Archive for 'experimental / technical logs'

Self Sustainable Kinetic Cinematography

March 25, 2009 by ric, under artworks, bio-feedback / cybernetics, experimental / technical logs, film / photographic, formal / structural / grids, mirrors / displays / frames, thoughts, video installations.

As the third correction to my project proposal for my MFA major project I finally managed to determine a project research area which satisfies me technically, theoretically as well as professionally.
I often think of spatial structures which coexist both physically as well as virtually. I often imagine what would it be like to experience movement in space when we are withdrawn from the core role of viewer/user. If there is some other element in the system that now possesses that role, what are we in charge of?

Kinetic Cinematography for me consists of the act of filming and recording video by means of intelligent, interactive and mechanical systems.
What I would like to develop is a Kinetic Cinematography which tries its best to rely only on itself both subject and object.
It can hold 1 or multiple cameras and its focus on external subject matter, beyond itself, is irrelevant or at least unimportant.
Here the aim is more on how it is filmed and what angle and direction something is filmed in. I want to focus on the kinetic qualities of cinematography without human intervention. The camera is the performer, the documentor and the spectator all at once. So what does that make us?
The self sufficiency and decision making of angles, shots, movements, starts and stops is determined by the machine itself through kinetic or articifical intelligent means.
This is a key characteristic in describing what really the system is reflecting upon. It has a dynamic gaze on itself which is likely to cause a constantly unresolved anamorphic affect.
The use of computer vision can be used here as a metaphor for vision and instinct itself, as a fundamental part of the decision making process. Vision developed as a response to light to help us creatures explore the space around us and the objects in it. But this still is progressive and by all means uncomplete. We might have reached a final state in the physical evolution of the eye in which its biological progression has reached an halt. This does not mean that our intellectual understanding of vision cannot progress and evolve.

The techincal skills I want to gain from this research are:
mechanics, motors and building kinetic structures
C++, arduino
computer vision using: openCV, maxMSP, processing

Books that have influenced me are:

Zizek, S., The Parallax View
Deleuze, G., Cinema 1 & 2
Deleuze, G., Difference and Repetition
Hansen, M., New Philosophy for New Media
Bergson, H., Creative Evolution

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The spectator's dynamic frontal position

January 20, 2009 by ric, under artworks, experimental / technical logs.

Invite the spectator to change their own frontal view and experience the performance using multiple spectator related perspectives. The performer her/himself can change their own frontal position independantly, regardless of this new dynamic viewer.

An example could be four cameras: front, back, left and right (according the actual traditional spectator’s seating area). All four cameras record in real time the same performance from these different angles,and the experiments in the edit room could be for example:

  • overlayering all 4 on the same screen, 25% alpha on each;
  • overlaying all 4 on same screen and remove background;
  • simple fading transition clock or anti clock wize, this could be then according the actuall performers movements;
  • 5 to 10 second transitions between angles (again clock or anti clock wize or both) like this filmmaker from Destricted;
  • angle according to the performers frontal position, meaning we always follow the performers frontal position, or any other position for that matter;

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Fluxus Experiment

December 19, 2008 by ric, under bio-feedback / cybernetics, experimental / technical logs, videos.

here is a quick overlay of some express experiments done using fluxus run through the pureDyne OS.
Fluxus is a live coding enviroment written on PLT scheme. Its a really great tool for live 3D modeling and its the easiest programme I’ve seen to render 3D shapes in code. Its also ridiculously easy to set whatever aspect you want to be affected by sound input, this of course can also be fragmented into bass, pitch, volume, etc…
It was written by Dave Griffiths who gave us at the Goldsmiths Digital Studios an introductory workshop on how to use it. Check out more info on fluxus here

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