Christmas at Blenheim 2017 working with The projection Studio once again, we produced a dazzling Christmas projection show. The piece is a seasonal adventure capturing many elements from the grounds of from Blenheim Palace celebrating it unique and rich natural landscape. Check out the video below!
Projection onto buildings in recent years has become a huge part of corporate, individual, unique and special events that intend to create a large-scale impact. Having the chance to work on The Edinburgh Military Tattoo during the summer has developed into many more fantastic opportunities, including the recent United States Embassy for the elections on 8th November 2016. Working alongside Ross Ashton & The Projection Studio a new iteration of animations using the USA Flag was produced.
The animation of the flag first came about during the tattoo as part the United States army band. The style, visual display and impact of the piece was powerful and portrayed many links to traditional patriotic American culture. Being well known for their patriotism, that was worked upon into a visual spectacular of interchanging stars and stripes that blasted audiences with a display of red, white and blue. The great reaction, which this received at the tattoo, has since lead to a second interaction being produced for a different building. Being a different shape, size and technical specification a whole new set of animations had to be produced. Using the same classic motion graphic style, which worked last time an upgraded and more complex mapping was produced.
The new mapping used features of the building as a play on the flag, specifically the architecture on the building that provided physical lines and grids that could be included in the design. Projection mapping relies heavily on the use of the physical elements to complement and capture audience’s imagination. Many mappings just use the building as a screen to just place a video onto, like a giant screen. This could be considered projection but now projection mapping as the surfaces, texture, geometry and physicality of the building isn’t considered into the content creation.
As part of the project I was tasked with making the animation for the installation. The piece needed to run for around 3 minutes and be part of a look that could be played during the evenings events. This requires a level of thinking outside the normal liner video production adding a loop without the piece becoming repetitive.
Conceptually the project has less meaning as it’s a commercial piece of work however, the process of projection mapping has far greater meaning and understanding that’s brings more present within my understanding and thinking. Projection mapping is considered a form of augmented reality as it’s a digital image rendered within the real world. However cases such as Pokémon GO! Is also considered augmented reality, which questions the boundaries of this augmented reality. Either or both are forms of realties, which digitalize a form of our reality. I question whether projection mapping enters a new reality of physical/digital reality where the boundaries are crossed and the digital renders within the physical environment juxtaposing the two and not upon a digital screen which is capturing a piece of the physical. The difference between the immersive nature of these two examples shows the questionable classification of augmented reality.
This critical thinking surrounding projection mapping has steamed from reading James Bridels understanding of the new aesthetic that primarily regards the relationship between the physical and digital (Bridle, 2016). Bridles perception of blending of these realities directly informs my own re conceptualisation of augmented physical and virtual realities becoming blended through the use of projection and physical surfaces.
Over recent weeks I submitted my dissertation project Immersed Obsolescence into the SURE Bournemouth undergraduate research conference. I presented the project in the form of an art exhibition providing an alternative and interesting practical research project as part of the conference.
There was many challenges with doing this including the time of day, location and obvious challenge involved with a water based installation. However with help from members of BU staff the installation was a great success and was extremely exciting to setup the immersive experience once again for audience to enjoy. Great feedback from participants and senior lectures was a massive boost to look forward into pushing this a step further.
Pi Mapper is a openFrameworks built projection mapping project for the Raspberry Pi. The project allows the user to create projection mapping projects using an example sketch and command line interface. Commands can be entered using the keyboard and movement of faces/points can be controlled using the mouse. The software is very basic in terms of projection mapping software however for projections that are more permanent that cannot run a laptop or media server this is the perfect solution. Additionally this could be particularly useful if the video feed could be feed in using syphon or some kind of linux alternative OSC feed.
Raspberry Pi Vs Pi 2 B+ Vs Pi 3
Raspberry Pi –> Had a few problems loading the software but eventually got it working. However takes around one hour and half to compile the project because of the power of the Pi.
Raspberry Pi 2 B+ –> No issues when loading openframeworks onto the Pi. Compile takes around 15-25 mins depending on sizes of files being inserted into the project.
Raspberry Pi 3 –> Very fast and converts straight over from Pi 2. Complies in around 10-15 mins easily.
PiMapper and miniMAD have very similar features and abilities as both stem from the use of a Raspberry Pi meaning the data or media used with the mappings. MiniMAD has some advantages as it smoothly links with MadMapper a very robust mapping tool that prepares much of the mapping for miniMAD. PiMapper alternatively is a single application where the the control of media, surface and points are all controlled within the application. This is an advantage as its gives the programmers the most control of the mapping directly on the surface.
