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Gotland Nexus – Bring it North | Workshop

GOTLAND NEXUS – Bringing it North

SCREENDANCE|VIDEO|MUSIC|INTERACTIVE MEDIA

interdisciplinary research & practice

research in action residency

PRE PRODUCTION | PITCH | DEVELOPMENT | PROCEDURES | PRACTICE | NETWORK

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DIT | “Do it together” in Burs, Gotland, Sweden | 04-10 August 2011

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1) Workshop on Screendance by Jeannette Ginslov

In this workshop we will explore the impact of the recent developments of new digital technologies on the performance of movement, choreography, sound and image construction utilising alternative screens ie. « body as screen | screen as body »

We will explore how the body becomes a screen and how the screen becomes visceral, reflecting a specific location, capturing and amplifying the movers physical affordances and diegetic soundscapes. It implies the investigation of digital media and live body interactions resulting in a performative intermedia (dance/music/video) work or a single screendance work. We will explore the genre of screendance, dance for the camera, the moving camera, the moving body, and choreography for the dancer/camera, kinaesthetic and emotional amplification, how authentic and concrete experience is captured by the medium and finally amplified by the digital media processes in post production.

It will touch briefly on how the digital body and affective images become haptic when mechanically reproduced and amplified in the shoot and in post production. It will highlight the influence of postmodern dance practice as well as the cinematic genre of Dogme 95 and a non linear or poetic filmic practice. The workshop will introduce ideas for shooting for the edit and discuss the notion of repetition in the edit, diegetic sound and the use of vertical montage as choreographic tools and a means of amplifying audience empathetic responses.

Practical investigations:

the coupling of movement, sounds, affordances, emotions and the moving image

the creative and aesthetic potential of working with live feed cameras on stage

the dancers capturing themselves on camera and/or others whilst dancing

already been shot and edited and then re-projected onto the dancing body

collaborative experimentation with sound and image

choreography, sound and affordances in different external locations

sound, location, image and body collaborative experimentations

Each participant will produce an edit in camera dance video that will be shown at the end of the session. In the morning of Day Two the participants will shoot a short video at Narsholmen Nature Reserve. This footage will be used in the projects developed later with the other technologies and participants. The participants should bring an idea or narrative or storyboard they wish to explore.

2) Interactive workshop/human computing/music/video/interactivity by Marco Donnarumma & Ioann Maria

2.1) PD aka Pure Date – Introduction to Pure Data

PD aka Pure Date – Introduction to Pure Data – is the third major branch of the family of patcher programming languages known as Max (Max/FTS, ISPW Max, Max/MSP, jMax, etc.) originally developed by Miller Puckette and company at IRCAM. Pd is a free and multi-platform software. The course provides a theoretical and practical overview of the graphical programming environment and most common idioms.

Pd and its community
Understanding what is Pd and the fundamental role of its community. Where to find web-based resources for learning/development process.
Pd projects review
Review of some relevant Pd-based software/tools for Live Media.
The Pd language
GUI and Configuration. Learning how to communicate with Pd and building basic process to understand the main charachteristics and potential
Visuals with GEM
Creating live visuals with GEM. Library introduction: Video real-time processing, Generative Code, Motion Tracking, Phisycal Computing, Video Players, Video Scratch. Building basic data structures.
Sound
How to deal with sound in Pd. Libraries introduction: real-time DSP, Synths, Effects, Loop Samplers, Recorders and how to connect sound with visuals. Building basic data structures
GEM Laboratory
Following few guidelines each participant develops intermediate video data structures using GEM library. Topics: real-time video processing, CG, Human-Computer Interaction, motion tracking.
SONIC Laboratory
few guidelines each participant develops intermediate sonic data structures using Pd’s audio objects. Topics: virtual instruments, real-time audio analysis and synthesis, Human-Computer Interaction.
Collective Briefing
group  collectively analyses the data structures produced during the laboratory and plans its possible applications in order to create two software focusing on audio-video interaction/synchronization and Human-Computer Interaction.
Software production laboratory
form two groups and develop two different software using their own data structures. Live testing of the final software and collective analysis of the learning/production process.

2.2) FLxER – an audio video mixing software seminary

The FLxER seminary consists of three parts. During the first introductive part FLxER Creative Team presents the FLxER project: software, art-community and related artistic projects. The team then introduces the FlxER.net community, an important virtual space where live video artists are able to share their work creating live interactions among the 11.000 visual artists from all over the world joining the platform: an “art community” which makes FLxER an on-line archive updated with more than 4.000 videos, animations, sounds and concepts.

In the second part of the workshop the FLxER Team performs a show-case performance where every action of each performer is explained in real-time giving a full overview of the software’s features. The third and last part of the seminary is focused on the production of multimedia contents and video libraries for live video performances with Adobe Flash. Through individual exercises participants acquire the technical know-how about the creation of footage using the Flash environment: video signals’ capture, screen capture, photography techniques. Eventually participants learn how to organize their contents in ready-to-use libraries to import them in FLxER.

The main goal of the seminary is to give participants without a previous experience in Live Visuals Performances the required knowledge and skills to independently produce creative multimedia contents for Vjing and audiovisual performances using the FLxER environment.

3) Internet medium as a site for art work by Iwona Hrynczenko


The internet is a fluid medium, which strive for distributed content rather than linear narrative, therefore Internet art could be a permanence, an archive, a collection, a software or game distributed online. It is a medium continuously expanding by a worldwide body of users; it is a site for artwork and a new method of distribution. Producing Internet art is not just a matter of learning the right tools, but also of learning the right attitude. Possible interactivity change the relation between producer and consumer when participant, the viewer becomes a part of the artwork. The possibilities of time lags when the viewer can use replay, forward, backward and stop button invites to new choreographic experimentations.

In this workshop we will explore the possible structures for interactive narratives, a set of multiple perspectives when the plot will accommodate flexible structures to achieve multiple viewpoints. Using open source tools we will plan and deconstruct the narrative story as flowcharts to later use in the second part of the workshop use them when working with the web and animation tools.

DOWNLOAD DETAILED WORKSHOP DESCRIPTION AND PROGRAM:
Final Gotland Nexus Description

CONTACTS:

Gotland Nexus Co-Ordinator & Fundraiser
Jeannette Ginslov Mobile: +4526990363
jeannette.ginslov@gmail.com
Copenhagen | Denmark

Dansens Hus – Copenhagen Denmark Financial Admins for Gotland Nexus
Hanne Svejstrup, tlf. 3586 8606 eller hanne@dansenshus.dk eller
Jens Christian Jensen, tlf 3586 8607 eller
jenschristian@dansenshus.dk