Finished editing the final video
http://www.youtube.com/watch?v=8yUFS50gnvc&list=UUjfuDnsiHpkCKDB25duNUmA&index=1
First did it in two parts - Solaris and Stalker; later on, decided to combine them into one.
The length of final video is 1:50mins.
Solaris part:
http://www.youtube.com/watch?v=x5CQN4_VY6k&list=UUjfuDnsiHpkCKDB25duNUmA&index=3
Stalker part:
http://www.youtube.com/watch?v=kHkmdS3Wh-I&list=UUjfuDnsiHpkCKDB25duNUmA&index=2
Also, i decided not to add the sound to final video - it distracts more than compliments.
But you can experience it in both Solaris and Stalker parts.
P.s. the sound was made from the original footage i got on site.
P.p.s. Something is wrong with either this blog, youtube or my laptop - i cannot post the videos from my youtube, hence the links. I'll fix it as soon as i find the source of problem.
Through the eyes of viewer
Daria DRS6 ISD3 Chelsea
Saturday, 18 May 2013
Folio: Fixing the mistakes
Title: "Zone 1.5 : Inter Terra" (means 'land in between')
The most obvious, but at the same time it works and sounds just right.
Redid the cover page:
Fixed the weird map/visualisation of computer model:
The most obvious, but at the same time it works and sounds just right.
Redid the cover page:
Fixed the weird map/visualisation of computer model:
Wednesday, 8 May 2013
Monday, 6 May 2013
Saturday, 4 May 2013
Monday, 15 April 2013
Showreel example.
Factory Fifteen "Speculative Landscapes"
http://factoryfifteen.com/7936/151946/home/speculative-landscapes
http://factoryfifteen.com/7936/151946/home/speculative-landscapes
Saturday, 13 April 2013
ZONA. Graphics.
The subject of this video - graphics.
It manifests itself in contrast between black and white surfaces, the speed of time lapses, the delicate lines of branches, creating the metaphysics of the zone - such a place you wnat to see, but cannot visit, except on the screen.
I had a feeling that this video doesnt make sense. But it does have a subject, topic, focus - graphics.
It is a part of a bigger picture: every video shows one aspect of the zone; together they create a bigger picture.
It manifests itself in contrast between black and white surfaces, the speed of time lapses, the delicate lines of branches, creating the metaphysics of the zone - such a place you wnat to see, but cannot visit, except on the screen.
I had a feeling that this video doesnt make sense. But it does have a subject, topic, focus - graphics.
It is a part of a bigger picture: every video shows one aspect of the zone; together they create a bigger picture.
Tarkovsky part.
My edited version of 'Stalker'. I focused only on the Zone's features. Kinda cut it short.
Friday, 12 April 2013
Analysis so-far.
What i wanted to achieve?
Erase the boundaries between the fantasy and real; between the 2d (film) and 3d (reality).
•••••••••••••••••••••••••••••••
2 screens:
1) what is Tarkovsky to me
• fiction
• past + unreal
• set in stone
2) what is my work?
• location, site
• present
• ever-changing
•••••••••••••••••••••••••••••••
Now to further investigate the link - 1) set in stone, and 2) ever-changing.
1) unchanged
images -> almost painting
2) always something to add
visualisation -> object+drawing (pic. below)
•••••••••••••••••••••••••••••••
For someone, the location we currently occupy - is the absolute reality.
But if we apply Existentialism, then the site can become anything -
this means it becomes anything that I imagine it to be -
it becomes Zone.
•••••••••••••••••••••••••••••••
What is "to erase the boundaries"?
It's a step-by-step process:
1) i imagine it
2) i find the site/location that match my thinking
3) then my visualisation materialises.
I only need to confirm the concept - that it is a Zone - for someone it's a place N (with a certain position and name), but for me it's a Zone (completely blurred in the space).
•••••••••••••••••••••••••••••••
What was my sacred wish?
If i say the task of the Zone was to grant the wish of a person, then my wish was to create a Zone, and make people believe in it's existence.
That was the aim of my project.
•••••••••••••••••••••••••••••••
I tried to make some kind of a plan for the future development of my work. Still, it can change drastically in time.
1) take footage:
- feel the flow
- beautiful / interesting places
- catch the eye
- techniques
- details / objects
2) montage:
- create the flow
- make a story
- directing video
3) create zone:
- create its story
- story of a space
- who / where / what / etc.
