Ralo Mayer
Transcription
Ralo Mayer
RALO MAYEɌ Ꮃorks 20Ꮊ�─201ȝ Ausstellungsstr· № 49/7, 1020 Wien, ‡⁴³ 650 7256662 http://was-ist-multiplex.info Outer space, ecology, models, time machines are four terms around things I have found intriguing for some time now. If there is some basic common issue in most of my works, it's probably the relation between nature and society. This separation is a modern invention that has shaped our world as much as its ongoing collapse is linked to a good deal of today's crises. CO₂ molecules, the Berlin Wall, bananas, space colonies, Kurt Waldheim, BP stock shares, or a dashcam clip of the Chelyabinsk meteor on YouTube – all of these things can be objects of complex relationships transgressing the separated spheres of nature and society. In my artistic investigations I try to explore such networks through a wide range of subjects from the recent past, the present or potential futures, from post-Fordist economy to natural science, from space flight to everyday life. This is where I have increasingly become interested in Ecology – not as in free-range eggs, Greenpeace or subsidized solar power, but as broader conceptual framework of relationships. Ecology has as much to do with nature as space exploration has to do with the vacuum of outer space. Landing on the barren lunar surface was a function of the Cold War, and climate change is at the same time a process of chemical reactions, a transformation of planetary life, and a matter of industrial production, economy, politics and everyday culture. Science Fiction is a recurring theme in my work, particularly two popular devices, the time machine and the simulation/model. Reflecting each other and the entire genre alike, they are enduring narrative figures to discuss the structuring of time and space in our own social realities. This interest in models and performativity lead to my research series HOW TO DO THINGS WITH WORLDS, which in turn launched my to date most extensive project, an ongoing investigation of Biosphere 2, an all but forgotten artificial world in miniature. The ecological experiment was also a test for space colonies, a model of our planet as much as a time machine through the past decades. Biosphere 2's heyday, the late 1980s to early 90s, coincide with an era of global changes, from a shifting balance of powers to digital technologies and communication. It is a time frame of a few peculiar years that keeps fascinating me also in other works. What is artistic research, what could be its methods and outcome? I find these questions as challenging as persistent throughout my practice. My actual strategies are often based on a concept of performative research: a processual and playful approach employing dramatic means like script, roles and props to avoid routines or plain illustrations. The resulting ensembles are most often unruly monsters of translation between film, installation or performance. Instead of didactic presentations of final results they are experimental setups through which I hope to engage the viewers' spatial and visual perception, activating their own investigations of things. Beside what's simplistically mostly credited as single artist work I have been active in various collectives, i.e. the Manoa Free University, a self-organized setting for experiments of learning and unlearning. And from time to time I publish issues of multiplex fiction, a Sci-Fi magazine in the literal sense. Bio: Born 1976 in Eisenstadt, Austria. Lives and works in Vienna. Studies of comparative literature and linguistics, completed studies of visual art, Art Academies Vienna (conceptual art: Renée Green, Marina Gržinić) and Copenhagen (mur og rum: Yvette Brackman, Rirkrit Tiravanija) Exhibitions: see following pages Works in collections like Österreichische Galerie Belvedere, Austrian Arthothek, LENTOS Kunstmuseum Linz Recent Awards and Scholarships: Linz Triennale Award (2010), Austrian Staatsstipendium Bildende Kunst (2011), Otto-Mauer-Preis (2012) Selected catalogue publications: Woran glauben die Motten, wenn sie zu den Lichtern streben, with Texts by Graham Harman, Jon McKenzie, Ursula Maria Probst, ed. by Stella Rollig and Sabine Schaschl, Nürnberg 2011. Das Muster der Schatten des Spaceframe der Biosphere 2, ed. by Annette Südbeck, secession, Vienna 2008 BC21 Contemporary Art Award: Marlene Haring, Ralo Mayer, Christoph