Phase 4 - R&D
Research and Development Week
The final phase of the DYCP project work concluded in bringing together all the skills I had learnt over the last few months, ideas taken from the shows I've seen and all the research into a week long R&D session. As a large component of the research was focusing on how to utilise these technologies in an accessible way with emerging artists I hired in two creatives to work along side me. I hired a dancer and a weaver for the R&D due to the nature of both of these practices being so physical I was intrigued by the possibilities and challenges with translating them into a digital space and also the integration of such different practices together.
Day 1
The first day comprised of introducing both artists to the different technologies, particularly those they had limited experience of. Both artists were new to most of the equipment so we took time to get used to the possibilities and capabilities to give us a clearer idea of the the things we may be able to achieve in a week.
Initially we looked at the VR headset, as neither artist had used a VR headset we had to start with basics, introducing them to the first steps application on the Quest 2 which has an easy walk through to get the hang of the controllers and basic movement and interaction. We then tested some other simple VR applications so that both the artists felt comfortable in the VR space. After this we moved to Gravity Sketch which is a 3D sketching space and both artists got used to using the different controls for that as it became a key part of the R&D it was good to be familiar with the possibilities.
Next we moved onto projection mapping. We set up the projector against a wall and I showed them both the basics of using Isadora software to map video and images onto the wall. We tested out creating a variety of shapes and how it can be used to map onto many different surfaces at once without requiring many projectors.
Finally we looked at the Camera Equipment. The 360 camera is very simple to use and so it was relatively straight forward to explain as both artists have used modern cameras before. I also explained the live streaming capabilities and the different available settings and that it also has in built surround audio pick up for a more immersive viewing experience.
Day 2
On the second day we discussed the possibilities and ideas from the artists now that they had a greater understanding of the technology. We played with projection mapping fabric smaples onto a large blank peice of fabric to create a form of diital quiliting. We then played with using different mediums within the fabric to create different visual effects and using different images on those sections.
Eden (Dancer) tried out dancing with the headset on an creating a large pattern in the sketching application which dancing as a trail following the shape of the dance. We then tried out recording elements of this in different formats.
We also took the large sculpture shapes Eden had created and turning them into sections of weave. Lilly (weaver) also worked to develop 3D weave patterns within the sketching app. We investigated ways in which we could view this and share it, currently passthrough recording isn't supported on the Quest itself so we had to add an additional recording element to the headset to be able to record the content we required.
We discussed possible ideas for how to integrate the two art forms into one cohesive form including looking at the historical relationship between dance and textile specifically relating to the cotton industry and textile factories.
Day 3
On Day 3 we focused on refining a lot of the activities we had tested out the previous day and focusing on elements of them that were proving to have the most interesting outcomes.
Lilly became very adept at using the VR Sketching application to create a variety of complex weave textures and as we discovered ways to import out own textures into the application the work become more focussed on the contrast between traditional weaving textiles and non traditional textiles.
For the Dance elements we focussed on how to projection map live feed video to create a body doubling effect. We experimented with the lag effected created by running the stream through different levels of software and how this changed the time between movement in real life and the movement appearin on the projected wall. Eden also experimented with body doubling Lilly while they were in the headset and utilising movements from the VR world into dance inspired movements.
It was clear to see both the creatives became much more comfortable with the technology and also the possibilities and ways it could be pushed and challenged on the third day. Although a lot of the samples of work we were creating were relatively simple it was exciting to seem it be picked up so quickly and how many ideas sprung from this.
Day 4
On day 4 we focussed on the distortion between the virtual world and the real world. To do this we bought in 200 meters of large yarn and created some real world physical weave structures. Both Lilly and Eden experimeneted with developing the weave and integrating different materials into the weave structures. Eden also integrated some dance/movement within the large weave structure, and we looked at how the largered scale of the textiles, ment it became easier to integrate the technology but also both creative practices.
After the weave was built we spent the majority of the afternoon tetsing out projection mapping onto the weave to create a dissonance between the visual and haptic elements of the weave. Using paper woven in to create "TV screen" effect and also projection mapping onto specific colours of yarn and not others to allow for an adaptable colour palette or pattern using technology.
On the theme of dissonance between the senses we also tested out creating a weave in VR space in the same location as the physical weave and seeing how the disjoint felt between the difference in expected touch sensation with the actual touch sensations.
Day 5
On the final day we ran through a few of the last thinsg we wanted to test out. Lilly focussed on creating a variety of textiles in VR and using them as potential learning tools for weave pattern teaching. THe weave was redone and we integrated a greater variety of fabrics and textiles into the weave and again tested out a load of projection mapping techniques. We discussed how these could potentially be used in displays for textile work to add additional elements to an exhibition.
We hung the yarn all around the room creating a really interesting set design and landscape for Eden who played with the idea of dance through the "set" including tying yarn to themself and weaving through the landscape of yarn to create a weave of their own. We recorded this in 360 video in a variety of ways including a static video and movement video to see how this would look in VR.
We also again played this the dissonance of being able to see some elements of the yarn and touch others and those senses being disconnected and how that causes us to experiment different with our senses in a space.
Finally we discussed how the week had been for us as creatives and the different take always we would all have. It was really exciting to see that both creatives felt like this technology could really aide their practices in the future and from a technologically enabling standpoint it was great to have some hand on experience of developing the necessary tools on the go for each artists ideas.