Fitting In – Version 2

For our Video Sculpture final, Noah and I decided to re-work our 2nd project Fitting In. 

Description:

Using the 1960’s artists collective, the Chicago Imagists, as a reference Fitting In explores the notion of accumulating to our surroundings. The viewer distorts their own body to fit within the exaggerated silhouettes. After performing for the frame, the viewer is then presented a six-second video clip of their actions.

Fitting In allows the viewer to confront their own experience of fitting into societal “traditions,” “practices,” and “norms.” The silhouettes are intentionally floating, distorted, or exaggerated, making them impossible to replicate, further emphasizing the endless struggle to keep up that many face. We believe that the impact of seeing one’s self will be more significant than presenting abstracted characters.

Inspiration: 

Harry Who – Six Chicago-based artists from the School of the Art Institute – Jim Falconer, Art Green, Gladys Nilsson, Jim Nutt, Karl Wirsum, and Suellen Rocca.

Harry Who

Harry Who

Harry Who

 

Production: 

For this version, we decided to scale the entire project up, and instead of using a projector, we opted to build the entire piece around a 48-inch monitor.

Harry Who often used alternative framing for their pieces. We decided to build our frame out of foam core and wrap it in fake wood paneling to stick with that style. 


Production

After completing the frame production, our Isadora sketch was re-worked to fit the new aspect ratios of the monitor. 

Final Piece:

In our original piece, we projected on hand-painted acrylic sheets. To keep that aesthetic, we made painted layers in photoshop to layer over the video feeds. This broke up the glare and rich color of the monitor. 

Interaction: 

Output: 

 

 

Going Forward:

Both Noah and I want to push this piece further and bring the interaction into Unity. We believe that the user triggers and mapping will be much cleaner and the overall software will be much more stable. 

 

 

Experiments in AR

For this project, we were tasked with creating a live sculpture using AR or VR. I chose to wrestle with Unity and Vuforia to produce an AR experience revolving around two of my favorite things in NYC natural spring flowers and convenience store flower stands. 

As much as I don’t like using single plastic, there is something beautiful about the flowers wrapped in plastic and the plastic curtains draped in front of the stores. These dying plants are getting preserved as much as possible. I don’t know; I’ve always been drawn to them. 

I wanted to use the idea of plastic wrap and preservation to “protect” the flowers blooming on the trees around Brooklyn. I also wanted to experiment with the flowers at the convenience store. 

First, I set out to photograph the flowers. 

Flowers


Flowers

Flowers

Flowers

Flowers

Flowers

Back home, I took these images and made collages in Photoshop. To complete the image I added a layer of “plastic” wrap final layout. 

Flower Collage

Flower Collage

Flower Collage

Flower Collage

Flower Collage

Flower Collage

Flower Collage

Next, I built my scene in Unity. The goal for the VR experience was to have dead flowers trigger the sculpture. Luckily I had dead flowers in my apartment. Once triggered, the screen would be filled with the sculpture. I wanted the user to have to rotate the phone and look around to experience the whole piece. 

Unity ScreenShot

Unity ScreenShot

Unity ScreenShot

Unity ScreenShot

Unity ScreenShot

 

 

Problems faced: 

  • Getting the Unity build onto my phone. For some reason, every time I exported the build, it would make a folder, but the folder is empty. 
  • Lighting on one of the faces. The sculpture works, but the lighting on one of the planes is always dark. I was unable to figure out that problem. 
  • I thought the trigger would still be activated on the actual live flowers if it was lined up the same way as the image. That experiment failed. 

In the future:

After I built this, I think it needs a sound element. I should record the ambient sound of the neighborhoods. I’d also like the trigger to be the actual dead flowers, not an image of them. 

Video Portrait

For this video portrait, we have decided to stroll down memory lane and make a portrait of television/technology and its role in our homes and lives. 

Early televisions were seen as a point of pride and furniture in the homes, with whole rooms dedicated to it. Today the role of televisions has diminished in the house. Instead of dedicating a room around the device, they’re designed to be hidden. On top of that, our relationship to media has changed; we’re digesting more content across multiple devices that isn’t as precious as it once was. In fact, some of our videos today are designed to be destroyed after a short period of time instead of archived and held on to forever. 

For the piece, we want to present our memory of TVs in their glory while referencing the new technology’s prominence. To achieve this, we will deconstruct an old television and build a diorama inside that closely resembles our memory of living rooms of the past. The television inside will be replaced with an iPhone that will be along the back wall. There will be three live channels feeding into the phone – the camera on the phone, a camera in front of the viewers, and a camera behind them. The three inputs will cycle. Below are a series of sketches, renders, and experiments in feed transitions. 

Drawing of video sculpture

Drawing of video sculpture

Television Render: 

Experiments with Channel transitions in Isadora:

Light Sculpture Prototype

Assignment 1: Light Sculpture Prototype

For this piece, Jingyao, Nick, and I wanted to make a sculpture that relied on the light projected on it as much as the shadow is produced. 

We were influenced by Tim Noble and Sue Webster’s work below. 

Image of trash projecting a perfect shadow of a couple lounging.

Image from the artist website: Timnobleandsuewebster.com

Conceptually we were interested in exploring the theme of designed obsolescence and e-waste. 

“About 6.9 million metric tons of e-waste was produced in the US alone in 2019, according to Global E-Waste Monitor, a research group that tracks electronic waste. That’s about the same weight as 19 Empire State Buildings. Of that, only about 15% was collected for recycling. And some of the minerals and metals being thrown away with our e-waste aren’t just valuable; they’re toxic.” –CNBC.

The article above points out the global scale of this problem, but we face the same issue on a smaller scale here at ITP, with projects being discarded after presentations. Recycling programs exist, for example, the ITP Junk Pile, but we believe this problem needs to be more seriously addressed. 

For our piece, we decided to make a LED, an object that came to all our minds when we thought of ITP, using trash from the Junk Pile and a projector.  Below is our process. 

The Build: We wanted to create depth and clutter without losing the shape of the LED.

Building of trash sculpture

Jingyao and Nick building

Alan and Nick building a sculpture

Testing: As we added layers, we needed to test the sculpture with a projector to make sure it was maintaining the silhouette.

Testing the sculpture shadow

Masking: We used Madmapper to mask the sculpture when the colored light was projected on it. 

Masking a projection

Testing the sculpture

Mask Test: White light test to make sure the masking was working. 

white light falling on sculpture

Presentation: When the piece is up and running, the projector cycles between a red light and white light. The red portion uses the mask to only shine on the sculpture while the white light washes over the entire wall revealing the LED shape behind. 

 

To wrap up, we experimented with alternating patterns and colors.