First week of Session 2. And I feel so far behind my schedule. But all there is, is to keep going.
To re-cap from my thoughts of the week before… I have been reading a lot of the writing about the works of Raphael Lozano-Hemmer and his practice and production of his ideas within his work. It has been very interesting, and I’m not sure if it has been the 4 months that preceded that has resulted in my thought progression to this point. Because when I step back, it seems like a whole heap of mental rubbish from which (finally), a solid idea has emerged from the pile, and presented itself as a realistically viable way of representing my data.
The following somewhat describes where my mind wandered to after reading a couple of the essays from “Some Things Happen More Often Than All of the Time” – Rafael Lozano-Hemmer.
I have been thinking about the visuals and I was reading an essay about Spatial Expressivity (“the edge of a cliff supplies a walking animal with a rtisk, the risk of falling, and the sharp edges of the rocks below, the risk of piercing its flesh; a layout of rigid surfaces facing inward, like a hole on the side of a mountain, supplies an animal with a place to hide, either to escape from a predator or, on the contrary, to conceal its presence from its unsuspecting prey…”)
I won’t site the whole passage but, I was thinking of using the data from the accelerometers to transform the space into a kind of “chasm from above” where the cliff face edges are generated and projected vertically downward as a result of the rhythms of the players.
The gap of the chasm would be reliant on 2 states of the player:
-determination
-desperation
these values could be determined through the comparison of the individual data streams and represented in the gap of the “chasm” and i’m looking into the possibility of projecting a sense of depth through echo…
The 3rd state of the players, vulnerability, i was thinking could be mapped with the brightness of lights casting shadows on the back wall of the space. sort of like in films when the shot of approaching danger is coming.
Ref: Still from Woody Allen’s “Shadows and Fog” (1991)
This lead to further questions from Petra:
in what way do you imagine -determination and -desperation to influence the appearance of teh chasm?
and would you be after showing which player is determent in which one is desperate – how can you show the different states of the player in/through the chasm?
do you imagine the chasm to ‘evolve’ during the fight (that is, change in shape, crackle, etc)? (i must admit, i wouldn’t know how to program that)
if you are interested in visuals that change, grow, etc in accordance to the incoming data input, it might be easier to look for/develop a generative pattern or something alike (e.g. crackling (of the ground)), where the sensor data drives the pattern’s evolution.
This got me thinking… It was true that a “chasm” of sorts may not be expressive enough to represent the different states within a fight. So continuing with the “crack” metaphor, it came to me that it would make more sense to illustrate the reactivity with a collection of cracks, and so this lead to thinking about floating icebergs, broken glass and the assorted types of cracks produced in different materials.