All posts by omar

Cécile Martin

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Cécile Martin

Architecture, care & dare

Architecture care & dare explores how a body connects to an environment, reacts to it, dwells in its perception. Capture the experience, as it is experienced, before it becomes conscious, when it is still at a subconscious level, when it is something that is happening to an individual. Before the mind controls, creates habits, values, imposes culture and decides to erase the bodily presence. Stay at the first level of embodiment. Proceed to the automatic recording of what comes forth.

This project intends to erase the gap in architecture between a knowledge-based practice imposing rules to action within a space, and the individuals’ experience of architecture. I wish to capture the sub-conscious act of inhabiting, the emergence of experience and of the imaginary in their capacity to act as gateways, as tools to bridge, to reconnect the human to the collective and individual empowerment. How does one reconnect people to their senses? In a timely experience, address empowerment, to show without saying but by making individuals experience in a seemingly banal action, make them perceive something they have never observed before.

Concordia will be the case study for the whole project, in the making and the exhibiting – addressing the space, with the people within.

  1. The recording of an extensive encounter with their environment of a dozen individuals. Create a context of direct intimate experience of architecture, and document the moment.
  2. A single self-contained, textured, multi-dimensional “narrative” blurring words, all recordings brought into a single composition.
  3. an immersive physically-dedicated listening tool/set-up: the visitor puts on a headphone, to which is attached a frontal horizontal mirror so that he all at once sees himself, the space both behind the mirror and behind him. To and in front of this headgear + mirror is attached a full-length “horse-tail” hanging to the floor. The viewer’s relation to the environment is disrupted (a disturbance amplified by his movement) through the duplicity of his vision and shift of gravity, making perceptible, changing his subconscious relation to the environment. The visitor is transformed into a character: his perception leading his jerky actions in space, he becomes a performer.
  4. a feedback process
    • a recording of the visitor’s use of the headphone is added to the previous soundtrack, live (which includes a spatial recording of the environment)
    • the object itself is not final. The user can modify it. Eventually the parts will disassemble and come together in another manner, for another use. Elements can be taken off or added to it. Maybe a set of various elements can be staged, spread around the room.

Andrew Forster

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Andrew Forster

Cinéma

The Old Cinema
“Cinéma” was a performance which took place over three days in the space of the Société des art technologique (SAT). An audience seated indoors in theatre seating facing out through windows towards a public square watched a series of ambient actions repeated on varying cycles. These action were hardly discernable from the ‘normal’ events going on in the park (drug dealing, skate-boarding, hanging out): a man swept up garbage with a pan and broom; another arrived on a bicycle, locks it and runs away (repeats); another performer re-enacts the gestures of a Palestinian suicide bomber as he disarms himself at gunpoint; a musician plays kalimba on a bench, chatting with a policeman. Each night a sound mix was generated using material recorded in the park at other times, mixed with live material picked up in microphones in the park. The piece was often intervened upon, or completed, by actions of  the users of the park interacting with the performers, or the police arriving , for example. I have decided to re-score this piece and present it again using a similar apparatus in public space. The first version of the piece was so complex that I hardly had time to understand the rapid unfolding of events on each night. I learned much about the complex dynamics of performance in public space. This new version is a chance to take the piece further.

What to do In the Black Box
So the original ‘Cinema’ was a perceptual apparatus like a camera — a room opened towards the world through sound and light. Not only was the audience able to watch what was going on outside, they also heard a soundscape ‘pulled-in’ by microphones located in various places (on the musicians instrument, on the dust-pand of the sweeper). This was a live mix each night. So the box of the theatre is like a camera. It is a black box with an aperture out onto the public space. The new exploration that could be done in our underground black box is to think about ways, other than the visual, to sense and rebuild another space. If the black box has no window (as we know) how do we ‘see’ out. in this space how can we experience something happening elsewhere. This could be a live demonstration or simply us making a mock-up of what would be an audience experience. How could we ‘spatialize’ this intentionally neutral space.

