Module 3 - Tangible Media

Explore the Module

James Turrell 'Virtuality squared' 2014 'Ganzfeld': built space, LED lights 800 x 1400 x 1940.5 cm (overall) Collection James Turrell Image: National Gallery of Australia

James Turrell ‘Virtuality squared’ 2014 ‘Ganzfeld’: built space, LED lights 800 x 1400 x 1940.5 cm (overall) Collection James Turrell Image: National Gallery of Australia

About this 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:

[Liminal Air](http://www.shinjiohmaki.net/portfolio/liminal-air/index_en.html). Shinji Ohmaki.

Liminal Air. Shinji Ohmaki.

[The Weather Project ](http://olafureliasson.net/archive/exhibition). Olafur Eliasson.

The Weather Project . Olafur Eliasson.

Richard Serra. Inside Out, 2013

Richard Serra. Inside Out, 2013

Learning goals

In this module, our learning objectives will be the following:

  1. 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;

  2. 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;

  3. Techniques: explore projection mapping, 3d audio, interactivity and other methods for creating immersive and liminal spaces with media; and

  4. Application: prepare media installations based on these ideas and concept.

Light Barrier, 2014. Kimchi and Chips

Light Barrier, 2014. Kimchi and Chips

Content and Methods

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).

Zimoun’s Sound Architectures, Sculptures & Installations

Context: What are media installations?

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

OnFormative ANIMA iki - immersive experience of light and sound. 2015

Schedule

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.

Deliverables and Deadlines

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.

Guests

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…

Looking out

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.

Warm up Exercise

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.

Creative Project

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.

Readings

Required

Framing Questions

  1. What is the concept of interactivity and how does it relate to media art?
  2. 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.
  3. “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

  1. What is embodiment and how does it relate to the interaction(s) between the real and digital worlds?
  2. Why should technology become ‘ready-to-hand’? Explain Heidegger’s perspective on phenomonology and embodied experience and how it informed computing and media today?
  3. What role does perception and the body play in embodied media? Hint see: Merleau-Ponty
  4. 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?
  5. 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:

Further reading:

Screening

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.

Also worth a watch…

Installation Art: Who Cares?

Extra Credit

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:

Resources

As always this is not exhaustive… but here’s lots of stuff to look at.

People to know / look at

Places to Look

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.

Tutorials and Guides

Talks worth watching

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:

A Conversation with Robert Irwin

Projection + New Media Projects

omote / real-time face tracking & projection mapping

Urban Intervention Projects

Other (Non-Media) Installation Projects

Just Something Beautiful

Useful Creative Computing Tools