For our first workshop today, we were asked to bring in something to represent a passion that we have. Immediately, I thought of bringing in some books of plays as theatre is something that I have been extremely passionate about for many years.
I first found my love of theatre when I was 14 and began to devise interpretive performance pieces in my drama class at school. This led me to take drama for GCSE, and later A-Level, where I learnt about avant-garde practitioners such as Antonin Artaud, Bertolt Brecht and Jerzy Grotowski. I found much inspiration in the abstract and non-traditional nature of their practices and read plays by absurdist playwrights such as Samuel Beckett and Eugène Ionesco. Since starting university, I haven't found time to continue performing but I make an event to go and watch theatre often.
In my mini-presentation, I used the card we were given to make a small origami table on top of which I put the rest of the card that I had folded into a small book. I wrote a basic outline of the themes and ideas relevant to theatre and contemporary art on the cover and inside of the "book". I placed the playbooks around the table to create a small stage-like area. With my presentation on this idea, I wanted to combine the theatre look with interactivity of contemporary exhibitions. By having the text written inside the book, I invited the viewers to reach into the theatre space and interact with the mini-exhibition physically.
I found the comment cards really helpful when thinking about expanding this idea. it was also nice to see people interested in my thoughts and could potentially lead to forming a group. I am currently thinking of working on my own, but I am aware of the workload this would put on me and so I am definitely open to forming a group or working with other people.
In 2023, I worked with Amber Jane Halsey and Marcell Demetrovics to create a short film adapting Samuel Beckett's 'Catastrophe' into a 360° video experience intended to be viewed in VR.
The single act play uses four characters: the Protagonist, Director, Assistant, and Technician. The Protagonist stands, unmoving and unspeaking, on a plinth on stage while the Director and Assistant critique, pick apart, undress, and physically move him to fit the ideal they are seeking for their play. The play is a commentary on the nature of control, censorship and free will. From this, we developed the idea of replacing the Protagonist with a mannequin and placing the 360º camera on its head thereby putting the audience in the position of the controlled and voiceless character.
I really enjoyed creating this film and merging my passions for theatre and contemporary art. This is something that I have wanted to do since before I started on this course and theatre is something that I am eager to continue taking inspiration from when creating my work.
Today, I had an idea to use my project to portray a feminist message. Many of the playwrights and practitioners I am interested in used their absurd plays to deliver a political message or commentary relevant to the audience. Bertolt Brecht, for example, developed the concept of the 'V' effect, also known as the Alienation effect, which aimed to distance the audience from the story and characters and allow them to focus on the messaging of the piece. The audience should be constantly reminded that they are watching a play, never allowed to become too absorbed into the world or invested in the characters and letting the fantasy of the fictional story overshadow the reality of its meaning.
I had an idea to find or write a play which involves a dialogue between a male and female character. I would create life-size fabric dolls representing the female character which could be picked up, moved around, and placed in position. The male lines could be read by the participant and the doll would have technology inside which could recognise the words and read the next line in a computer-synthesised voice.
The doll would be a decorated stereotype of a woman (slim waist, makeup on face, etc.). The aim of this piece would be to demonstrate the freedom of men compared to women when it comes to the standards to which each are held. The woman is expected to look a certain way, to be malleable and to be moved and stay where she should be. She reads her lines perfectly and says nothing else. This is an exaggerated performance of the expectations placed on women to perform for society every day.
For this making session, I borrowed an M5Go Starter Kit from the EMS. My goal was to write a program which would make it possible have a sound triggered by a button press. My idea for this was to create something like a child's toy which can speak when you press its hand. I would then adapt this mechanism to create the dolls described in my earlier paragraph.
I made the program, as shown in the photo, however, I unfortunately could not get the device to talk to my computer. Every time I tried to run the program, I received an "Import Error". Unfortunately, it seemed the device was just not compatible with my computer so I was unable to properly test the code. I decided to return the M5Go to the EMS as it is a bit too complex of a device for what I need it for but I still think it was good to experiment .
I found some speaker devices on amazon which are designed to go into children's toys and I think these are more suited to what I am looking for.
Today I made a quick prototype of a doll to test the equipment that I have. I do not own a proper sewing machine but do I do have a handheld sewing machine designed for quick fixes and also sewing kits with needles and thread. I made the doll using some scrap fabric I had at home and created it without a pattern. As such it is quite crude and uneven. I used the handheld sewing machine to sew the two halves of the doll together, leaving a small hole in the side. I then turned it inside-out, which was quite challenging due to the small scale of the doll and the thinness of its limbs. I stuffed the doll with fabric scraps and sewed up the side by hand.
