Class Divide: Visiting Artist Project
Class Divide: Visiting Artist Project
Class Divide: Visiting Artist Project
CLASS
portfolio
DIVIDE
11/12/18
MA2020 Creative Digital Arts
influences
1
Pipilotti Rist
4th FLOOR TO MILDNESS by
“When I close my eyes, my imagination roams free, in the same way I want to
create spaces for video art that rethink the very nature of the medium itself.
I want to discover new ways of configuring the world, both the world outside
and the world within.” ~ P. Rist
2
Pipilotti Rist
W
4th FLOOR TO MILDNESS by
W
our final piece was
“vibrantly coloured to use Rist’s immersion
kaleidoscopic and engaging use of e wanted our
videography. We audiences
projections that fuse deep curiosity that wanted to make our curiosity to build by
the natural world explores the physical audience feel as if they being able to compare
were part of our piece.
with the technological and psychological the different types of
education around the
sublime” experience world.
3
T he Victoria and Albert (V&A) Museum held the
exhibition Videogames which provided a unique
insight into the deisgn process behind a slection of
groundbreaking contemporary videogames.
The exhibition included prototypes, feature alongside
large-scale immersive installations and ended with a
room full of different interactive games for the public
to play amongst.
Videogames
time of major advancement of technology, including
broadband, social media and smart
phones, the exhibition looks into how
this has impacted the videogames
overall.
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W
a unique insight into the design process behind a
selection of groundbreaking contemporary videogames e used the interaction of the
consumers within this exhibition to
The exhibition shows lead us further towards our interactive and
This exhibition immersive piece. We liked how the audience
the history of presents both sides were able to experience the videogames and
video-gaming whilst of the metaphor: the
so we decided we wanted our audience to
experience education in a similar way.
walking you through nuts and bolts of
all sorts of scene engineering a game
development process as well as the
~ Time Out creative part of the
process.
Design
Play
Disrpt
A nother intention for our final piece was to
create both a play/viewer experience of our
project. We understood that as soon as we wanted
people to participate in our work this would render
others anda viewer, however we still wanted to make
it engaging for them. From this we decided upon a
Videogames
video showing some more information about
education in different countries.
5
H enrot visualises the disarry of history’s chaos by
following geographical locations and cultural
traditions. A narrator is used to further cement the chaos
created within history revealing an anxiety towards an
uncertain future.
T
he video is on a continuous loop which enables
the audience to jump into the video at any given
time. She uses a variety of mediums: videos, pictures and
graphic to produce an all encapsulating experience of
Camille Henrot
our chaotic world.
GROSSE FATIGE by
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the video tells the story of the creation of the
universe through a cascade of images that pop up,
collide, and implode across a computer screen.
T his piece was extremley engaging and
we thoroughly liked how the audience
learnt information about our world whilst
watching the video. From this we decided
we wanted our piece to educate our
audience and subsequently we used
interviews to inform our audience about
Henrot set herself This was the first education in various locations.
Camille Henrot
GROSSE FATIGE by
7
John Akomfrah
VERTIGO SEA by
A meditation on whaling, the environment and our relationship with the sea,
the work is a film essay continuing the ‘recycled aesthetic’ of John Akomfrah’s
recent gallery pieces, fusing archive material, original footage and readings
from classical sources.
A
komfrah draws on historical and contemporary
narratives to express the ways in which the
Atlantic has dominated cultural imagination for
hundreds of years.
S
pectacular imagery of waves and wildlife
contrasts with scenes of political violence
and environmental destruction.
Akomfrah uses three screens to display the
His film outlines the complex intersection between effects and issues within the Atlantic
ecology, economics, and politics and features graphic
scenes from documentating the history of whaling.
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John Akomfrah
VERTIGO SEA by
A
including Heathcote
Williams’ ‘Whale longside the three screens, Akomfrah
made his installation engaging through
Nation’ (1988) and the factual video - therefore we once again drew
Herman Melville’s upon this and decided to create a video which
‘Moby Dick’ (1851). would engage our audience with information.
9
M
arina van Goor wanted to display the atractiveness of
eating alone at a restaurant. She created the first ONE
PERSON RESTAURANT in the world, which was then taken to
the V&A museum’s exhibition ‘The Future Starts Here.’
Marina herself is an interior designer and businesswoman, she
did a TED Talk about her restaurant and spoke to highly
recognised companies such as The Independent UK, NBC and
Vogue about her business.
H
er aim was to challenge the lonely and
unattractive pre-conceptions people think of when
at a restaurant alone. Dinner is one of the most extreme
forms of togetherness.
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I try and expose deep-rooted structures,
thinking routes that play a role in I wanted to break the
society. With my knowledge and perception that eating out alone
experience in the different worlds of isn’t unattractive. Solitary dining
science, international business, and can actually be an inspiring expe-
creativity, I know how to unify them. Making rience because you get a chance to
cross-overs is for disconnect for a while in our hy-
my everyday activity. per-connected world
T
his piece was our main inspiration for our final idea. We
really like the inclusivity of her project which allowed the
audience to become part of her installation. The idea that
everyone was separated physically but behind it they were all
connected through their experience was something we wanted
to show within an issue we thought could educate and intruige
an audience.
