[IDEAS] Resonate Part 1
it to Resonate, one of the most important new media events in Europe.
In line with the suggestions we received from those who had gone before, we changed the route to Belgrade before NODE Frankfurt at the end of the month. We gathered the Resonate 2015 Conference and Speech highlights from the perspective of designers, and wanted to share our views in a few articles.
PART 1 ‘CREATIVES’
Adam Magyar_Photography There are experimental photos on the photography medium that reverse the perception of motion. It is quite mind-opening in terms of creating a different perspective on the relationship between the viewer and the watched in the public sphere. In the background, there is software that combines high-speed images with a kind of ‘hacked’ camera. Thus, by combining the image he saw from a thin and long slice, he obtained results that abstracted everything else by writing what passed through that slice, it is very stylish.
Jesper Kouthoofd
Teenage Engineering has established an efficient structure where creative ideas are transformed into products. We can of course attribute this to the interdisciplinarity of its partners. As a designer, Jesper reflected a perspective on aesthetic decision processes for us. Although his presentation may seem like a company presentation, it was actually a sincere designer who persistently tried to convey a cleverly designed experience to the audience. Jesper defined the interfaces of his interactive works or the synthesizers they designed as ‘inspiring toys that support creativity rather than functional tools’. In fact, his starting points are the subject he constantly underlines in his speech: ‘while designing, we should not forget to surprise the game and even yourself’, which we often have to repeat to ourselves in our sector geography.
Playmodes, a group of people who are obsessed with space and light. In fact, they create scenes by treating audio and visual materials as theatrical elements while transforming spaces. The perception is different in the style images in the presentation, but while watching the experience in the space in the documentation videos, you don’t see the projector, laser, light, laser. I mean, you see a lot, they are not hidden, they are there. But they also became actors in the story. It’s their job to seamlessly stitch the medium. They shared in detail behind the scenes of Taüll 1123, which they performed for UNESCO. The issue of reviving a historical mural with digital restoration. The effort given both technically and aesthetically is remarkable.
Artificial Rome is a good model for those who started off with the Art+Technology discourse and lost themselves in the depths of the advertising world. Their fine arts background founder Dirk Hoffman’s devotion to pen-on-paper has brought a noticeable creativity to the group’s work. Originality, character, sincerity and human touch are the starting point of all his works.
For example, the Kia GT Ride they made for KIA is an example that collides the perception of analog and digital space. It is a creative experience that transforms the ‘light trail’ that you draw in the air with light in front of the installation into a route that you race on, by making a car a part of the game within the 3D game space.
Artifical Rome is obsessed with playing with ‘ferrofluid’ material now. They are trying to provide readable kinetic information flow on ferrofluid surfaces with a controllable magnetic system. Patrik explained the system in great detail, it was like he was saying, if it’s easy, do it 🙂 Technical brain, follow Vassilis Boukis @billybouki.
One day Marcus and Vera left Kassel and went to London to set up a company, their stories are worth listening to. They continued their artistic style, probably because they were fed from the city of Documenta, one of the most important art events in Europe. They managed to get the phrases ‘Absolutely beautiful’ and ‘Bang on Brief’ used in the same sentence, and they signed off on effective projects. FIELD is not told, it is watched, observed, followed.
We’ve already had our eyes on Mimi Son and Elliot Woods. They talked about the works they set out with the obsession with ‘Drawing in the air’. In addition to creativity, which you call obsession, it has yielded poetic results when supported by a budget. The perfect combination of convex mirrors and projectors, Light barrier, simultaneous projection work where a digital sphere becomes visible with a long exposure on a flying screen, LUNAR SURFACE, LINE SEGMENTS SPACE, which they created by mapping on 3-5mm ropes that make you say crazy work.
We could follow @mimi_son and @elliotwoods.
‘What is left with you from this section?’ if you ask. A few phrases we forget every once in a while:
- While briefs are pouring in, your to-do list is getting longer, and time is getting short, follow your inner creative flan*.
- It’s okay to be obsessed. (As long as it is process-oriented rather than result-oriented…) See. Manfred Mohr**
- – Convert your tools. Challenge the possibilities that the tool offers you.
Of course, that’s not all, more Karsten Schmidts, Zach Liebermanns, Alain Bellets, Robin McNicholas’s who are who and what… They are in the next section.
* Even though the Turkish word for flanör is a wanderer, we do not take it into account. Based on the concept of ‘flâneur’ as described by Walter Benjamin, we attribute this attitude to the creative process and use it as a method that pushes our limits, opens our perceptions, and allows play in the process of transforming the creative idea into a project.
** Manfred Mohr is one of the pioneers in the field of computer art, which was not even considered art in his time. He is an exemplary personality who stubbornly says “I can make this tool draw cubes” and draws cubes in the 8th dimension, which you will have difficulty in imagining, by combining his imagination with the power of the algorithm, and has been doing this relentlessly for 55 years, not 3-5. http://www.emohr.com/ww4_out.htm
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