Overall, I don't think the doll looks very good but I still consider this experiment a success as I now know more about designing patterns and will be able to improve upon this with further prototypes. For example, I would like my doll to be realistically proportioned and so I might try taking measurements of myself or anotehr person and scaling them down to create another, more realistic prototype. In the end, I would like my doll to be life-size but I think it's important to perfect the design on a small scale first so as not to waste time and resources on larger prototypes - these will come closer to the completion of the project.
I think I will also try searching for patterns online which I can try out in order to gain further knowledge about how to create the design I am envisioning.
I think that over the last couple of weeks I have become dissatisfied with my project and what it represents. I don't think that the commentary on female representation is the best angle for me to take in this project. I am still very interested in the idea of using life-size dolls as I think I can create a really striking image with them and I ma enjoying experimenting with the physical creation of them. I also like the idea of the 'voice box' inside.
The thing that made me realise I was unhappy with my current idea was a conversation about attachment to inanimate objects. It made me think about how people, children especially, often view their toys and other objects as if they were alive, imaginging them with a soul and a personality. I know for me in particular, I had a very vivid imagination when I was young and would develop some kind of emotional bond with anything that had a face. This led to me holding on to tiny doodles on scrap paper and begging my parents countless times to buy me a teddy I found in a shop because, in my head, by throwing the drawings away or putting the toys back on the shelf, I would be betraying them and making them sad. I suspect watching Toy Story probably didn't help with these ideas in my head.
After finding these memories, my mind was cast to the dolls that I have been thinking about for the last couple of weeks and how I am, in essence, doing what I imagined as a child but in a physical way. Instead of simply imagining these objects with a voice and personality, I am physically giving them one through the voice box. That being said, the voice that I would be giving my dolls is not the same as if they could truly talk. Instead, I am merely creating a representation of life which has no agency or thought of its own.
Today we had a speaker, Johnny Titheridge, come in to talk about exhibiting work. Johnny works for the White Cube gallery and as such, he had a lot of valuable insights into art exhibitions, particularly in the commercial art world. He went over several different types of - painting, performance, installation, etc. - and the things to consider for each one. An example would be if you have any technical equipment in the piece, are the wires hidden or shown? Does the outcome of this choice affect the way the piece will be read? This reminded me of my final project from last year, Digital_Mirror:Virtual_Stranger, in which we deliberately chose to suspend the long computer and projector cables form the ceiling. We also added spare cables that did not serve any functional purpose but just added to the aesthetic value. This choice reflected our desire for the piece to feel raw and stripped back. We wanted people to see the mess of cables, which would usually be hidden away, as they were reflected on themselves and how technology has shaped their inner perception.
After the talk, we went to the White Cube gallery and viewed the current exhibition - I Followed you to the end by Tracey Emin. I found this exhibition to be very interesting and thought-provoking, particularly appreciated how you could see and feel the emotion and pain of her struggles through the paintings. I really liked the inclusion of the giant sculpture in the middle of the floor, surrounded by the paintings. Though it and all the paintings depicted very similar things, each of them felt slightly different and individual, all coming together to give a wide picture of Emin's story. The size and scale of the sculpture really expanded the impact of its message. Johnny then took us behind the scenes of the gallery, letting us see where they store the art and how it is moved and processed.
After this, we went to another gallery nearby, Drawing Room, which was housing an exhibition called The Earth is Knot Flat by Emma McNally. I loved the combination of different media in this exhibition, using drawings, sculpture, and projections to create a complete image exploring a deconstruction of traditional drawing. I also really liked the second room of the exhibition which was filled with art supplies. Visitors were invited to sit around the table and create whatever came to mind with the range of materials given. Once done, the finished pieces could be hung from strings around the room creating a laundry line of tiny artworks.
Today (18th Oct) I went to see a performance of Waiting for Godot at Theatre Royal Haymarket. Waiting for Godot is an absurdist play by Samuel Beckett, of whom I am a big fan. Beckett began composing the play shortly after the Second World War and it was first performed in Paris in 1953. The imagery of the play heavily draws on the experiences Beckett gathered in the war as a member of the French Resistance. Themes of hunger, discomfort, and mental anguish are prevalent throughout the play. In terms of story, the play focuses primarily focuses on two men, Didi and Gogo, as they wait by a tree on the side of a country road for a man named Godot. The two do not know why they are waiting or what will happen when Godot arrives but they know that something good will happen when he does. Occasionally, other characters will cross their path - a master and slave named Pozzo and Lucky, and a boy delivering messages from Godot - but the scene never changes and Godot himself never appears.