Meier, Anna Witt, ed. by Agnes Hussein-Arco and Antonella Mei-Pochtler, Belvedere, Vienna, 2013 Content: Most stuff is presented according to research projects More information on was-ist-multiplex.info For access to videos please get in touch. Obviously a Major Malfunction / KAGO KAGO KAGO BE (Woran glauben die Motten, wenn sie zu den Lichtern streben) 2011 - 2013 Mixed media installation, videos Exhibitions: Lentos Kunstmuseum, Linz; Kunsthaus Baselland; das weisse Haus, Vienna The Ninth Biospherian2007 - 2013 Artistic investigation of Biosphere 2's history and legacy Exhibitions: Secession Vienna; Triennale, Linz; Argos, Brussels; 21er Haus, Vienna; Kunstpavillon, Innsbruck I HAVE NO IDEA ABOUT THIS PLACE BUT I'M GOING TO PROMOTE IT Public space, Chengdu 2008 HOW TO DO THINGS WITH WORLDS Research series about models, various projects 2006 - Biosphere Atelier Méliès2006 Forum Statdtpark / Steirischer Herbst, Graz Zurück mit der Zukunft! (Back with that Future!) 2007 Festival der Regionen, Upper Austria Manoa Free University2003 - 2008 Various projects Gothenburg N.B.2002 - 2005 Video, installations, publications LIMES: bioborder/park/spektakel 2001 Essay film border sounds2001 Sound work Obviously a Major Malfunction / KAGO KAGO KAGO BE (Woran glauben die Motten, wenn sie zu den Lichtern streben) 2011-2013 Mixed media installations, Videos Solo exhibitions: Lentos Kunstmuseum Linz, Kunsthaus Baselland, das weisse haus, Wien NASA's Space Shuttle program as an object of recent history – three decades between departures and catastrophes. The space shuttle as time machine. Obviously a Major Malfunction / KAGO KAGO KAGO BE (suit), 2011/2013 Stoff, Plexiglas, Video (HD1080p, 21 min). Courtesy Lentos Kunstmuseum Linz. Exhibition view Kunsthaus Baselland, photo: Viktor Kolibàl Obviously a Major Malfunction / KAGO KAGO (...) 2011-2013 9, 8, 6: And then the first people have been ˮtorn1, apart. Some by their inner contradictions. Some between their dreams and the life outside. But the astronauts have been torn apart because the fuel leaked from the rocket. (...) And the moths are flying towards the lights / Zig, Zag / flying zigzag into the light / burning up, it stinks. Nobody knows why. No scientist knows why the moths are flying into the light. Just what do the moths believe in, when they're aspiring towards the lights? [from the child's script, originally german] Video still, HD 1080p with sound, 45min. Exhibition view from Lentos Kunstmuseum Linz, photo: MaschekS from the exhibition folder at Lentos: In a new large-scale installation Mayer continues his exemplary exploration of objects in time and space, focusing on “the most complex machine of all times”. This title rightfully belongs to the US Space Shuttle, with more than 2.5 million individual components. Two space shuttles broke apart in mid-air, in 1986 and in 2003. When the Challenger disintegrated into plumes of white smoke, a NASA commentator famously informed the tens of millions of horror-stricken viewers on TV that “obviously a major malfunction” had occurred. But what happened in the time between these two shuttle disasters? Mayer’s reconstruction features not only charred remains of space exploration but as well fragments from Chernobyl, the Berlin Wall and the Twin Towers. Obviously a Major Malfunction / KAGO KAGO (...) 2011-2013 Obviously a Major Malfunction / KAGO KAGO KAGO BE Charcoaled wood, dark Plexiglas, multichannel video (HD1080p, DV-Pal), Laserprints, textiles, collected objects and memorabilia from space exploration exhibition views from Lentos Kunstmuseum Linz, photos: MaschekS (left) installation detail (totem) all issues of german news magazine “Der Spiegel” from 1986, nailed to a charcoaled wooden pole Obviously a Major Malfunction / KAGO KAGO (...) 2011-2013 The space shuttle was a Western icon, a symbol promising technological progress and Western superiority. Its Cargo Bay transported not only satellites and experiments, but also ideological loads of a “free society” or about “conquering nature”. In an emancipatory interpretation of so-called cargo cults the installation presents the shuttle's KAGO and its debris, inviting visitors to start reconstructions themselves. A network of things around the space shuttle – not as Verschwörungs-Theorie (conspiracy theory), but as Beschwörung (invocation). Obviously a Major Malfunction / KAGO KAGO (...) 