GMU:In Sync/Projects: Difference between revisions

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[[File:Wald.jpg|thumb|Ilm at Dawn]]
[[File:Wald.jpg|thumb|Ilm at Dawn]]


PROJECT:
PROJECT DESCRIPTION:


My work in In Sync began with an interest in developing skills in Pure Data in order to program audiovisual environments. When I arrived in Weimar, I was immediately attracted to the elusive early morning fog that inundated the Thüringian landscape. For obvious reasons, fog has long been a subject of fascination for many visual artists; it tends to obfuscate objects and erase horizons; it invokes a sense of mystery and reminds one of the power of nature. One particular aspect of the fog that attracted me was its uniformity-both in terms of density and movement. Subsequently, I began thinking about the properties of fog --in its most simple form, water particles that cling to dust/debris--and the climate conditions necessary to its formation. After several attempts to represent the effect of fog on a filmed landscape, I became interested in how its spatial and temporal existence could be recreated in an installation environment. My research culminated in a proposal for an interactive installation that provides both a real-time and mediated experience of fog. As my project evolved, I aimed to find a linchpin between the creative and technical aspects of production. Through a largely experimental approach to programming in pure data, I further shaped my concept. The following examples serve to provide insight into my research and creative processes.
My work in In Sync began with an interest in developing skills in Pure Data in order to program audiovisual environments. When I arrived in Weimar, I was immediately attracted to the elusive early morning fog that inundated the Thüringian landscape. For obvious reasons, fog has long been a subject of fascination for many visual artists; it tends to obfuscate objects and erase horizons; it invokes a sense of mystery and reminds one of the power of nature. One particular aspect of the fog that attracted me was its uniformity-both in terms of density and movement. Subsequently, I began thinking about the properties of fog --in its most simple form, water particles that cling to dust/debris--and the climate conditions necessary to its formation. After several attempts to represent the effect of fog on a filmed landscape, I became interested in how its spatial and temporal existence could be recreated in an installation environment. My research culminated in a proposal for an interactive installation that provides both a real-time and mediated experience of fog. As my project evolved, I aimed to find a linchpin between the creative and technical aspects of production. Through a largely experimental approach to programming in pure data, I further shaped my concept. The following examples serve to provide insight into my research and creative processes.