Saturday, 18 May 2013

Zone 1.5 film

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.

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:



Wednesday, 8 May 2013

Chemical Reactions. Sort of.


Smoke in glass


Hot beverage in plastic cup.


Two identical puffs of smoke collide.

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.


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).
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2 screens:
1) what is Tarkovsky to me
     • fiction
     • past + unreal
     • set in stone
2) what is my work?
     • location, site
     • present
     • ever-changing
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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)

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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.
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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. 





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.

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.