2011-2013 (above) exhibition views Kunsthaus Baselland (right) video still from pseudo-3d wiggle stereograms of NASA photos, reflected on curved plexiglas The spatial realization is based on NASA-photos from the two shuttle-disasters' investigation efforts. The recovered debris was collected and recontructed in giant hangars to find a possible cause of the disasters. The installation's main modules are two “wings”, built from charcoaled wood and plexi-glass and designed at scale 1:3 after NASA's reconstruction grids and shuttle shapes. On these wings are vast collections of found objects and space memorabilia, a reconstruction logic that resembles the unquestionable seriousness of child's play. Obviously a Major Malfunction / KAGO KAGO (...) 2011-2013 1986, 2003, (POST-89). If there would be only one wall, and this wall would only display three images: On the left, the cloud sculpture of the Challenger, 1986. On the right, the glowing debris tail of the Columbia, 2003. In the middle: a collapsed hangar. In it, partly covered by the collapsed structure: the wreckage of the Soviet shuttle. The Buran, a clone of the US space shuttle, flew only once, unmanned, before the program got cancelled after the collapse of the Soviet Union. Photo taken in the late 1990s. Obviously a Major Malfunction / KAGO KAGO KAGO BE (Bildstrecke), 2011/2013 A4-Prints of digital collages under dark plexiglass Obviously a Major Malfunction / KAGO KAGO (...) 2011-2013 RECOLLECTIONS OF VERONA RUPES. Miranda, moon of Uranus, about the size of France, Switzerland, Slovenia and Austria combined. Nobody cared about this small world, until January 24th, 1986, when the robotic space probe Voyager 2 sailed past and sent home pictures of its rugged terrain; and in these pictures was discovered Verona Rupes – the tallest known cliff of the solar system. 20 km steep, and still you wouldn’t give a shit, if it had not been discovered only four days before the Challenger exploded, 73 seconds after launch, at 14.6 km altitude, its debris continuing along a ballistic trajectory, the detached crew compartment peaking at a height of 19.8 km, 200 m short of V.R.’s record. Voyager, however, continued sailing, attached to its side the Golden Record, containing sounds and images of Earth, a message to extraterrestrial civilizations. One of which was spoken by Kurt Waldheim, UN Secretary-General at the time of Voyager’s launch in 1977. Yet, as of early 1986 Mr. Waldheim’s rather distant past had caught public attention, when the Austrian presidential candidate proclaimed revealing blackouts on his own participation in Nazi crimes. Verona Rupes, abyss of the abyss, steepest cliff of all! Obviously a Major Malfunction / KAGO KAGO KAGO BE (Bildstrecke), 2011/2013 A4-Prints of digital collages under dark plexiglass Obviously a Major Malfunction / KAGO KAGO (...) 2011-2013 AUF DEN DÄCHERN LIEGT KAGO. In den Bäumen hängt Kago. Mitten in der Strasse liegt Kago. Kago hat Krater geschlagen, viele Krater, viele Wiesen. Ganz Texas hat Kago bekommen. Tausend und nochmal Tausend Menschen bilden Reihen und die Reihen (ziehen) durch den Wald. Alle suchen Kago. Obviously a Major Malfunction / KAGO KAGO KAGO BE (Bildstrecke), 2011/2013 A4-Prints of digital collages under dark plexiglass The Ninth Biospherian 2007-2013 (ongoing) Artistic Research Videos, objects, installations, performance, publications, film From 1991-1993 eight people lived inside Biosphere 2, a self-sufficient miniature world under glass. The unparalleled experiment explored global ecological processes as well as probing the viability of closed systems for future space colonies. The Ninth Biospherian is the title of an imaginary Science Fiction novel based on this spectacular project. It traces the phantom of an alleged ninth crew-member still haunting the space age ruin. My performative research is laid out as a translation of that imaginary book, translating it into various media. This approach corresponds to the multifaceted history of a once celebrated, yet all but forgotten experiment and acknowledges it as a model of our world beyond a purely biological miniature. At once rooted in past utopias, its founders' coming from the 1960s counter-culture, and anticipating today's global ecological issues as well as inspiring reality shows, Biosphere 2 reflects broader social and