The meaning of the play is highly interpretive and their is no clear singular metaphor being portrayed - as was often the case with absurd theatre - which is something that I really appreciate in all forms of art. I find the idea of creating something engaging and thought-provoking which allows the viewers to ponder and walk away with their own conclusions really interesting. After watching this play, I was reminded of the quote "The definition of insanity is doing the same thing over and over and expecting different results" (often attributed to Einstein, though there is no substantial evidence to suggest he actually said it). Didi and Gogo have no aims or goals beside coming to the tree every day and waiting for Godot. It is unclear how much time is passing as the tree grows leaves overnight and characters forget the names and faces and even encounters with characters they had supposedly met the day before. Ironically, Beckett himself offered a counter to the quote in his 1983 prose Worstward Ho, in which he wrote "All of old. Nothing else ever. Ever tried. Ever failed. No matter. Try again. Fail again. Fail better." This quote seems reminiscent of the idiom 'If at first you don't succeed, try, try again' offering a more encouraging perspective on the act of repeating the same actions, though in this case, it is implied that one would learn from previous attempts and 'fail better' than they did before. This does not apply to the characters in Waiting for Godot, who return to do exactly the same thing every day, not learning from their previous time spent waiting, if they remember it at all.
I found this performance to be a very good interpretation of Beckett's writing. Director James Macdonald did a great job of bringing a fresh and interesting take to the play, emphasising the comedic aspect whilst still maintaining the desperate and nihilistic drama which pervades throughout.
Ben Whishaw and Lucian Msamati have excellent chemistry as Didi and Gogo, doing a brilliant job of showcasing the codependent nature of their relationship, constantly holding hands and trailing after each other. The choice to cast two actors in their 40s as opposed to the more common choice of much older men (for example, in a run at the same theatre in 2009, the characters were played by Patrick Stewart and Ian McKellen, who were both around 70 years old at the time) is an interesting one but I think the warmth, energy and personality brought by the pair was more than enough to justify the decision, not to mention the fact that both are highly experienced actors of stage and screen. The decision also adds to the absurdity and sense of timelessness within the world of the play when the state that have "been together all the time" for fifty years.
Another decision to update the play is dressing the actors in modern clothing, swapping the pair's signature bowler hats for a beanie and a trapper hat. I found the clothing of these two characters, including the dirt and disheveled way they are wearing it, to be reminiscent of the stereotypical image of homelessness, adding weight to the idea that pair have been spending their days doing nothing but waiting by the side of the road for a very long time.
The set, designed by Rae Smith, was beautiful. The small square of land appears as though we have zoomed out of a photograph but are still only able to see what was captured within the frame. The darkness which surrounds the square encloses the characters for whom this small area represents the entire world, trapping them in a purgatory where they are destined to remain, waiting for Godot, who will never arrive.
Recently, I have been thinking a lot about artificial intelligence. It seems like I can't go a day without hearing or seeing something about AI, particularly generative AI. I feel like every company and brand seems to be adopting AI as part of their business, even when it clearly isn't necessary.
Every website has an AI chatbot you have to fight past to talk to a real customer service agent. Every book and email and text message and search result can (or must) be summarised by AI. Every paragraph we write or picture we take can be "enhanced" by AI. Even algorithms or tools that already existed and and don't even use generative AI are being rebranded to cash in on the current big buzz word trend. We no longer need comprehension skills or writing skills or editing skills because AI can take care of it all for us so we can spend more time focusing on the important things like working (unless your job can be replaced by an AI) or hobbies (unless you like doing anything creative because AI can do it instead) or spending time outside (for now, because the energy consumption from just training a large language model could be environmentally detrimental).
When generative AI first started getting popular it was easy to tell what was a real image or original drawing and what was generated; tell tale signs like too many fingers, foregrounds blending into backgrounds, or a strange glossy sheen made it easy to spot. Now, however, as AI is used more and more and the models are improved, more data is absorbed and regurgitated, it is getting harder and harder to tell. The lines between reality and simulation of reality are blurring. Misinformation can spread faster than ever before.
I think it could be interesting to explore an AI angle for my project. While I am against using generative AI myself, I believe that it could be possible to create an installation illustrating the idea of AI subtracting from humanity and the human experience. It interests me greatly how we as species seem dedicated to the pursuit of more and more technology and appreciate less and less the world around us. I think I would like to explore this in my project and create some kind of critique of AI and its relationship with us as humans.
