Explore the Module
We’ve spent two modules looking and making digital media for screens. Now we’re going to examine how digital media can be deployed in the world; how it can interact with objects, materials and place to create media-driven spaces. In this module, we’ll tangible media, site-specific interventions and interactive installations through media. Or to get more specific, we’re going to get really interested in three key concepts:
In this module, our learning objectives will be the following:
Familiarity: become familiar with media installations and the strategies used by artists in this realm to compose media spaces with sound, projection, light and media;
Concepts: explore liminality, materiality and embodiment; learn about the material and embodied relationships between digitial and physical; explore how intent can be given three dimensional form; and understand the interactions between material, media and experience;
Techniques: explore projection mapping, 3d audio, interactivity and other methods for creating immersive and liminal spaces with media; and
Application: prepare media installations based on these ideas and concept.
To get to grips with the breath and depth of media installations, we’re going to explore them together. Each person will uncover and present two case studies of exciting media installations. We’ll review them to learn about the techniques and methods that leading artists use to construct media spaces and liminal experiences (familiarity, techniques.) Then to being to think about translating digital content from the screen to the real world, our warm up exercise will invite you to translate a digital sound into a material form (concepts, application).
This type of translation will be our primary form of remix in this module. We’ll remix and rework media from the screen and translate it into the world, onto objects and into spaces. The key here will be embodiment “phenomena are those that by their very nature occur in real time and real space *“. Our guest lecture will explore liminality in art and architecture and how we can construct hybrid spaces through, with and for media. Our screening will dig deeper into this from the perspective of a skilled artist: Olafur Elliasson (familiarity, connections, techniques). Our readings will take this further. Dourish’s ‘Where the Action Is’ will ground the concepts of the module and deepen understanding of embodiment, while Kwastek’s ‘Interactive Art’ will give practical cases and techiques for participation and interaction with media installations (familiarity, techniques). Finally, you’ll grabble with liminality, materiality and embodiment directly by building a site-specific installation for Hunt Library in your end of module project (application).
Media installations are artworks that involve a material component and a media component. Instead of hanging a painting on the wall of a Gallery, the space of the gallery itself is used to create a media driven environment. Media installations can range from small scale (objects that present media) to the large (where the entire gallery is used). They build on the lineage of conceptual and installation art by involving media and computation in the construction of new environments.
Installation artworks (also sometimes described as ‘environments’) often occupy an entire room or gallery space that the spectator invariably has to walk through in order to engage fully with the work of art. Some installations, however, are designed simply to be walked around and contemplated, or are so fragile that they can only be viewed from a doorway, or one end of a room. What makes installation art different from sculpture or other traditional art forms is that it is a complete unified experience, rather than a display of separate, individual artworks. The focus on how the viewer experiences the work and the desire to provide an intense experience for them is a dominant theme in installation art. As artist Ilya Kabakov said: “The main actor in the total installation, the main centre toward which everything is addressed, for which everything is intended, is the viewer.” 1
It should be noted that installation artwork is not the same as sculpture:
At first glance, some installations may resemble traditional craft based sculpture or the more modernist assemblage art. But this is an illusion. Installation art effectively inverts the principles of sculpture. Whereas the latter is designed to be viewed from the outside as a self-contained arrangement of forms, installations often envelop the spectator in the space of the work. The viewer enters a controlled environment featuring objects as well as light, sound and projected imagery. The formalism of the composition remains of secondary importance - it is the effect on the spectator’s spacial and cultural expectations that remains paramount. 2
Date | Type | Description |
---|---|---|
Tuesday, Oct 11 | Intro | Introduction to module (10-15 mins) |
Thursday, Oct 13 | Cases | Exploring Media Installations with Examples |
Tuesday, Oct 18 | Guest | Eddy Man Kim |
Thursday, Oct 20 | Screening | Space is Process |
Tuesday, Oct 25 | Discussion | Mediated Spaces and Architecture |
Thursday, Oct 27 | Desk Crits | Review and feedback for creative project development. Joined by Eddy Man Kim, and Jake Marsico. |
Tuesday, Nov 1 | Critique | Critical review of creative project outcomes. Joined by Eddy Man Kim, Jill Chisnel. |
Due Date | Deliverable | Details |