political developments. Built around 1989, the futurist crystal palace is both a model of our world and a time-lapse apparatus concentrating the past decades. The Ninth Biospherian 2007-2013 (ongoing) Das Muster der Schatten des Spaceframe der Biosphere 2, das die Sonne am 26. September 2041 auf den Boden der Savanne projiziert, ähnelt zwischen 10:24 und 14:02 auffällig einer Penrose Parkettierung; und während ich diese Zeitrafferaufnahme der Ruine mehrmals betrachte, spiegelt sich im Monitor der Blick aus dem Fenster nach draussen. Solo exhibition, Secession, Vienna, 2008 English translation of the exhibition title: The pattern of the shadows of the spaceframe of Biosphere 2, as projected onto the savannah's ground by the sun on September 26th, 2041, bears a striking resemblance to a penrose tiling from 10:24am to 2:02pm; and while I repeatedly watch this time-lapse recording of the ruin, the view through the window is being reflected in the monitor screen. Exhibition view, Secession, 2008 Closed ecosystem with shrimp, algae, microorganisms and seawater in glass-sphere, etched text and diagrams; withered banana plant, tulle with flock-printed Penrose tiling, glass pane, timed strobe light, transducer speaker, unfired clay Penrose tiles. (Photo Oliver Ottenschläger) The Ninth Biospherian 2007-2013 (ongoing) Das Muster der Schatten des Spaceframe (...), exhibition views, Secession, 2008 The exhibition was structured around three “movies” in varying degrees of abstraction: – a shadow-projection of a closed ecosystem – a setup for a time-lapse studio, refering to early cinema pioneer Eadweard Muybridge – a single channel video (a “ruin of a documentary”), which visitors could watch as ghostly reflection on a glass pane. The Ninth Biospherian 2007-2013 (ongoing) Das Muster der Schatten des Spaceframe (...) Installation detail, Secession, 2008 Die-cut Penrose tiles in unfired clay, imprinted with Futura typeset An intro is a footnote. Und eine Parataxe ist eine in sich selbst faltende Falle. 2008 Installation view and stills Single channel video with sound, monitor screen reflected on glass pane. DV-Pal, 34 min., engl. Performer: Krõõt Juurak The Ninth Biospherian 2007-2013 (ongoing) “Etwa mit geschlossenen Augen, Phosphene, Blue Arc, Haidinger-Büschel, dergleichen, Formkonstanten einer politischen Ökologie; ja, in der Art lässt sich der Gebäudekomplex darstellen, als Vorstellung. Archäologen entdeckten diese entoptischen Phänomene an den Wänden gewisser prähistorischer Höhlen. Da spricht nichts dagegen, dies auch hier zu blicken, als Widerschein der Zukunft.” (p. 217 f.) That said, serendipity has been voted the third hardest to translate word. Mixed media installation at Triennale Linz, 2010 Installation view, Triennale 2010 Framed fresnel lenses; closed ecosystem; single channel video HD1080p The Ninth Biospherian 2007-2013 (ongoing) Installation views, Triennale 2010 Framed fresnel lenses; closed ecosystem; single channel video reflected onn glass pane; single channel video HD1080p; banana plant, printed tull, clay tiles; 3d-lenticular print.W The work was awarded the Triennale prize by an international jury. “Ralo Mayer convinced the jury with his installation that was found to be consistently coherent in its conception as well as the realization. In his work the artist investigates the relationship of art and science and deals with one of the most important problems of our times: the threat to the ecosystem. Ralo Mayer demonstrates the possibilities of alternative forms of living. For this he makes use of modernist utopias and appeals to social and political responsibility. He forces us to take a closer look through the microscope.” The Ninth Biospherian 2007-2013 (ongoing) I am sitting in a ruin, different from the one you are in now, and I‘m contemplating a drop in midair resembling a novel (einer billigen Linse gleich), so that now, in the midst of its far flung debris, we calmly and adventurously go traveling through Biosphere 2, or: Anastylosis of Follies Solo exhibition, Argos - centre for art and media, Brussels From the Argos text by Ive Stevenheydens: “…travelling through Biosphere 2, or: Anastylosis of Follies” is a subjective and often playful anthology of various positions the artist adopts and thoughts he puts forward. (...) It is possible, for instance, to interpret these objects as faux scientific