Alice Jarry

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Alice Jarry

Lighthouses [ working title]

I’ll be working on a series of early prototypes for a larger site specific installation called Lighthouses to be presented at Les Transnumériques Biennale (Belgium) this fall, within the context of MONS 2015 (European Capital of Culture). The experimentations will consist of dichroic glasses, stepper motors, light, smoke and various mechanical components. During this residency, I will work on creating color patterns, developing suspension methods, and I will explore emerging material properties such as glass resonance in order to see what these assemblages can activate within the space.

ANIMATING AMORPHOUS LIGHTING SYSTEMS

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INTRODUCTION:

This workshop will introduce a few technologies expecting no prior technical background from attendees. Our purpose in this introductory part of the workshop is to indicate the enormous diversity of modern technologies for the creation and modulation of light, including piezo-luminescent textiles, quantum devices (like LED’s), dichroic films, thermo paint, and industrial protocols for transmitting animation logics such as DMX, MIDI, and DALI.
The goal here, however, is to get a strategic way of thinking about a field that is evolving so rapidly that any lighting technology is superseded practically by the time that it is installed.

 

How to Apply

interested participants are asked to submit position papers (3-4 pages) addressing the three themes and questions listed below. Preference will be given to reports on realized prototypes. A subset of the papers will be selected for presentation during the EXAMPLES phase of the workshop.

Interested participants should send their papers to the following email: omar [AT] morscad [DOT] com by August 1st 2013 at the latest, and the organizers will get in touch with you on the status and details of your submission.

 

CHOREOGRAPHING LIGHTING

Given an installed infrastructure of adequately addressable lighting networks, how can we condition, but not over-determine, the potential events in a physical site with animated or responsive lighting? What are differences from the perspective of the designer and from the inhabitant between (1) scripted (cue-based), (2) interactive, and (3) responsive logics?

 

PHENOMENAL EXPERIENCE

Building on robust and flexible methods for authoring responsive logics to animate amorphous lighting networks, we focus design on the experience of the event rather than on the state of the technical apparatus. What are some proposals for modulating with animate lighting the inhabitants’ experience of a given site or built environment?

 

TIME

Ideas from spatialization sound: The first mistake that visually-oriented designers make when beginning to work with sound design is to think about sound as occupying a specific place, or having a specific geometric extent or shape. In fact, sound is the quintessentially temporal medium: its extent is duration, its directionality is change.
We see what we can borrow back from sound design to the design of lighting when used as a way to shape event.
In particular, we explore the phenomenology of temporality (sense of time, or time consciousness), and how this can be conditioned by computationally modulated fields of lighting (and sound).

 

Patrick Jagoda – “Fabulously Procedural: Braid, Temporality, and the Videogame Sensorium”

Patrick Jagoda (University of Chicago)

“Fabulously Procedural: Braid, Temporality, and the Videogame Sensorium”

Friday 23 November 2012, 4:00 PM

Hexagram Resource Center, EV 11th floor

Abstract

If we are to make sense of the type of art form that digital games are and could someday become, it is critical to understand the new sensorium — the experiences of temporality, speed, space, protocols, and history — that they open up. This talk turns to the independently produced 2008 platformer videogame Braid. The central mechanic that Braid adds to the usual platformer repertoire is the manipulation of time. Each “world” in the game is subject to a different set of temporal rules that affect the player’s ability to solve puzzles. By intertwining narrative, visual, audio, and algorithmic components, this game interrogates the impulses that drive videogames and the historical subjects that they produce. Through strategic complicity with the activity-oriented attitude that has characterized both Cold War politics and videogames, Braid encourages a powerful form of self-reflexivity in the player. By exploring Braid’s commentary on the history of videogames, I suggest that the procedural operations of the form provide an aesthetic horizon for the experience of our information-oriented, postindustrial society. If cultural works are fields through which the dynamics of different media and modes of production can be apprehended then Braid is, ultimately, a multi-layered exposure (or indeed a “braiding”) of the logics that underlie the contemporary military-industrial-entertainment complex.

