‘Immersive Obsolescence’ is an interactive installation designed to challenge and distort audience perception of tactility and depth through the medium of water.
The diffused water allows projected animations to cover the surface of the water blurring one's perception of the real and simulated .The presence of real electronic components adds to the tactile and deceptive nature of the installation creating a playful interactive experience for audiences.
The piece was first exhibited at the Ambient Bodies exhibition (9th– 11th December 2015), designed and created by Bournemouth University students studying Digital Media Design. Dr Anna Torsi a lecturer and practitioner at Bournemouth University curated the exhibition.
The piece was exhibited again at the SURE under graduate research conference (10th March 2016) showcasing selected candidates research projects.
Role: Design, Animaton, Fabrication, Setup
Water Projections, 3D animations (Cinema 4D), Projection Mapping (MadMapper)
“Anthropocene” is a series of interconnected installations to explore ideas relating to technology, data and geology, in connection to over consumption and waste which, as a result of polluting the environment threatens our survival.
The Anthropocene is a term used to denote the epoch that begins when human activities started to have a significant global impact on Earth's geology and ecosystems. Jussi Parikka suggests that:
“Geology is the science which investigates the successive changes that have taken place in the organic and inorganic kingdom of nature. It enquires into the causes of these changes, and the influence, which they have exerted in modifying the surface and external structure of the planet. (Parikka 2015)”
The Anthropocene epoch has derived primarily from the application of scientific discoveries in the form of new technological advances and larger material requirements, to fuel the growth of consumer society. Far from being intangible digital technology has also impacted upon our environment due to its high valuable metals and chemical requirements not to mention the fossil fuels needed to power needed to produce build and run this post modern society. The explosion of the Internet, search engines and social media, increasingly force the development of technologies such as micro processors, smart phones and digital devices. Their rapid development as a result, lead to obsolescence, driven not only by consumer demand but psychological and planned obsolescence.
“Anthropocene names the moment at which expanding global capitalism, with its increasingly destructive side effect of pollution, de-forestation, and immiseration, reaches a threshold of self-destruction, but also of self deception. (Clark 2015)”
Obsolescence has become a part of this where self-deception in materialistic culture of modern consumers thrives on the desire for new and more expansive technology. Commercial production has fed this desire for new, by shorting the life cycle or lifetime of the product through a psychological obsolescence.
Digital products have a presence within our environment in the form of data, media or interaction. Data flows constantly around us in the era of wireless Internet and GPS, not only from technology but the geological and natural forms. Parikka argues in relation to geology:
“Our relations with earth are mediated through technologies and techniques of visualization, sonification, calculation, mapping, prediction, simulation and so forth. It is through and in media, that we grasp earth as an object for cognitive, practical and affective relations. (Parikka 2015)”
From Parikka’s understanding we seek to mediate or discover more about the earth through the use of systems and technologies, in order to improve survival, a primary human instinct. Many scientific discoveries in connection with geology come as a result or a need to discover or explore an idea or concept further than ever before. This creates knew knowledge and ideas presented to society in the form of data. This data is not only a technological form of media but also a geological interpretation of the earth as a medium. Controlled and deciphered by the earth itself, as a form of media to which technology seeks to interpret.
Role: Design, Development, Animaton, Fabrication
Data Animations (Processing), Projection Mapping (MadMapper)
'Adobe Generation' is a free online course for participants to learn how to use Adobe Creative Suite and other Adobe application in practical and real world situations. The course provides learning for teachers and students to use different tools for different applications and purposes.
'Adobe Generation' is sponsored by Adobe meaning, students who participated and complete the course's will receive an Adobe accredited badge. This is a sponsored accreditation that, is great for CV's as it shows real world uses of technical skills in connection to an industry leading software. The courses in addition help student to build a portfolio alongside gaining this accreditation to progress into the digital design workplace. These badges have be accredited to students and teacher international across the world via with over 24,000 reached in 2015.
Adobe generation initial ran 5 different courses meaning it required 5 different accreditation badges Digital Creativity, Video, Web Design, Digital Imaging, Animation, App Design. This has extended to the present day where over 20 courses course are running to date and more are always in development.
Role: Design, Illustrator
Client: Adobe via Edge Gain
Illustration, Logo Design
During a work placement with The Projection Studio, I worked on The Edinburgh International Military Tattoo. Projection plays a supporting role in connecting the marching bands, dancers and performances on the esplanade with a backdrop over the castle.
PIGI projection was the chosen style of projection as it involves film scroll reels to create a large-scale image projection using powerful lamps. This type of older projection was chosen specifically for this roll opposed to video projection as its far more cost effective and the performance is adequate for the required needs.
Time was spent researching each performer and the act they were going to be delivering during the show, to tailor the content for the background specifically to their act or country of origin. The content was created within Photoshop and Illustrator, using image manipulation to form the digital collages.
This digital content was next printed onto film using a developer printer in colour, black & clear. The filmstrips were formed into 3 projection image reels for the 3 linear projectors.
Type: PIGI Projection
Role: Graphics Artist
Large Scale Projection PIGI, Architectural Projection
As part of a fundraiser for Body Dysmorphia supporting the charity MIND, I was 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.
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 an immersive visual display.
Type: Projection Mapping
Role: Content, Animator, Build & Break, Pixel Mapping
After Effects, Cinema 4D, Illustrator, MadMapper