Movement Is Life

December 29th, 2011 by Gemedet

At the end of last semester, Tiger and I finally showed the big project that we’d been working on for the last few months. Continuing in the theme of my thesis, it dealt with the contrast of real time and stop-motion time; specifically, it explored how those altered perceptions relate to the act of dancing. We also wanted to juxtapose movements of varying speeds within the same piece, so we designed a large setup to record and accommodate a lot of people at once:

We only got to show it for a few hours, but overall the night was a great success, and I was really happy with the response we received. Players enjoyed experimenting with the pixilation technique, and we recorded 14 short animated videos by the end of the night:

Click to watch all videos

This also turned out to be a nice opportunity for me to learn Max/MSP, which is something I’ve been wanting to do for the last year or so. The project was a live video/audio installation piece, so it seemed perfectly suited for Max, but it was my first attempt at visual programming, so the final patch came out looking like this:

Click to enlarge

The horror!

Gymmi’s Eyes

October 21st, 2011 by Gemedet

As part of my thesis project exploring the way that stop-motion people might perceive the world, Tiger and I put together a game experimenting with the idea.  The main goal was to sharply contrast gameplay relative to two different time dimensions, one at normal speed and one slowed way down. Click the image to play; it’s better if you have headphones:

Sixty Frames Per Minute

It took us about a  month to do everything, from finishing the puppet and creating the paper set pieces, to animating and coding the whole thing.  I wish I had more time to tweak it, but this is only a first step toward the physical space installation that I’m now working on for the show in December.

Audio Goggles rundown

August 6th, 2011 by Gemedet

Over the last school year, I designed and created a device for visualizing music, which I dubbed the “Audio Goggles”.  It was conceived as an attempt to translate stereophonic sound into stereoscopic color.  Somewhat along the same lines as BubbleBee, it’s also heavily inspired by what I’ve studied about synesthesia.

I initially prototyped the Goggles with Mike Patterson in my Visual Music class, and although it went through several iterations, the final design ended up looking essentially like swimming goggles with lights displayed on the inside of the cups:

I modeled these in Maya, and printed them on a 3D printer

I worked with two musicians (Ky Fifer & Will Herrington) to compose soundtracks that experimented with the contrast between the left and right audio channels, and then I programmed the device to play different colors based on the music.

The response from users was very positive, and I presented the Goggles at several different shows, including INSTEREO in February, and Rhythms & Visions (at USC) in April.  Those who weren’t completely turned off by it (due to dizziness or the intense light) said that overall it was relaxing and enjoyable, which was my intent from the beginning.

Demonstrating the experience

I recorded quite a bit of the development process, so I’ll hopefully be putting up a documentation video sometime “soon”.

Additional thanks to:

Perry Hoberman
Andreas Kratky
Kurosh ValaNejad

Say “Mmm” or “Aah”, but nothing in between

April 5th, 2011 by Gemedet

So the live-action film I’ve mentioned a couple times before is now finally finished!  My major goal was to replicate specific Anime elements, hence the flapping jaws, visual FX, etc.

This movie makes me happy for several reasons.  One is that it incorporates pixilation, which is essentially stop-motion applied to humans.  Another is that it gave me an excuse to dust off my (limited) Japanese knowledge.  But the major reason I count this as a big success is that it was made in collaboration with my family.

The cast and crew comprised me, both of my siblings, my partner, and her only sibling.  This film wouldn’t mean even a quarter as much to me if I had done it with just some random people.  It was a labor of love done with people I care about, and I know looking back, that’ll be the most worthwhile aspect.

Medium Matters

October 1st, 2010 by Gemedet

I want to ruminate a bit on the influence impacted by a piece’s form on its content. I’ve seen the assumption that any work can be reduced to its core concept/mechanic and still maintain any semblance of its worth, and that couldn’t be more off the mark. Any performer will tell you that what you say is usually not as important as how you say it. Even fact-based works (such as technical papers or statistical graphs), whose sole purpose is the delivery of content, can be interpreted extremely differently, depending on how they’re presented.

So what kinds of stories do stop motion films usually tell?  From my experience, they’re generally rather creepy, with a tendency for pretty bizarre situations .  Is that just because the people most inclined to do stop motion are also the people more inclined to be creepy?  Maybe, but the real reason is because of the inherent aesthetic of stop motion imagery.  Nobody that I know of makes stop motion dolls that are larger than life-size; they’re always smaller, usually much smaller.  The consequence of this is that you have to get extremely close to the dolls to get the appropriate shots, much closer than you’d need to get to a person.  And when you get that close, you start seeing all the ragged edges and bumpy textures that might normally appear smooth from farther away.  For that reason, stop motion dolls (no matter how life-like) always look much creepier than humans, and that style directs the mood of the story.

What about CGI films?  With maybe a few exceptions, they tend to rely heavily (if not completely) on humor to spice the story.  When was the last time you watched a CGI serious drama?  (I’m not talking about about motion-capped films like Beowulf; I mean fully CGI).  Certainly, the reliance on humor is partly because of the outdated stigma that CGI (being a kind of cartoon) needs to be directed to “kids”, but it’s also because the imagery feels upbeat.  It’s full of bright colors and completely smooth shapes, and the rendering usually makes it look plasticky and/or shiny.  CGI characters look more perfect than any real person ever could, and CGI stories reflect that.

Does this mean stop motion films can never be humorous or CGI films can never be serious?  Of course not!  Breaking the rules and going against the grain is part of what makes great art great.  But media creators need to be aware of what their chosen medium brings to the emotional table, so they don’t go in thinking their work will turn out the same regardless of how it’s presented.

And people wonder why video game stories are awkward.  If the form is unpredictable and sometimes random, then of course the content will be too.