UPDATE: Coca-Cola recently released their Christmas adverts made using AI and even though this is no longer the focus of my project, I find it interesting enough to comment on. The whole minute-long ad has a strange uncanny feeling as every shot moves in the exact same slightly-too-slow pace, each animal slowly lifts or turns its head, the iconic Coca-Cola Christmas trucks roll forwards without their tyres moving, the people grin but there is no soul in their eyes. Christmas has long departed from its origin in celebrating the birth of Jesus amongst the general public perception, but what it became was a time when people, religious or not (I even have friends of other faiths who celebrate Christmas) can come together to spend time and create joy with friends and family. Christmas is about being human, being a community, being with others, and celebrating love. AI is soulless, dead, has no spirit and no joy. This advert, for me, represents the epitome of corporate greed - co-opting a holiday celebrating the gift of life and humanity and turning it into yet another cash grab. Of course, that is something companies have been doing for decades, but at least, until now, they made the effort and spared the expense to capture the "real magic" of Christmas instead having a computer spit out a blasphemous rendition of what it has been told Christmas looks like.
This week I have been working on creating a speech app which can listen to speech and respond to certain questions with a given phrase. I have previous experience in html and JavaScript so I decided to use this. I followed a tutorial to create the general skeleton of the speech app then modified the CSS and added some extra questions which the app can answer.
The app uses Chrome's in-built Web Speech API to listen and recognise speech and then reply with a synthesised text-to-speech voice. The app can currently answer questions about the time, date, weather in a given location, and respond to 'how are you?'. It can also open a specified web page.
I plan to expand this program and incorporate my original theatrical intentions. I am thinking of possibly writing a script and having either two dolls/robots listen and read the script to each other, or having doll/robot which listens to a particpant reading lines from the script and responds with the next line.
(Left) Code Part One
(Above) Code Part Two
(Above) Section of code which specifies the questions the program can answer
Today we had the ideas exhibition. I am not sure how successful I would say it went. Of course, I am still deliberating on my idea and what I would like to create but I am not sure how helpful the feedback was. I very briefly mentioned AI as a potential subject matter and the conversation quickly became centred around this with suggestions including creating my own AI language model or writing the script specifically about AI. Throughout the conversation, I felt very regretful for having mentioned the word 'AI' as I have very strong opinions about my dislike for it and if I were to create something focused on AI, I don't think I would be open to any sort of debate or conversation given my closed mind on this topic.
One thing Chris mentioned was that if I had two dolls, it would not be immediately obvious that they are listening and talking to each other and not just playing a recorded loop. I think this is something that would be difficult to overcome if I did decide to go for this set up. I could of course sign post what's happening on a description card but it would be nice for it to be obvious somehow.
Tadej briefly mentioned the theories of Baudrillard and Simulation and Simulacra. This immediately sparked something in my brain as I think this is the idea I have been searching for to describe the feelings I am trying to turn into a project. I feel that we are using technology consistently to simulate, enhance, or replace the human experience and I would really like to explore this idea further.
In this tutorial, I discussed with Tadej the feelings I have been having about not being entirely sure what I want to do with my project and not feeling too happy with the themes I have been looking at previously. I mentioned that I have been thinking about simulation and the idea of trying to enhance, replicate and escape the human experience through technology. We discussed these ideas and he suggested I read Simulacra and Simulation by Jean Baudrillard. He also recommended a podcast calling The Coming Storm and a book called Getting High by Kester Brewin. The book is particular interesting to me as apparently it looks at humanity's drive to learn how to fly and how we have used technology to help us 'achieve' this goal - I place achieve in quotes because, while we can travel the skies, each of us as a human being cannot actually fly as a bird can fly.
We also discussed the idea of video games and virtual reality and how we use these worlds to escape from the real world and get away from the stresses and worries and problems of reality. In games, we are able to play God ourselves, creating and controlling characters, but even then we are still at the whim of the developers, playing out fantasies in someone else's imagination.
Finally, we spoke about the idea of an installation and creating an interesting and engaging environment for the audience and then interjecting with the topic I wish to talk about. I think we did this very affectively last year in our installation Digital_Mirror:Virtual_Stranger which asked the audience to look at themselves and question how technology had shaped their self-perception. We also spoke about Brechtian theatre and how Brecht's practices used a stripped back aesthetic in order to have the audience focus on the social issues that the play was trying to address.