studies, as film or theatre props or, purely aesthetically, as sculptures. This ambiguity is echoed in the videos and written works included in the circuit.” Exhibition view, Argos, 2010 The Ninth Biospherian 2007-2013 (ongoing) And turns and turns and I turn pages. (Und kommt nicht auf den Punkt, nicht weil es keinen Punkt gäbe, nein; nein, es gibt so viele.) “Have another shot,” the skeuomorphic whisper roared inside my ears, revealing endless fields of view, captions of geometric arrangements way beyond dimensions 3+1. It was not without rekindled enthusiasm that I thus continued reading p. 402-472: which describe footage of an automatic apparatus scanning an abandoned room full of research about Biosphere 2, and what appears to be notes for a screenplay, including the handwritten memo: Dreh?buch. All the while accompanied by melancholic sounds of robotic routines / “ÜBERSETZUNG UND VERRAT” 2-Channel video, HD 1080p with sound, Fresnel lense, 2012 Installation view from “Utopie Gesamtkunstwerk”, 21er Haus, Vienna, 2012 Courtesy Belvedere, Vienna / Photo: Natascha Unkart An HD-screen is magnified and distorted by a Fresnel lense. It shows continous automated scans of the interior of Biosphere 2. The individual framings of this 360 degree scan depict endless variations of botanic and technological structures blending together, accompanied by the nostalgic machine sound of the camera's robotic routines. On the second screen, in portrait mode, we can see texts appearing, black on white, another effort to get a hold of Biosphere 2. Letter by letter words are appearing, we can follow the actual writing process. A real-time observation of a struggling for a text, something like a script, a textual translation of the robotic scans. The Ninth Biospherian 2007-2013 (ongoing) Ein Blick durch Millionen Tropfen, die sich durch Kondensation an der Innenseite des Glashauses sammeln; Erinnerungen an vergangene Zukünfte; die Liste möglicher Bibliografien zu “Biosphere 2: Projections of N-Dimensional Architecture”, S. 152 ff; Inventur der Anagramme von WHAT IS LIFE, z.B. I FELT A WISH. Solo exhibition, Kunstpavillon, Innsbruck, 2008 Inventory / Invocation 4-channel video with sound, DV-Pal, 8min., engl.; withered plants. Installation views, Kunstpavillon, 2008 The Ninth Biospherian 2007-2013 (ongoing) Test module of Biosphere 2 (1989 /2009) Digital collage, 2013 An old Biospherian press photo superimposed with a contemporary shot at the abandoned site. frnknst9n Invocation (There's something lurking in the space between) Single channel video, HD1080p with sound, 15 min., Fresnel lense, 2013 Stills and installation view from BC21 Award Nomination exhibition, 21er Haus, Vienna Contemporary shots and time-lapse sequences of Biosphere 2 are digitally broken up by archival footage. Phantoms of past futures rip through the farbric of time and media history. I HAVE NO IDEA ABOUT THIS PLACE BUT I'M GOING TO PROMOTE IT 2008 Intervention in public space, Chengdu, China Eight Banners printed with short slogans translated to Chinese, Photo documentation (top) Translation: Imagine a Western curator seeing a photo of this banner (left) Translation of red-yellow banner in the center: I have no idea about this place but I’m going to promote it During a residency in Chengdu I put up eight red banners in addition to the ubiquitious Chinese propaganda, announcement and commercial banners. The texts on my banners were translated to Chinese and comment on the typical local banners as well as on my own position as a Western artist working for three months in a totally unfamiliar context. The work anticipates also its own presentation and reception in a Western exhibition; at its center stand various forms of translations between languages and different cultural spaces. Zurück mit der Zukunft! (Back with that Future!) 