The price tag is particularly different as miniMAD comes in at $180 (£140) where as a Raspberry Pi 3 is only £35. The raspberry requires some basic knowledge of command line however is relatively simple and easy to set up.
Description: A digital projection mapping exploring the complexity and changeability within the human form through ideas in connection to body dysmorphia. The piece aims to portray the complex social and cultural issues within modern society connected to body image and mental health. Through the use of digital imagery and sculptural form these ideas are presented to the audience in a immersive visual display.
Just some funky trails using 3d triangles, projected onto using HeavyM Projection software using audio reactive and sync. Through the experiment went very well however needed more triangles to create a larger visual effect a possible progression going forward.
As part of a fundraiser for Body Dysmorphia supporting the charity MIND, I have been asked to design and produce a digital artefact in connection to the event and the charity in discussion. The event is part of a project from the University of Arts Bournemouth, where student are developing fundraising art events in support of charities. I selected this as an important event where I could help as the charity is extremely relevant to modern day culture and society as this is a grown concern within younger generations mental health issues.
The idea was developed from consideration of the body mainly and the different shapes, sizes colours and heights all humans can come in. The other artwork at the event will consist of conventional canvas pieces for which I developed and idea using the same materials as them in a slightly different re-mediated context.
Using After effects, Photoshop, Illustrator, Cinema 4d and Resolume i plan to create 4 minutes of animated forage for the exhibition. This is a sample of the mapping being tested below.
Developing from my Narrating Structures Workshop I have been trying some of the techniques and skills learnt during the workshop into practise. The Blueprint techniques allows for different faces to contain different content placed upon them. Using 2 adjacent projectors the entire 3d structure of the box was covered with imagery. This posed many problems with covering all surfaces using only 2 projectors however, using strategic positioning it was possible to cover all surfaces of the object.
On reflection there is several problems with the results of this mapping, specifically the content and the quality of what could be projected. But only using 2d content it restricted the ability to bring the structure to life. I feel there are potentially other developments from this where 3D content could be produced introducing more complex and interesting animation capabilities. Going forward this is where exploration needs to be taken in developing a technique to introduce 3d content into a 360 Degree mapping.
As part of my development and exploration into projection mapping I attended a workshop lead by Blanca Regina a video mapping artist. The workshop was designed to teach students about projection mapping techniques and the softwares to create these projects including MadMapper and Module8. Working with these softwares we learnt about the core principles of projection mapping using a variety of techniques and workarounds to produce advanced and complex visual displays.
This video below shows my first initial mapping using MadMapper a some short video. Using some simple mapping faces and animation techniques an interesting and abstract animation was created, designed to accentuate the structure itself bringing it to life.
The second day I spent working using a more complex mapping technique on a larger far complicated structure. The Astronaut Ape posed lots of complex challenges when mapping the structure as there was a variety small complex pieces which to map onto. Using photographs and illustrator a Blueprint of the structure was created. These vector shapes were then taken into After Effects to create the animations. These animations were finally taken into MadMapper where they were overlayed using projection onto the structure showing the animations in the real world.
In today’s digitally advanced society, it becomes impossible not to perceive that we are overwhelmed by technology and the boundaries between real and simulated worlds are blurred by the technology and what derives from technology acting as an agency upon us. At the same time the notion of old and new within this context become indistinct as tech objects are continuously remediated, resurfacing, finding new uses, context and adaptations (Parikka 2015).
Technologic obsolescence, as discussed by Slade (2006) has developed a psychologically advanced society that drives the development of technology resulting in an ever-increasing waste. The notion of remediating technology has become a very recent reaction, both to the increases in e-waste as consumers react to brand over marketing and mass production. The physical waste within the installation is designed to illustrate a result of the over consumption and disposal of e-waste and to create a new product for artistic purpose.
The installation allows the audience’s senses to pass through reality via interaction with a medium, constituted by water immersed obsolete objects. This augmented reality was created through projection mapping onto water surface. Through the use of a public exhibition curated by Dr Anna Troisi, the immersive installation was used to portray these ideas to the audience from which to gain a response as a result to their perceived understanding. The use of projection mapping within augmented reality is allowing
designers to change the audience’s perception within their own environment, distorting their perception and therefore blurring the boundaries between realities.
From the study it has been understood that through the use of tactile interaction, different perception and emotions can be felt due to the audience’s ability to socially participate through individual and group interaction. The key outcomes from my study are the feedback response from participants that showed this interactive installation started to break down the modern art gallery perception of interaction and involvement with the art itself