted, so I'm unable to put up some of the really amazing ones as I'd hoped; instead next time I'll make a post using some of the ones I took from my phone, which aren't of such great quality, but I'll also be throwing in a few from friends at other conventions around the world (I've been asking around on my dA, tumblr, etc for help from fellow cosplayers), and should have a good handful to upload soon.

Til next time then.

~S