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Tuesday 9 October 2012

Projection Mapping: Concept Development

"I would like to think it uses engaging, friendly, and absorbing visuals and sound to afford people the opportunity to get lost in its relative simplicity, and interpret its meaning for themselves."


The competition aspect has been completely scrapped.  Our installation was now to focus on the collaborative aspect of the group environment.  The collaboration was not to be directed in any way but instead, this was to develop (or not ) through people interacting with the installation and see what develops in what ways, and from what action (or lack thereof).

This in a way reflects the idea of nature and man collaborating to create.  It is not forced but it is registered that in the long run, development is easier when working with the elements as opposed to going against them.  It is important however to not emphasize the architectural component of the creation in the installation.  It is present of course, but it is not intended to be a focus.  We are walking a fine tight-rope with our conceptual backing, and how we choose to represent it.


We have also swapped the terms 'nature' and 'man' for 'synthetic' and 'organic'.  This was brought on by reflection on 'Man' as an element of nature, and pondering into at what point something becomes unnatural.  

The installation will now focus on creating geometric shapes built out of light which are brought on by direct interaction.  Without interaction these constructs will diminish over time.  These are representations (albeit not very abstract representations) of the synthetic element.  It will rely on stark contrast to the black surroundings and precise straight lines.  

Conversely there will also be organic elements throughout (or more appropriately 'on top of' in processing terms) These will move towards areas of less interaction.  But will always be present.  They will rely more on flowing movements and a carefully constructed colour palette which will need to both work with and stand out from the harsh engineered aspect.

We loved the idea of the Roman aqueducts which were constructed in a time of great prosperity.  Over time though people got too comfortable with the system and their dependence on them was not carefully supported with knowledge of how the system worked.  When they did finally break, no one had the knowledge of how to fix them.  The now densely populated city of Rome was forced into a mass exodus, its people fleeing back to the fields and pastures to escape disease and support their families.  This was the beginning of the 'Dark Ages'.

I keep coming back to this story with the conceptual thinking of the project.  The ebb and flow of civilisation is something I definitely take away from the installation idea, with the cityscape being constructed in large gestures of audience interaction.  These then provide the canvas for the organic elements to utilise after the audience moves to other areas.  Just like nature creeping back into the abandoned city of Rome.

We will need to ba careful with the way we integrate the two.  The title 'Synthesis' suggests that there may be some large event that happens when the two are in a position to do so.  This somewhat also hints at the element of game dynamics also which we are trying to avoid.  We aim to create a situation where the two elements are harmonious in their existence from start to finish.  Where there is no gameplay aspect or competition, only exploration.  I would like to think it uses engaging, friendly, and absorbing visuals and sound to afford people the opportunity to get lost in its relative simplicity, and interpret its meaning for themselves.  

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