Baudrillard simulacra and simulation
The coming storm podcast
Humans strive for flight - unreachable
Death drive
- why do we need to simulate
Games - playing God
Tadej's talk series
Advertising
VR entering imagination of somebody else
Who controls the simulation, why
Waiting for godot
Digital Mirror
- Create environment which engages the audience then interject and ask them to question something specific
Brecht <3
Following my tutorial, I have been reading a copy of Jean Baudrillard's Simulacra and Simulation which I borrowed from the library. I am interested in exploring the idea of simulation and replacing reality with a simulated version of itself.
Very early into the book, Baudrillard speaks about the idea of Religious imagery and iconography. As an Atheist himself, Baudrillard takes a very critical perspective on religious practices and the idea of God and, while I disagree with this as a Christian myself, I believe that a lot of what he is saying is true, particularly towards the end of the section (I have included the full extract here). Baudrillard argues that Iconoclasts (people who believe in the destruction of religious image, particularly prevalent in Abrahamic religions where worshipping false idols is forbidden) destroy images of God and religious figures because they fear the idea that the images are the only part of God that truly exists. He says that Western faith is built on the idea of taking 'signs' as evidence of God's existence. If someone is shown a sign which they believe was sent by God, they will exchange the sign for meaning. He says that if God can be simulated, this whole system of faith and signs is irrelevant because there is no true evidence, only a simulacrum. I agree that this is true. The whole idea of religion and belief in God is built on the idea of faith and of having faith that, even if you can't see or hear or feel Him, God exists. There is no evidence that God exists besides what we as humans have decided to believe constitutes as evidence. Religion, to me, is not about being 'right' or knowing for certain that God exists, it is about believing within myself that there is a higher power watching over us, someone who gifted us life and the world we live in, and that I can turn to in times of need, not for a magical solution, but for comfort and strength. Even though I don't know that God exists, I believe that He does. I agree that organised religion likely is a simulacrum, exchanging signs for a simulated idea of God, but I don't feel that this discounts the idea of God at all.
That all being said, these thoughts inspired me to think further about the ideas Tadej and I discussed in the tutorial, of the human drive to transcend humanity and the body and world we have been give. To augment ourselves and to create new realities we can escape to. Whether we believe in God or not (I feel, especially if not) humans strive to become Divine.
"Beyond medicine and the army favored terrains of simulation, the question returns to religion and the simulacrum of divinity: "I forbade that there be any simulacra in the temples because the divinity that animates nature can never be represented." Indeed it can be. But what becomes of the divinity when it reveals itself in icons, when it is multiplied in simulacra? Does it remain the supreme power that is simply incarnated in images as a visible theology? Or does it volatilize itself in the simulacra that, alone, deploy their power and pomp of fascination - the visible machinery of icons substituted for the pure and intelligible Idea of God? This is precisely what was feared by Iconoclasts, whose millennial quarrel is still with us today. This is precisely because they predicted this omnipotence of simulacra, the faculty simulacra have of effacing God from the conscience of man, and the destructive, annihilating truth that they allow to appear - that deep down God never existed, that only the simulacrum ever existed, even that God himself was never anything but his own simulacrum - from this came their urge to destroy the images. If they could have believed that these images only obfuscated or masked the Platonic Idea of God, there would have been no reason to destroy them. One can live with the idea of distorted truth. But their metaphysical despair came from the idea that the image didn't conceal anything at all, and that these images were in essence not images, such as an original model would have made them, but perfect simulacra, forever radiant with their own fascination. Thus this death of the divine referential must be exorcised at all costs.
One can see that the iconoclasts, whom one accuses of disdaining and negating images, were those who accorded them their true value, in contrast to the iconolaters who only saw reflections in them and were content to venerate a filigree God. On the other hand, one can say that the icon worshipers were the most modern minds, the most adventurous, because, in the guise of having God become apparent in the mirror of images, they were already enacting his death and his disappearance in the epiphany of his representations (which, perhaps, they already knew no longer represented anything, that they were purely a game, but that it was therein the great game lay - knowing also that it is dangerous to unmask images, since they dissimulate the fact that there is nothing behind them).
This was the approach of the Jesuits, who founded their politics on the virtual disappearance of God and on the worldly and spectacular manipulation of consciences - the evanescence of God in the epiphany of power - the end of transcendence, which now only serves as an alibi for a strategy altogether free of influences and signs. Behind the baroqueness of images hides the éminence grise of politics.