4) place on map:
- locate used sites on London's map
- figure out what needed or not
- scale it for comfortable use
5) make model:
- based on my montage
- how i imagine it fall together
- detailed
6*) Visualisation
- retake the model
- create extra video -> how the model works as a footage
•••••••••••••••••••••••••••••••
Small brainstorm about what i imagine Zone to be or it's features / life in general.
Zone:
- gloomy
- modern
- alive
- still
- empty
- long
- down to earth
- low height
- macro
- dark / shadows
- spacious
- freedom
- large
- open in a closet
- easy to spot
- mystery
- exploration
Life:
- quiet
- still
- slow / fast
- unnoticed
- hints of something more
- dark -> grey
- colorless
- ever changing / ever still
•••••••••••••••••••••••••••••••
The script is the location.
The actions are not posed.
The very location is dictation the flow of a shoot, the behaviour of random people.
Tarkovsky once gave a definition of a film - it's a "captured time".
That means that the characters are not necessary, what really matters - is the time and place.
How something (location or mother from 'Mirror') changes in time.
What matters is the object of sighting, be it a place or a person.
Because it's Spatial Design, the presence of characters is not necessary, and the subject of surveillance is the space itself.
It would be good to produce such a video that shows the transition of time, be it a rainy April's evening, sunny May's day, morning's mist, night's stars, etc.
Any changes in location (rubbish, windows, graffiti, etc.) shows the lapse of time. [not sure if it's needed]
Sunday, 31 March 2013
Thorsten Knaub LONDON/LONDON
http://www.thorstenknaub.com/LONDON-LONDON_QT2.html
http://www.thorstenknaub.com/LNDLND.html
LONDON/LONDON
The new video installationLondon/London consists of a re-shoot of a Super 8 tourist movie, filmed by the artist's father in London in 1974. The locations of the Super 8 film were re-filmed shot by shot with a video camera matching details of the original: time of year,weather conditions, framing of the shots as well as the hand-held camera movements.
The installation will show two synchronised movies side by side, as two separate but paired video projections. The two films are continuously mimicking each other creating a mechanical/robotic synchronicity: a kind of ‘time-shifted’ stereo image.
http://www.thorstenknaub.com/LNDLND.html
LONDON/LONDON
The new video installationLondon/London consists of a re-shoot of a Super 8 tourist movie, filmed by the artist's father in London in 1974. The locations of the Super 8 film were re-filmed shot by shot with a video camera matching details of the original: time of year,weather conditions, framing of the shots as well as the hand-held camera movements.
The installation will show two synchronised movies side by side, as two separate but paired video projections. The two films are continuously mimicking each other creating a mechanical/robotic synchronicity: a kind of ‘time-shifted’ stereo image.
Saturday, 30 March 2013
TO-DO LIST
Finish/redo model - make it not only from paper;
use glue, materials, rounded corners, slopes, etc;
make a resemblance, but at the same time integrate the site into it (sketch from previous post);
scale up, or more correctly, the size up; build the space;
try to design it close enough to the outcome aka the space/room/building/event i'd like to recreate in the real world;
Virtual map model - taking the measurements, build it in 3dmax or sketchup or any computer programme that allows overview and walk through;
the aim is not the quality at the moment, but the visualisation!!, exploration;
the aim is to explore and to show how it will work in virtual world;
Try to spice it up - add characters, create their stories, rules of the game, etc;
become a director and writer for it;
share my own experiences and figure out what affected me in the first place and why, + how i want to impress the audience;
and who is the audience, how they interact with the space, through what devices;
Film it - doesnt matter what to use, model real or virtual;
the point is a combination of everything;
erase the boundaries between real and fantasy;
elope into the dreams;
experience the creation, of a character and the development of yourself by oneself;
think of presentation ways, is it a film talking or map explaining or model showing;
Monday, 11 March 2013
Found Location/Site.
Grand Union Canal.
This site looks out of place:
it is quite dirty and deserted.
Just what i needed, and imagined the original Zone to be.
Monday, 4 March 2013
Sunday, 3 March 2013
#3 Where is the link between transition, windows and game space?
I look into transition, movement through space.
As we travel we are moving across the land, using different transport.
But while we are in the Transition Space - space between your starting point and your destination - you also occupy the space of the car.
It's like you are currently inside a space (car) within a space (distance).
And while you are sitting inside a carriage and travelling, you have a feeling that the buildings and the outside landscape, that you see behind the window, are flying by at the extreme speed.
But in truth you are the one who is moving through the space, while the land stands still.
The window acts as a portal to the world outside - you see it but you cannot reach it.
And we can see the link between the glass window of the vehicle and Windows, the computer.
