🌌 New Media Installation
🎨 Artist / Technician
🎓 AR / XR Design Theory
🔮 Conceptual Development
🖱️ 3D Modeling
📐 Shop Drawings
💰 Project Estimates
📊 Budgeting & Cost Mgmt.
💻 Systems Design & Spec.
🕹 Interactive Development
🚀 Motion Graphics
🎞️ Photo / Video Doc.
ABOUT THE SERIES
Impressions is a series of projection works that utilize shadow as a tool of two-dimensional compression (capture) and decompression (playback) to explore the capabilities and limitations of video to reconstitute portions of perceived reality.
Yeah, I made shadow puppets at MIT.
REVISITING the HISTORY of FILM
Because augmented / composite reality came about so long after film was invented, the emergent medium has missed out on themes explored by early moving images. Many of the first film strips explored the basic mechanics recording on film, including maintaining or choosing to divert from the continuity of time, scale, and space. Some forget that before the Lumière brothers introduced deception into film, most videographers and indeed the inventors of the underlying technology went to extreme lengths to recreate reality as accurately as possible. Impressions revisits this loyalty to reality, working from a standpoint that video content must be fully integrated and imbedded into the environment first, by default, and as convincingly as possible.
From this grounded standpoint of augmented / mixed reality, Impressions revisits the early mechanical deviations that would mature into the language of film – cuts, zooms, slow motion/time-lapse, and compositing – to find that they are extremely jarring and undermine our expectations of reality.
When the virtual is grounded in reality, disbelief must not be suspended as is customary when entering a theater or turning on a television or mobile. In reality belief is the default. Seeing is believing, at least for now.
WORKS IN SERIES
Screen 1, 2015
4 x 3 x 1 ft (122 x 92 x 31 cm)
Also known as Registration Plane after the work's first iteration.
Box 1, 2015
Also known as Test Box I.
Room 1 , 2015
Also known as Test Room I.
Stadium 1 , 2016
A largest-scale demonstration of the effects explored within the series applied to the Houston Astrodome.
Different projected content can bring new meaning to the same physical sculpture. Notable explorations of content are notated as numbered iterations (abbreviated iter.) on physical works.
(iter. 1, Registration Plane), 2015
A simple proof of concept. A 3D printed hollow orb was dangled from fishing line behind the screen, moving in and out of focus in a shaky manner. Once captured and re-projected onto the screen, the whole apparatus sustained an uncanny – Vaudevillian - illusion of an invisible floating orb casting a shadow. All of the traces of the orb were there, so it had to be there somewhere.
Even more interesting was that the illusion was implied from either side of the screen, doubling the typical viewing angle and audience size.
(iter. 2, Mr. Hand), 2015
A goofy clip of a seemingly disembodied hand (an image popular during the Victorian advent of Vaudevillian theater and film technology) scampering around and onto the screen.
(iter. 3, Intermission), 2015
This clip captures and re-projects the feet and legs of several people as they maneuver around the screen, similarly to how viewers move around the screen when the piece is on display.
(iter. 1, Reality Compresser), 2015
(iter. 2, Let Me Out), 2015
(iter. 1, [NAME]), 2015
(iter. 2, Physics Simulation), 2015
(iter. 3, [NAME]), 20XX
(iter. 4, Temporal Granulation), 2017
The iteration was meant to point out how jarring the spatial-temporal manipulations used in film would be if interpreted more accurately in mixed reality. Sometimes the video is cut, making it appear as though the solid figures teleport. Other times the frame rate is decreased, making the seemingly "real" figures quickly snap between positions as if animated by stop motion. The results were uncanny and created a feeling of unease.
[ Compositing test using footage from
Registration Plane and Room 1, 2015 ]
[ Rendering of Stadium 1, 2015 ]
(iter. 1, Let Me Out), 2016
(iter. 2, Dust Off), 2016
(iter. 3, Gestures), 2016
(iter. 4, Peek), 2016
(iter. 5, Trace), 2016
[ Model of Stadium 1 (iter. 1, Let Me Out), 2016 ]
[ Conceptual rendering of MET Storage Warehouse (iter. 2, Playhouse), 2016 ]
(iter. 1, Interface), 2016
(iter. 2, Playhouse), 2016
(iter. 3, Defragmenting), 2016
(iter. 3, House of Mouse), 2016
Description text underneath an image