Feb9 2009 text

Research overview

RESEARCH OVERVIEW

Narrative:

1) How cinema and video inform can help communicate through physical elements.

2) Sense of space. How can scale inform perception and story flow.

3) How patterns and colors can tell a story or induce effect.

4) Natural optics. Leave interpretation to user via optical illusions.

5) Read Andean and Latin American folk stories and mythology. How much changed after the Spanish conquest.

6) Correlate these stories with themes and situations commonly found in video games.

Visual:

1) Try to understand the basics of optical illusions.

2) Look into Jitter and see how can I create patches that read different sources and try to process them in a way where both are combined.

3) Understand principles of color mixing.

4) Look into level editors of video games. See what types of graphic patterns are used the most to create the illusion of objects and space.

5) Try to understand where Andean visual expression comes from. What does it mean?

6) Think about data. How much information do these visual elements carry? How much is needed to say something.

7) Use computer tools or physical tools to create art?

8) Look into real-time and reactive video mapping techniques.

Sound:

1) Psychoacoustics.

2) Sound perception and spatial reproduction.

3) Sound imaging.

4) Themes / scales / tonality in video game music and andean music.

5) Instrumentation/ arranging of sounds.

Programming:

1) Behavior systems.

2) Human and computer interaction and feedback between all participants in the system.

3) I/O flow. Where it leads. How does it get from one point to the other?

4) Merge actions? Or approach each action as a separate entity that affects another component. Or is each action feeding on the action of another participant. Is it a result of? Is it one-dimensional?

Construction:

1) Materials. Reflective? Absorbing.

2) Shapes. Complete. Broken in pieces?

3) Building strategies.

4) Spacing and installation construction.

5) If it’s performance how do I go about creating something that resembles stage design?