Given the task of group assessments is usually something daunting and as a practise sometimes counterproductive to its initial purpose. However, a different approach was given to this group iteration process. From a combined effort on pieces of large paper written over by the students about what their processes and practises, the collective figured out a list of categories we would dive into for the final project, these included:
- Reconfiguring space time through sound, image and interaction to tell stories has been the domain of cinema.
- How can we reconfigure space time to create layered experiences or narratives in other ways?
- How do we create new space time through the use of sound and image?
- How do we open up storytelling as an activity by configuring human senses through the media of sound and image?
- What kind of stories can be told? What kind of stories should be told?
The category highlighted in red was the one I felt as a practise I could see myself excelling, having the best creative input and something I wanted to develop personally in the field career I wanted to pursue.
A group was formed. Sonny, Chelsea, Steph, David and myself. We all had come across in one way or another and we discussed interests, project pitches as well as ideas to recreate a work from an assigned bunch. We ended up choosing as a group Janet Cardiff and George Bures Miller’s The Dark Pool (1995), due to the mysterious nature, and the way we thought we could incorporate cyber cultural elements of Virtual Reality into the space.
We ended up wanted to create a physical version of a blend of VR and a house of curiosities. The intention was to evoke the responder to have a different experience to the previous and indeed the next person to enter. Through the use of various coloured lighting, audio alluding to a sense of “loss, or losing something”. This was then jolted, glitched and merged into one audio file that was looped and exposed at different times to those who entered.
What would be interesting to investigate within these works would have been the utilisation of sound and how that could have been perhaps more immersive. The objects chosen, though small and inanimate, didn’t create enough curiosities, in that it was perhaps the only subject. In terms of recreation however, our finished product definitely hit our mark with the VR experiences and disembodiment element discussed.