Tag: development

Musicality of Drawing

Digital Media Art Project: The Musicality of Drawing

The concept “Musicality of Drawing” explores how to express music using hybrid immersive drawings, and how visitors perceive the musicality of a spherical perspective. A/r/cographic recap: within the previous entries, I completed the following steps of the a/r/cographic methodology: Inspiration, in this and this article Trigger Intention The next definition is concept, for which I developed a first part here. Hence, the aim of this entry is to complete such a development: Background Methodological definitions Previous artistic experiences Musicality Here and now The Musicality of Drawing Conclusion References Musicality of Drawing – Drawing at the Godot Art Bistrot during the concert of Mary Ocher © Lufo Art, 2017 Background Firstly, and according to the previous entry, the definition of the concept should consider, first, methodological definitions, and second, previous artistic experiences. Therefore, let’s try to develop a bit further these two points, so to understand their connection with the concept. Methodological definitions Within the module MIPA (Metodologia de Investigação e Produção Artística) of the DMAD PhD program, I developed a short article. I called that article “Definiciones metodológicas para una investigación basada en la práctica artística con Modelos Híbridos Inmersivos” (in English: “Methodological definitions for practice-based research with Immersive Hybrid Models”). You can peek the essay right below this paragraph or download it here. In that article, I explained a couple of useful things that structure the methodological approach. For example, I talked about the connection of the current digital media art project with a previous ongoing research. In that regard, the previous research developed the so-called “Hybrid Immersive Models” (HIM) and their application using the cubical perspective (Olivero, 2021). Furthermore, I also considered the advantages and disadvantages of following the already known approaches for social and natural sciences, i.e., the positivist and the interpretative approaches. Also, I summarised how these more classical approaches do not fully fit for an art-practice based research.  Indeed, the art-practice based research field has developed in the last years its own methodologies (Sullivan, 2005). Within them, Patricia Leavy (2020) structured some criteria for understanding if an approach is valid or not, from which I rescued strategic points to consider, such as Question-method Fit, Translation, Holistic Approach, Data Analysis, Usefulness, Audience Response, Artfulness and Multiple Meanings. Previous artistic experiences On the other hand, this second part is connected with the real situations that I have dealt with as an artist. Indeed, as explained within this entry I gathered experiences and important reference points while creating handmade VR drawings in equirectangular format and listening to live music. Therefore, the concept should consider these aspects from a more focused point of view: when I had those experiences I was not really aware about what I was doing. So, I would like to explore them specifically now: how do I see music? What is the effect of music on my graphical output? Do I have a sound/graphic alphabet? How does a HIM collaborate on expressing that connection? Musicality According to Düchting (2013), one of the strongest elements stimulating Kandinsky’s artistic sensibility was music. For example, he had a strong visual experience during the representation of the opera “Lohengrin” of Wagner: “I felt that I had all my colours in front of me. Disorderly and almost absurd lines were forming in front of me” (p.10). Thanks to his synaesthetic ability, Kandinsky perceived the power of music and at the same time sensed the forces of painting, which had yet to be discovered. The relationship between colours and sounds, which for him was not only supposed but actually existed, captivated him to such an extent that this secret correspondence of the arts became one of the pillars of his artistic convictions, even the starting point of his painting (Düchting, 2013, p.10).  Now, when I look back to my own experience in 2017, I notice that the visual expression on my drawings is not connected in the same way with “what was happening” while I drew them.  CamposGodot (left) Lo Schifo Moop (right) © Lufo Art 2017