2007 (with Philipp Haupt) single channel video installation, 5.1 Surround Sound, 26 min. Festival der Regionen, Kirchdorf, Upper Austria Site-Specific Science Fiction in the Austrian countryside – shown in a deserted local shopping mall, the work takes us into a slightly exaggerated future of the Kirchdorf county, based on an industrial past and today's economic changes in globalized markets. An artificial intelligence (established Austrian theatre actor Hermann Scheidleder), troubled by a bipolar disorder, presents the future history of a HighTech company. After taking over the entire region in 2009, the company transformed it into a vast real-time simulation for market research. The video installation depicts the present as an imaginary future's past; today's local area is interpreted through a sample of actual economic HighTech clusters and IT-parks as well as young computer game enthusiasts. Biosphere Atelier Méliès 2006 (with Philipp Haupt) Mixed media installation, poster publication No Space is Innocent, Forum Stadtpark, Steirischer Herbst, Graz For the hobbyist, kitbashing is a useful way to save time which would otherwise be spent scratchbuilding an entire model. For professional special effects technicians, commercial model kits are a ready source of ‚detailing‘, providing large amounts of identical, mass-produced components which can be used to add fine detail to an existing model. Kitbashing is often done by hobbyists to create a model of a subject, real or imaginary, for which there currently isn‘t a suitable commercially available kit. Many of the spaceship models created for the films 2001: A Space Odyssey and Star Wars included details from tank, speedboat and race car kits. Sometimes the source kits are selected after carefully considering the characteristics of the various models, and sometimes the process is the simple selection of a model that most closely resembles the desired outcome. While kitbashing is common among Sci-Fi modelers, rearranging components from two-dimensional mediums(such as schematics of a starship) is generally looked down upon as showing a lack of creativity and effort. Professio-nal modelmakers often kitbash to build up a supply of useful parts which are then re-created with lightweight materals. It is not uncommon for parts to have to be cut or filed into an appropriate shape in order to fit, and sometimes parts leave gaps that have to be filled with putty. Although the resulting model often looks very unprofessional before painting, a careful paint job can completely hide the process. A match cut is a cut in film editing from one scene to another, where the two camera shots are linked visually or thematically. This can be used to underline a connection between two separate elements, or for purely visual reasons. In a match cut an object or action shown in the first shot is repeated in some fashion in the second shot; the objects may be the same, be similar, or have similar shapes or uses. One of the most famous match cuts is in Stanley Kubrick‘s 2001: A Space Odyssey. A primitive ape discovers the use of bones as tools and throws the bone into the air. When the bone reaches its highest point, the shot cuts to that of a similarly-shaped space craft floating through space. Magrathea is a planet in The Hitchhiker‘s Guide to the Galaxy whose inhabitants built customized planets for tremendous amounts of money, making Magrathea one of the wealthiest planets in the galaxy. When the great galactic stock market crash occurred, the Magratheans went into hibernation awaiting the recovery of the economy to the point where their services could once again be afforded. One of the chief Magrathean planet designers is called Slartibartfast, and he designed the coastline of Norway. (He enjoyed doing the crinkly bits and fjords.) Mattes are used in photography and filmmaking to insert part of a foreground image onto a background image, which is often a matte painting, a background filmed by the second unit, or computer generated imagery. In modern use, the foreground element is often also computer generated.The original technique was to shoot an actor on a small set through a hole in a sheet of transparent glass or plastic plate bearing a painted background. The camera would be carefully positioned so that the background painted on the plate would appear to blend with the set as seen from the camera, giving the impression that the actor was in a large space without having to actually build that space. A miniature effect is a special effect generated by the use of scale models. Scale models are often combined with high speed photography to make gravitational and other effects scale properly. Another form of miniature effect uses stop motion animation. Modulation is the process of varying a carrier signal in order to use that signal to convey information. There are several reasons to modulate a signal