Patrick Jagoda Bio

Patrick Jagoda is an Assistant Professor of English at the University of Chicago. He is also a coeditor of Critical Inquiry. He specializes in new media studies, twentieth century American literature, and digital game theory and design. Specifically, his scholarship examines how contemporary American fiction, film, television, and digital media aestheticize global networks (including terrorist networks, economic systems, and computer webs). His publications appear in such journals as Critical Inquiry, Social Text, Post45, and Neo-Victorian Studies, as well as edited volumes such as The American Novel 1870-1940 and Cyberspace and National Security.

Jagoda has also worked on several projects related to digital storytelling, transmedia game design, and new media learning. He is the co-founder (with Melissa Gilliam) of the ongoing Game Changer Chicago initiative, a project that uses transmedia game production to promote participatory and systems-oriented forms of health learning aimed at adolescents. This initiative has received support from several organizations, including the MacArthur Foundation and the Wohlford Foundation. In 2012-2013, Jagoda will pair with digital media artist Sha Xin Wei for a narrative-oriented transmedia game project supported by the Mellon Fellowship in Arts Practice and Scholarship at the Richard and Mary L. Gray Center for Arts and Inquiry. Jagoda received his PhD in English from Duke University in 2010 and was a Mellon postdoctoral fellow at the University of Chicago from 2010-2012.

Co-sponsored by the Canada Research Chair New Media, Topological Media Lab, Hexagram, TAG, and the Mellon Foundation

Michael Montanaro

Associate Director of the Topological Media Lab

Chair of the Department of Contemporary Dance
 Concordia University

Graduate of Hartford Conservatory
- former Assistant Artistic Director of le Groupe de la Place Royale
- founder and choreographer of Montanaro Dance
 – has choreographed for a number of companies such as Winnipeg Contemporary Dancers, Danse Partout, the National Film Board of Canada, l’Opéra de Montréal
- collaborated on video sensing systems to create interactive works at the “Institute for Studies in the Arts”, Arizona State University
- has travelled world-wide as a consultant for an interactive image museum project based in Portugal.
- Choreographer for Varekai, a Cirque du Soleil production.

Michael has a background that has crossed the boundaries of many different art forms. Accomplished as a composer, musician, actor and trans-disciplinary artist, he is best known for his work in the field of dance.

http://michaelmontanaro.com/

Omar Faleh

Omar is an interactive media developer and architect with an interest in designing responsive environments, interactive media installations, and public interventions. His work investigates the phenomenology of perception, embodiment, and presence in responsive spaces, and is interested in the two-way relations between body and space in performative settings, as well as everyday practices.

Omar is currently pursuing an MA in individualized studies at Concordia University in Montreal, studying the areas of architecture, arts, technology, and philosophy. He is a member of the Hexagram research institute in Montreal, Canada, and is currently a part-time faculty at the department of Design and Computation Arts at Concordia University.
He holds a bachelor degree in Architecture, with a master of science in Virtual Environments from the Bartlett, University College London. He also holds a second bachelor degree with a major in Computer science and Computation Arts from Concordia University.

Omar has been involved with the Topological Media Lab as a research assistant since 2006, worked in several R&D projects for the web and mobile devices, and is a consultant and analyst for interactive development projects for mobile and web applications.

http://www.morscad.com

Artaudian Lights

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Artaudian Lights

Artaudian Lights took place in Hexagram-Concordia’s black box research facility in collaboration with Harry Smoak and under the umbrella of the Topological Media Lab. The three-week residency marked the beginning of an ongoing investigation into the development of new technological and human models for performance based sensing environments. The collaboration was designed to deal with issues that revolve around the interaction between movement, lights and projection through camera-based tracking and computer vision. The focus of this ongoing research is to explore, identify and develop new movement techniques, and applications of pattern recognition and computer vision.

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TECHNIQUE [SOFTWARE]

Video camera,
Theater space
MDX controlled lighting grid
DMX-Ethernet interface
Custom feature extraction and tracking software
Custom lighting animation software

 

PEOPLE

Michael Montanaro
Harry Smoak