This way the stake will always have been the murderous power of images, murderers of the real, murderers of their own model, as the Byzantine icons could be those of divine identity. To this murderous power is opposed that of representations as a dialectical power, the visible and intelligible mediation of the Real. All Western faith and good faith became engaged in this wager on representation: that a sign could refer to the depth of meaning, that a sign could be exchanged for meaning and that something could guarantee this exchange - God of course. But what if God himself can be simulated, that is to say can be reduced to the signs that constitute faith? Then the whole system becomes weightless, it is no longer itself anything but a gigantic simulacrum - not unreal, but a simulacrum, that is to say never exchanged for the real, but exchanged for itself, in an uninterrupted circuit without reference or circumference.
"
In this tutorial, Tadej and I continued to talk about the things we discussed last week.
We again discussed the idea of flight and of leaving Earth as well as photographing Earth and other planets either by hand or with satellites and rovers. Even for the vast, vast majority of people who have never been to space, seeing photographs of our planet from this perspective influences our thinking and our understanding of our place in the universe. Thinking about the universe can make us feel small and insignificant in its infinite expanse and, as such, could drive our motivation to achieve something greater. In relation to this, the inevitability of death that comes for us all can also fuel this desire to continue to create in an effort to overcome this.
We spoke also about God and religion and how organised religion differs from faith in itself. We spoke about religion has influenced the development of our society through things such as the divine right of Kings, Church being linked to literacy, and the community found in religion. Faith can be experienced in many different ways but even when practices differ, there are still similarities. For example, people who believe in manifesting and asking 'The Universe' for help are, in essence, doing the same thing traditionally religious people do when they pray to God.
We also spoke about potential implementations of these ideas in an installation. Ideas included making something within a game engine which could potentially use VR and using physical computing as I have experience with and enjoy coding. I also would like to create something physical like a sculpture or art piece of some kind.
Races to augment ourselves - space race
Assett Apollo AI.
Psychedelics
Escapism - achieve higher experience
Getting High a savage journey to the heart of the dream of flight
Cannot fly ourselves but built things to simulate flying
Leaving the earth
Photographs of other planets - rovers
How these spaces are changing the way we think
Blue marble
Photographs give us the experience of seeing earth, influence understanding of ourselves
What is the divine, ourselves, our limits
Is it survival, is it death drive
God ruling through monarch
Constantine
Hapsburg
Religion is community
Bank of Vatican
Enlightenment
Literacy
Clashes religion vs science
How can faith be understand through different implementation
Crystal girlies
Arrogance of humanity
Technology and religion
Religion as an institution and religion as faith
Game engine
Virtual space
Physical computing
Something physical
Last night as I was falling asleep I was thinking about my project and had a vision for a final product. It is still in its infancy as it was just a simple thought but I think it has potential for development into a more complex and interesting product.
The vision was to have either two rag dolls or one rag doll and one robot-like figure positioned as God and Adam are in Michelangelo's iconic The Creation of Adam. Behind this, I would project a capture of a player flying through and infinitely generated landscape (I think this is inspired by trying to fly to the 'farlands' in Minecraft when I was younger).
I would make the doll/s out of fabric as I planned to originally at the beginning of my explorations. If I make the robot, it will likely be made out of plastic and metal parts and pieces of electronics. I am going to look into creating the landscape in Unity.
I am still developing this idea further and trying to refine it but I like the concept and I think it's good to have some kind of idea for my final product.
In a trip at the beginning of the semester, we visited an exhibition at the Vinyl Factory. One exhibit in the exhibition was Vigil 2.0 by Caterina Barbieri with Ruben Spini. The piece was comprised of a block of ice with a hand imprinted on its surface slowly melting. Behind this is projected a timelapse video showing a sunrise - the video plays forwards before reversing and looping back round. The piece is also accompanied by original music composed by Barbieri.
I find the aesthetic composition of this piece incredible striking. Watching the ice slowly melt as the sun infinitely rises and sets behind it is a really beautiful image. The temporary nature of the ice juxtaposes the eternity of the sun and the overall effect is calming and thought provoking.
I was inspired by the composition of this piece with its projected background behind a central "sculptural" element.
Today I attended the sound recording and editing workshops. While it isn't relevant to my project, I find it enjoyable and interesting to learn the best ways to use a microphone in different situations, how to capture the best audio recording, and how to edit audio. I used to edit soundtracks for the drama pieces at GCSE and A-Level and it was interesting to learn how to use these techniques on a more professional level.