Everything we see on the screen only exists in the digital world, the one we dont physically have access to.
But at the same time we are the one who control that world, and in some sense inhabit it.
In the computer games we are the main protagonists of the story, experiencing all that happens to our character as if it happened to us.
So i'm gonna created a world - a Zone - that is in fact a computer game, with a plot and traps filling the virtual space.
And at the same time i recreate this game in the real life - building the structure and setting the traps.
Then the person who once tried the digital Zone, can go inside and play the game by himself, being the main character and experience it on his own.
As we travel we are moving across the land, using different transport.
But while we are in the Transition Space - space between your starting point and your destination - you also occupy the space of the car.
It's like you are currently inside a space (car) within a space (distance).
And while you are sitting inside a carriage and travelling, you have a feeling that the buildings and the outside landscape, that you see behind the window, are flying by at the extreme speed.
But in truth you are the one who is moving through the space, while the land stands still.
The window acts as a portal to the world outside - you see it but you cannot reach it.
And we can see the link between the glass window of the vehicle and Windows, the computer.
Everything we see on the screen only exists in the digital world, the one we dont physically have access to.
But at the same time we are the one who control that world, and in some sense inhabit it.
In the computer games we are the main protagonists of the story, experiencing all that happens to our character as if it happened to us.
So i'm gonna created a world - a Zone - that is in fact a computer game, with a plot and traps filling the virtual space.
And at the same time i recreate this game in the real life - building the structure and setting the traps.
Then the person who once tried the digital Zone, can go inside and play the game by himself, being the main character and experience it on his own.
Sergei Lukyanenko "Master of the Roads"
Short story from the book collection "H is for Human", 1988-1997.
Unfortunately such short stories were not translated into english, so here i post a rough translation.
All bibliography of S.Lukyanenko for future reference:
Plot in few words:
The strange world where people walk according to them straight roads, rarely see each other, happy to get to sleep in the oasis. Nobody will ever leave his way, as the Lord of Roads commanded and it became law. But there are people endowed with the gift to change anything in this tough game. And when two such people meet at the crossroads, the world can change.
Lukyanenko quote:
One of the standard questions you ask the writer - "how did you begin to write?" And of course, every writer has the answer (and sometimes more, depending on the audience) to this question.
When I reply to that question, they usually do not believe me. But I will try to explain again.
It was evening. I had nothing to do. I wanted to read something - but the apartment I rented, eighteen years old student freshman, was not full of books.
Then I took the overall checkered notebook (the lined notebook I hated from the first class, since i didnt like writing essays and could not do it properly), took the pen for "thirty-five cents" and began to write fiction stories. Wrote three stories - and was quite pleased. One of these stories - "Behind the Forest, where the cowardly enemy lurks" - was later printed almost unchanged; second one has disappeared without a trace; and the third was a "master of roads." In five years I went back to it, as an experiment. It was re-written, and the story has increased tenfold, and ... and here it is.
"Master of the Roads" (text in russian)
#1 - Finalising model of 'Stalker'.
After finishing the outline model of the bottom level of the map, i decided to add volume and turn it into a separated singular space.
Here's the whole process:
Here's the whole process:
Size is roughly A3, height 3cm. Model shows entrance - "chopper" - into the secluded underground space of the Zone, and its 5 rooms - water pit; sand room; room where they received a phone call; room where they were sitting at the end; and raining room where supposedly resides the golden sphere of wishes.
Next i'm looking into books of similar interest - journey, traveling, separation into two realms, unreachable space, transition, etc. - that i've read before; and will try to describe/establish the future development and direction of my work.
Possibly decor or pretty up the model, add some details of the surrounding in order to entertain the viewer.
Wednesday, 27 February 2013
#1 Stalker - map to model.
I wanted to turn the map i drew of Stalker to the model.
After figuring out the shape and parameters, i went to make a paper model, starting from the lowest level.
During the process of making, i found out that i'm more interested in shapes of the rooms and how they connect to each other and form closed/indoor space, rather than the upper levels, containing fields and open spaces.
From here, i plan to research the meanings and possibilities of the geometric shapes and symbols.
Also, i will finish the model, including only the bottom level (the rooms of the buildings containing Golden Sphere) inhabiting the shape of a cube - the "ultimate" space - idea came from the film "Cube."
From here, i plan to research the meanings and possibilities of the geometric shapes and symbols.
Also, i will finish the model, including only the bottom level (the rooms of the buildings containing Golden Sphere) inhabiting the shape of a cube - the "ultimate" space - idea came from the film "Cube."
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