---|---|---|
Thursday, Oct 13, 9am | Looking out | Share your research/review of media installations and present in class. |
Monday, Oct 17, 9pm | Warm up | Document your outcome for Tangible Translation and post to the Gallery |
Tuesday, Oct 18, 9pm | Digital Crit | Give feedback to 2 projects online by Tuesday night |
Thursday, Oct 20, 9am | Proposal | Create a proposal for your creative project (200 words + illustrations) and share on the Gallery |
Thursday, Oct 20, 9pm | Digital Crit | Give feedback to 2 proposals online by Thursday night |
Tuesday, Oct 25, 9am | Readings | Complete your reading reflections to prepare for in-class discussion |
Thursday, Oct 27, 9am | Project | Develop a first cut to discuss during desk crits |
Thursday, Oct 27, 9pm | Tech | Complete the tech rider and indicate any technical needs for your installations (We’ll use this to make reservations of IDeATe equipment) |
Tuesday, Nov 1, 9am | Review | Review, tour and exploration of installations. |
Tuesday, Nov 1, 6pm | Documentation | Deliver documentation of your creative project |
Wednesday, Nov 2, noon | Digital Crit | Give feedback to 2 projects online. |
Eddy Man Kim, School of Architecture, CMU
Eddy Man Kim is a designer, researcher, educator, and entrepreneur who was awarded the George N. Pauly, Jr. Fellowship to join Carnegie Mellon University School of Architecture faculty as a Visiting Assistant Professor for the academic year of 2014/2015. A technologist and futurist at heart, Eddy Man is interested in interdisciplinary efforts to mutually augment design and technology—especially as they relate to current trends in web technology. Eddy Man is also one of the founding members of openUU, a design research agency based in Hong Kong. While holding the position of Technical Director, Eddy Man marketed for, managed, and delivered openUU projects that won four Best-of-Year Awards by Interior Design magazine and the 40-under-40 Award by Perspective Global magazine. While managing his practice in Hong Kong, Eddy Man taught graduate students at The University of Hong Kong Faculty of Architecture as a visiting design studio instructor and design workshops for Hong Kong Interior Design Association.
Eddy Man received his Bachelor of Architecture from Cornell University College of Architecture, Art & Planning and obtained his Master in Design Studies at Harvard University Graduate School of Design, with a concentration in Design Technology. Upon completion of his Masters thesis, Sandbox3D: Web App for Real-time Design Collaboration, he was awarded the Digital Design Prize for “the most creative use of digital media in relation to the design professions.” Eddy Man has worked in the offices of POSCO A&C of Seoul, South Korea; Robert A.M. Stern Architects in New York City; EPIPHYTE Lab of Ithaca, New York.
And…
Jake Marisco, Principal at ultra low res studio and Adjunct Professor, CMU School of Architecture. Jake runs Ultra Low Res studios and teaches several courses on Reactive Spaces and Architecture within IDeATe. He’ll join for the Desk Crits on Thursday, Oct 27.
Jill Chisnell, Integrated Media and Design Librarian, CMU Libraries. Jill serves as the librarian for IDeATe, the School of Design and HCII. She’s also teaching a new spring course for IDeATe on Digital Media Literacy. She’ll join for the End of Module Crit on Tuesday, Nov 1.
Exploring Installations: Discover and report back on two distinctly different media installations that you haven’t seen before. Research and critially review them. Report on why you think they are interesting / exciting examples as well as the strategies they use to create hybrid environments with media! Read the full description.
Tangible Translation: Choose a sound (song, sampled audio, loop) and give it a physical 3D embodiment/representation (in just 2 hours). Read the full description.
Material Installation: Create a site specific liminal installation for Hunt Library which incorporates a material constraint. You’ll be assigned one material it must use and you’ll work collaboratively. Document visitor experience with the installation and reflect on it’s success. Read the full brief.
Required
Framing Questions
- What is the concept of interactivity and how does it relate to media art?
- What are the “twentieth-century artistic practices that are relevant to the field of interactive media art in one way or another”? Briefly describe the significance of each and list an example work.
- “The discourse on media art has been accompanied since its inception by questions as to the relationship between art, technology, and society.” In what ways does interactive media art contribute to or extend this discourse, and why?
Framing Questions
- What is embodiment and how does it relate to the interaction(s) between the real and digital worlds?
- Why should technology become ‘ready-to-hand’? Explain Heidegger’s perspective on phenomonology and embodied experience and how it informed computing and media today?
- What role does perception and the body play in embodied media? Hint see: Merleau-Ponty
- An affordance “is a three-way relationship between the environment, the organism, and an activity.” What does this mean and why are affordances of physical objects important to how we design media for and with them?
- The reading offers a persepctive grounded in embodied interaction with computing interfaces . How do these ideas apply to the creation of embodied artful media and non-interative digital media?