Later on, I attended the talk given by Pete Jiadong Qiang from the Virtual Realisms talk series. Pete spoke about his creative practice, going from where first found his interest in the virtual, through his creative career, and up to his current practice. I found it interesting to see how his career had progressed and how each step had moved him forward to the point he is at now. I particularly liked his piece Hyperbody Dungeon which was a virtual reality experience housed within an inflatable structure.
This week I have started working on the Unity project to be projected in the background of my installation. I have never used Unity before beside a couple of basic level sessions that were held last year. Having forgotten most of what I learnt in these sessions, it took some time to get to get to grips with the basic usage of the software. Once I had found my way around, I found a tutorial on YouTube by a user named CodingWithRus which goes through the steps of procedural terrain generation in easy to follow and well explained instructions. I downloaded Visual Studio and got to coding, following the videos to create the field of cubes shown in the screenshot. Though it is hard to tell from the image, the heights of the cubes differ slightly based on random perlin noise. As I develop the program further, this will be used to create hills and valleys.
I am excited to continue working on this aspect of the project in particular as it is a somewhat new skill and I enjoy challenging myself and exploring new avenues for creation.
In my tutorial today I told Tadej about the initial idea that I had. We discussed it and decided that the image of God and Adam is a bit too cliché, which I agree with. We spoke about what the dolls could look like, discussing topics like whether the doll would have any gendered features. I would like dolls to be androgenous and featureless in general as the dolls are supposed to represent the relationship between humanity as a whole and technology.
I also showed him the work I have done so far in Unity and he suggested adding an interactive element such as UI of some kind which would allow the viewers to edit and customise the world as it is being projected.
Five stages of ai grief
Should technology have a human face
Project on the figure
Gender
Archive dreaming rafik anadol
Infuse objects with life
Today I continued working on my Unity project. I added a grass texture and trees which I downloaded from the Unity Asset Store. The trees have their own perlin noise field to control generation as well as restrictions which stop them overlapping or generating too close to one another.
I then began to write and implement the code which would allow the terrain to generate depending on the movements of a player character. Unfortunately, however, it quickly became apparent that my laptop would not be able to handle the loading and generating of the world as the fans began to go crazy and my whole screen froze. This means I will have to do the rest of the programming using the computers on campus.
While it is frustrating that I won't be able to work on this project at home, it is a good thing that this happened early and that I now know that I will need to borrow a higher power computer from the EMS when it comes to displaying my work at the end of the project.
I have decided on a new design for the sculpture that will be at the centre of my installation. I will create a human-sized ragdoll which will stand in the middle of the room in a slumped posture. The doll's back will be cut open into two sections which will be lifted and attached to the ceiling to look like wings. From the hole in its back, a mess of wires, cables, electronic parts, and stuffing will fall out onto the floor. I will go over the meanings behind each decision I have made:
Ragdoll
The reason I chose to portray the figure as a ragdoll is to invoke the image of a child's toy
When children play with dolls, they use their imagination to infuse the toy with personality and life, even though the toy itself has none
This is similar to the way we infuse life into technology, particular AI, giving it human names and voices
The figure being humanoid is representative of our attempt to augment ourselves with technology as well as our desire to create life
Angel
The doll is depicted as an angel in order to incorporate the religious aspects of my theory
I want the doll to represent our pursuit of divinity and desire to become a higher life form
The design of the wings was inspired by the fifth episode of the TV series Hannibal, in which a serial killer poses his victims in the manner, kneeling in prayer at the foot of the bed to watch over him as he sleeps - shown below
Posture and cables
The doll will be hunched over to represent its lifelessness as the technology which enhanced its existence spills out of it onto the floor
In my research, I found many images of robots with wires coming out of their head, representing the influx of knowledge the artificial intelligence absorbs. By having the wires spilling from its back, I want to create the image of the doll being disemboweled.
Today, I gave my project pitch presentation to the class, going over my project so far and the idea I wish to create.
I was happy with how the presentation went, though I was nervous and didn't do the best job with my public speaking. The feedback on my idea was very positive and constructive.
One important note was a point Chris mentioned about making it obvious that the projection is being generated live. He suggested having a read out of each object being generated viewable on a computer within the installation. I think this is a good idea as the fact the world is constantly generating is key part of the meaning of the piece. I did mention, however, that the possibility of having it generating live is dependent on whether I can get a computer capable of handling the workload. This would also be key if I decided to include an interactive element.
It was also suggested that I speak to one of the members of the EMS team who knows about Unity and could advise me on my project.