Digital Media Art Project: Narrative, Interaction and Fruition

Narrative, interaction and fruition are key elements for structuring a Digital Media Art Project.  Indeed, these components develop the methodological approach of our art-practice based research.  Furthermore, these key elements structure and characterise the project and, consequently, define its future developments. In this regard, I was asked for the definition of narrative, interaction and fruition elements within my project. So, here we go: Pre-concept: the Musicality of Drawing Narrative / Development Interaction / Evolution Experience / Fruition Conclusion References Figure 1: behind the scenes of the exhibition I’m watching you/me © Lufo Art, 2019 Pre-concept: The Musicality of Drawing Before entering the development of narrative, interaction and fruition, I will need to mention what I have in mind for the concept of the project. Afterward, we will understand better the following concepts. Hence, the aimed concept is “The Musicality of Drawing”. It stands for questions like how do we see music? What music do you hear watching to a certain drawing? In other words, I would like to dive deeper on the interaction between a drawing, a VR environment, and live music.  Although the concept will have a fully dedicated entry, I would like to leave a note for the future developments. Its definition should consider: first, the methodological definitions, and second, the previous artistic experiences. The former were developed within the essay Methodological definitions for practice-based research with Immersive Hybrid Models (Olivero, 2022)*. The second part is connected with the real situations that I have dealt while creating handmade VR drawings using the equirectangular format, and listening to live music (cfr. PMAD – The Starting Point).  *A short article for the module MIPA (Metodologia de Investigação e Produção Artística) Narrative /development Will your artefact tell a story? Allow you to live part of a narrative? Will it lead the audience to a conclusion? Or will it be more atmospheric/environmental, relying on sensations? Keeping the concept in mind, I introduce two versions of the artefact. Each version plays and explores different parts of the same narrative, although with a different interaction and fruition. In short, these are two different ways for playing with something visible and something invisible, i.e., a VR handmade drawing and the sensations that some music provokes respectively. Versions v1 On the one hand, the v1 will be the MVP (minimal viable product), thus the functional version for the Retiro 2022.  In detail, this version focuses on the subjective reading, i.e., the phenomenological social reading (Lee, 1991, pp. 347–348, Olivero, 2022, p. 8). That is to say that the narrative focuses the experience that the visitor has during the fruition of a special set of media. In particular, this set is generated and/or gathered by the artist. Henceforth, the artefact has the goal of understanding how visitors relate a visual artwork with a musical expression.  v2 On the other hand, v2’s implementation will rely on two things: first, the time available before the Retiro. And second, the real developments achieved before July. Otherwise, v2 will be implemented after, as a complementary work for the thesis.  The v2 of the artefact includes the previous features plus an extended modality: expression. Hence, the user can also contribute to the visual product.  This version of the artefact should align with the inquire’s definitions made on (Olivero, 2022, p. 8). In this case I focus: first, on a phenomenological social construction (both reading and expressing). Second, on a hermeneutical exploration. In fact, v2’s narrative should bring people nearer to spherical perspective basic knowledge. Consequently, showing them a new way of thinking and expressing. Indeed, even a person without any knowledge on perspective should be able to learn fundamental concepts by interacting with the artefact (by trial-and-error). Figure 2: Flow of thoughts about “The Musicality of Drawing” Communication How will these aspects be communicated? Both versions of the artefact should have elements pointing out the project’s functionalities. For example, the interaction with the VR environment can be highlighted as it follows: first, setting up a general dark configuration. Second, using a directional light, right on top of the element that commands the interaction (a mobile phone). Furthermore, graphic material (e.g., brochure, flyers) should accompany the artefact to let visitors understanding how the installation works. Also, there might be the possibility of looping a video if a secondary computer or a screen are available. Finally, I shall thoroughly study the interface for giving a great user interaction experience. In this case, working with an UX/UI designer might be also helpful. Interaction / Evolution How will there be interaction between the public and the artefact? Will the artefact evolve according to that interaction or will it be immutable, always delivering the same content and the same experience? v1 Thus, V1 should have available the same quantity X of paintings and songs. Consequently, the user will be able to choose a different drawing and a different song. In fact, X2 possible output combinations. v2 On the other hand, v2 puts a certain input so to start. However, it allows new artworks and/or their reuse/vandalisation. Therefore, the artefact evolves and goes more complex according to the interaction. Indeed, v2 output is a social construction thanks to the possibility of allowing simultaneous collaborations.  Interaction modality Exhibition of graphical and musical inputs. The visitor watches and interacts with the VR drawings while listening to the music.* The visitor pairs a certain music with a certain drawing. A survey is conducted to determine the socio-phenomenological conditions of the reading. * Depending on several factors, I could perform a live drawing session during the Retiro. To clarify, the live performance depends on the possibilities of transport, the physical space availability, the developments for calibrating the camera, etc. If I manage to do the live performance, I will be using headphones and hearing a songs/artist while drawing. Therefore, visitors will watch the visual output projected onto the screen. Furthermore, they will interact with it using an external mobile device (Figure 3). Then, they would be able to choose a song and select the best match.** The expression modality is compatible with the live drawing session. To clarify, up to three artists / collaborators can interact simultaneously. Exhibition of graphical and musical inputs. The visitor watches and interacts with the VR drawings while listening to the music.* The visitor select between…
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