Also great:
ART+COM: Media Spaces and Installations – November 16, 2011
Lindsay MacDonald. 2014. For every action: interactive installations in liminal spaces. In Proceedings of the 2014 companion publication on Designing interactive systems (DIS Companion ‘14). ACM, New York, NY, USA, 181-184. DOI=http://dx.doi.org/10.1145/2598784.2598794
Catherine Smith. Looking for Liminality in Architectural Space, Retrieved from: http://limen.mi2.hr/limen1-2001/catherine_smith.html
Myron W. Krueger. 1977 Responsive Environments MIPS 46 Nutronal Computer Conference Proceeding. 413-33. N.J.: AFIPS Press, 1917
RoseLee Goldburg. 1975. Space as Praxis
Caroline A. Jones. 2006. Sensorium: Embodied Experience, Technology, and Contemporary Art, MIT Press. A copy of the first chapter can be found online.
Further reading:
Olafur Eliasson: Space is Process Site
Synposis:
From the huge golden sun of The Weather Project at the Tate Modern until last year’s New York Waterfalls, Olafur Eliasson has managed to rattle audiences and art critics alike. Our film provides a unique insight into his mind and extraordinary creative talent. We follow the artist from Iceland to Manhattan and discover a world of visuality and sensuality where space indeed becomes process.
You can earn an extra 2.5% credit as part of this module by engaging in and documenting an art experience. To earn this credit:
Visit the Mattress Factory before Sunday October 30th.
While there you should look at the following:
Document your experience as a short 200 word write up. Include some ‘evidence’ you attended - a selfie in the gallery, a photo of your ticket, etc. Submit your experience report on Slack as a post as a DM (direct message) to the course instructors and TAs.
Notes:
As always this is not exhaustive… but here’s lots of stuff to look at.
Good starting places to find more examples are:
There are more examples included below. Also check the resources section for the warmup and creative project for this module.
Survey of Alternative Displays - an incredible survey of approaches to media beyond the screen. Read it!
Travis Threlkel on Projection Mapping: How it works and how to use it
A lot of content from EyeO, Resonate and Inst-Int is really relevant. Check them out. Here are a handful of talks on media installations that I think you’ll get a lot from:
Eyeo 2014 - Mimi Son and Elliot Woods - Drawing in the Air – Mimi Son and Elliot Woods talk about their ongoing wander between the realms of material and immaterial, creating speculative visual objects which poke at the unpredictable attributes of things when they are touched with technology. Without giving any fixed meaning to the act of ‘drawing’, they play with material, space and light, whilst developing new paradigms and theory for discussing emerging canvases. They study existing knowledge of drawing, material, space and motion, explore and investigate new technologies, and criticize the relationship between knowledge of reality and experience.
INST-INT 2013 - Camille Utterback - Backup Plans – How do you deal with the unexpected when designing and installing media installations? More importantly, are there any best practices to anticipate and mitigate the negative effects of the unexpected? In Camille’s career as an installation / public artist, the unexpected has run the gamut from architectural constraints, to building codes, to construction delays, to difficult project managers, to aesthetic issues, to information access, to changing and obsolescing technology. She will discusses lesson learned, and lays out some helpful tips for proposals, contracts, budgets, maintenance, and back up plans of all sorts. At their best, creative back up plans ultimately allow for more risky work.
INSTINT 2014 - Kyle McDonald - Space Filling – How to make big work on a small budget with a small group of people. Experiences with array aesthetics, computer vision and machine learning for understanding large spaces, the potential for sound and light to fill a room, and how to generally have a big impact with a simple gesture. What happens when you get together 50 speakers, mirror balls, or LCD screens? These aren’t facade-covering, atrium-filling pieces, but they’re experiments with space and collaboration at a scale somewhere between “personal project” and “massive architectural installation” with some of the features of both.
INSTINT 2014 - Jen Lewin - Please Touch The Art – For the last 15 years Jen Lewin has been creating large, immersive, interactive art pieces for the public. From interactive sound and light sculptures that inspire people into play, to woven fiber video curtains that reflect movement, or giant, robotic, ethereal moths that dance based on human touch. Lewin’s ability to utilize technology as a medium is rare and unprecedented. She brings an organic, feminine quality to her electronic work that leaves viewers enchanted and surprised.
INSTINT 2015 - Rachel Wingfield - “Experiments from a Spatial Laboratory” – Rachel is a designer, researcher, educator and co-founder of Loop.pH. She speculates on near and far future scenarios that explore emerging biological and technological futures by crafting space, technology and living materials into visionary experiences and environments. She’s interested in what motivates people to create and act in the world. She’s curious about how speculation leads to experimentation & action and how non-architects can transform the built environment.
Eyeo 2013 - Rafael Lozano-Hemmer - Antimodular – Mexican-Canadian artist Rafael Lozano-Hemmer presents his recent interactive installations that are at the intersection of architecture and performance art.
omote / real-time face tracking & projection mapping
Urban Intervention Projects
Other (Non-Media) Installation Projects
Just Something Beautiful