“These first aeronauts affirmed that physical flight, just like the religious journeys into ‘inner space,’ was about recovering heaven. Altitude was, for these pioneering pilots, about flight to a place beyond the reach of the corrupted Earth. Height had so long been considered sacred and immortal, reserved for the holy, but now, having achieved our dream and taken to the air, things changed. It wasn’t so much that altitude was prohibited because we weren’t pure enough, but that we could achieve purity through flight. In the Middle Ages we had given up the air to demons and witches, but now, in these enlightened times, up here we felt out of reach of the power of evil. We had risen with wings to where the heavenly host sang. In the above we could enter a place of angelic peace, a new paradise.
For all its battles with medieval Christianity, flight now emerged as a religious technology. At the birth of aeronautics, gravity and grave were still inextricably bound: escaping the latter was about our journey to defeat the former. Perhaps, we thought, with the invention of ever-finer flying machines we might finally escape the earth and outrun the earthen graves ordinary life dug for us.
”
Stanza artist
Cyborg art
Broader contexts
- artistic concepts
- minecraft - building
- Extension of self
- Cyborg
- Religious
Does it have to be 'Man'
Move some overview stuff to context
- compact it for overview
Minsky - ai research
- talks about obsession with not being human
Include sketches and images in overview
Expand why the unity thing is relevant
How the doll will be built
"Explore the potential to make this an interactive installation"
- discuss at length in documentation
Make a little doll
Does audience religious beliefs matter
This morning, I attended the seminar Tadej gave on how to get funding as an artist. I found this really valuable as it is something that I will definitely have to do in the future, especially since I am very interested in producing and am looking at pursuing producing as a career.
In the afternoon, I had my final tutorial before the proposal submission. In it, we discussed how to structure the proposal and what to include in each section. I feel content with my project in the state that it is and I am looking forward to making it a reality. I am going to try to do a couple more pieces of practical work before the submission, focusing on the doll and how it will look.
After the tutorial, I attended the talk given by Dr. Aleena Chia in the Virtual Realisms talk series. I found the talk interesting to begin with but I am not sure I understood the points she was making towards the end. I thought the idea she put forward of "congealed labour" was interesting, thinking about how the individual contribution of each artist is "homogenized into the asset itself" and their authorship over their creation is lost upon sale.
Triumph
Contemporary Golgotha
Today's Pharaoh
Today, I created a new partial-prototype for the doll figure. I wanted to experiment with methods of construction for the doll, mostly due to the flimsiness and difficulty in posing that will come from making the doll solely from fabric and stuffing.
I used chicken wire which I modelled on my own leg and foot to create the structure of a lower leg. I then used newspaper and PVA glue which I watered down to a runny mixture to papier-mâché over the wire. Once this dried, I was left with a light but relatively sturdy leg model.
Going forward, I am going to decide whether to paint the leg, to apply ripped pieces of fabric similarly to the newspaper, or to create a sock which I can slip onto the model.
I think this could be a promising way to create the model, or at the very least parts of it. I would like to have the look of a children's doll so I think the loose, ragdoll construction is preferable for the majority of the doll, however I think the torso area in particular may require some reinforcements due to it having to carry the weight of the cables and electronic parts.
I have some interest in the idea of adding an interactive element to the Unity project. I am not sure yet what this would look like but I am intrigued by the concept of giving the participant the opportunity to 'play God' themselves, allowing them to edit the world in some way, before taking that away and restoring the world back to its default setting.
I think this concept is reminiscent of the idea of nature 'reclaiming' the Earth from us, breaking down our buildings and infrastructure and restoring the plants and wildlife that were destroyed or driven out by us in our quest for expansion.
Having an element like this included in the project would emphasise the idea that as much as we like to 'play' God ('play' video games, 'play' with dolls - forms of play are a recurring theme in the project) we can never actually achieve Godhood. We are still mortal and still bound by the contraints of our bodies and our world.
Though it is hard to reflect on a project that has not yet been made, I am very happy with the research and experimentation I have conducted in preparation for next semester. I feel confident and passionate about my themes and ideas and I am very happy with my design for my outcome, while still being open to developing and changing certain elements, for example adding interactivity. Going forward, I am going to continue to develop the Unity project and explore the potential to add a UI which participants could interact with. I am also going to continue working on designing my doll and creating a pattern that I am happy with. I would like to do more testing with the chicken wire model to see if this is a better way to go or if should stick with simply fabric and stuffing. These are questions that should be answered fairly easily through trial and error.
I am excited to make this project and I hope that the outcome will be something I can be proud of.