S
Solo dining in restaurants is the
eparating the audience through a seating extreme sport of the food-and-drink
arrangement was intruiging as it allowed
van Goor to experiement with the issue of lonliness. scene. It calls for nerve and verve,
In a similar way we decided to use separate desks but ultimately delivers a more intense
to suggest not only a school environment, but also
present how we all receive education in different
experience, free from the distraction
ways but overall we all receive education in one of someone’s boring chat
form or another.
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MY PROJECT
CLASS DIVIDE
13
studio project.
O
ur main intention for the project overall was to present the different ways people experience and
receieve education. From my own experience I am aware of the fortunate education I havereceived,
and that some children are not as fortunate, but that there is also the other extreme that there are many
places that have stronger education systems than the British system, there are many faults and flaws to it.
We wanted to explore the different ways people receive education presenting a sense of separation, but
on the other hand we wanted to show their unity through the fact that they are all getting educated.
A main intention was to make the studio project interactive. We thoroughly enjoyed all of the installations
that enabled the audience to become part of the installations through participation, but we especially
liked how the VIDEOGAMES exhibition used the participation to educated their audience - a key factor
we brought to our studio project.
We provided our two audience members with information for them to read, the same headings for both
the Philippines and England, however the actual information was different, and the way they received
the information was different as well. Whilst the English side received the information through a laptop
presenting a PREZI with the facts, the Philippines had a traditional worksheet which contained the
information.
When we came to editing it together we wanted to contrast the difference between the two countries.
Through this our intention to show the difference of experiences with education became more of a
visual experience for our audience instead.
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studio project.
F
green screen/projector
journey to school the footage in post we realised the green screen curtain
was not as smooth as we would have liked and as a
result provided a slightly black patchy effect on
our final edit.
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studio project.
T
he projection we created was a mix between a
British Primary School teacher and a Filippino
Primary School teacher. We used these two videos to
contrast similar activities that occured in both
countries.
A
mbient sound was used to emphasise the
school nature of our piece. We intertwined
both soundtracks from the British School and
Filippino School videos adding in school bells
and extra sounds of children talking.
We felt this created an apt mood for the piece
while people experienced the installation
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main project.
S
imilarly to our smaller studio project we wanted to present a difference of education in an array of
countries, allowing our audience to receive a form of education through the information they were
receiving with our installation. However to develop further from our studio project, we looked at more
countries - as a result we decided to compare countries with the best and worse education system, as a result
the countries we chose were:
Burkina Faso
England
South Korea
Philippines
For this bigger installation we wanted to make emphatic the separation and unity of these places in regards
to education. By aiming to do so, we interviewed 5 people who experienced very different forms of education
growing up, however found unity by attending the same university.
We again wanted our audience to become part of our installation through participation however we only
wanted a maximum of 4 people to fully participate with the countries at one time - therefore we decided
upon a set of interviews to create a spectator participation. In a way this enabled our installation to achieve
a cinema and physical involvement.
A key intention we aimed to attain again was the interaction from our audience. We made sure that each
country had a work booklet to represent their information - by doing so we were able to engage our audience
as they were physically able to immerse themselves with our project.
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main project.
F
or our main project we separated the 4 countries with a chair and table in a similar way to our studio project.
We placed South Korea (best education system) next to Burkina Faso (worst education system) to heighten the
comparison and contrast of their styles of education.
With every country there was a booklet, but each had a different presentation to it.
projector
By setting the room in a classroom style our audience were instantly placed within the theme of our project which
effectively enabled them to understand the topic of our project as soon as they walked in the room.
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main project.
T
his time instead of having the projection as a school
teacher, we decided to engage our audience further
whilst at the same time educating them about education.
We spoke to 5 different student at Royal Holloway who have
all had very different forms of education:
Philippines
South Korea
China
Nigeria
Englad
A
gain we added in ambient sound to the inter
views of children talking and school bells.
Once again it allowed us to escape from a simple,
flat and basic interview video
We took inspiration from Akomfrah’s VERTIGO SEA by
splitting the screen into 5 different sections showing each
video in turn, paused by the same freezeframe at the end of
their answer. This created a more intruiging presentation
of a simple interview, and allowed us to engage an audience
We used a black background on the video so to ensure through their intruige to know what each person would say.
our audience were focusing on the interviews and not
anything else which could distract them. This video was
specifically made for those that were not actively
participating with the worksheets to ensure we were
able to engage and intruige as many people as possible.
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LINKS:
PIPILOTTI RIST
VIDEOGAMES
CAMILLE HENROT
JOHN AKOMFRAH
MARINA VAN GOOR