before transmission in a medium. These include the ability of different users sharing a medium (multiple access), and making the signal properties physically compatible with the propagation medium. Modulation is performed to overcome signal transmission issues such as to allow Multiplexing — the transmission of multiple data signals in one frequency band, on different carrier frequencies. Nurnies are bits of detail on objects, usually models, both physical and computer generated, of fictional technology, that serve no real purpose other than to add complexity to the object. The detail can be made from geometric primitives, including cylinders, cubes, and rectangles, combined to create intricate, but meaningless, surface detail. Nurnies are commonly found on models or drawings of fictional spacecraft in science-fiction. A practical effect is a special effect in which a prop object appears to work in a situation where it obviously could not (such as a ringing telephone on stage). No trick photography or post-production editing is involved. This type of effect is normally found in live theatre. In film, the term practical effects is also used to denote those effects that are produced on-set, without the aid of computer generated imagery. „Special effects“ is also usually considered to be equivalent to practical effects, whereas „visual effects“ usually denotes those effects produced in post-production with the aid of a computer. Retroscripting is a process in which a script contains a plot outline and leaves dialogue deliberately vague for interpretation by the actors through improvisation. Retroscripting can add strong realism and characterization to dialogue. The Schüfftan process is a movie special effect widely used in the first half of the 20th century before it was replaced by the travelling matte and bluescreen effects. The process was designed by the German cinematographer Eugen Schüfftan while working on the movie Metropolis. Fritz Lang wanted to insert the actors into miniatures of skyscrapers and other buildings, so Schüfftan used a specially-made mirror to create the illusion of actors interacting with huge, realistic-looking sets. - info from wikipedia, Dripsdrü und sonstwo http://daegseingcny.net http://manoafreeuniversity.org/howtodothingswithworlds And probably a glossary is a model as well: Kann man den Apparat überhaupt kritisch lesen? Taucht man nicht ein in diese kleine, andere Welt, die ja ohnehin auch schon die eigene ist, und integriert sie und ihr Wissen, fasziniert von der eigenen Unterdrückung, gebannt auf ihre Mechanismen starrend? Und wird das, was man einmal bekämpfen wollte? Wie nutzt man das spielerische Feuer, das ja schon selbst in ökonomische Funktion gebracht wurde bis ins kleinste Projekt, bis in die unbewussteste Synapse? Wäre es nicht an der Zeit zu verweigern? Sich ent-managen, sich desorganisieren und dekolonisieren, desintegrieren? i.e.: KANNST DU NEIN SAGEN? Schüfftan placed a plate of glass at a forty-five-degree angle between the camera and the miniature buildings. He used the camera‘s viewfinder to trace an outline of the area into which the actors would later be inserted onto the glass. This outline was transferred onto a mirror and all the reflective surface that fell outside the outline was removed, leaving transparent glass. When the mirror was placed in the same position as the original plate of glass, the reflective part blocked a portion of the miniature building behind it and also reflected the stage behind the camera. The actors were placed several metres away from the mirror so that when they were reflected in the mirror, they would appear at the right size. In the same movie, Schüfftan used a variation of this process so that the miniature set (or drawing) was shown on the reflective part of the mirror and the actors were filmed through the transparent part. A screenplay or script is a blueprint for producing a motion picture. It can be adapted from a previous work such as a novel, play or short story, or it may be an original work in and of itself. A screenplay differs from a script in that it is more specifically targeted at the visual, narrative arts, such as film and television, whereas a script can involve a blueprint of „what happens“ in a comic, an advertisement, a theatrical play and other „blueprinted“ creations. The major components of a screenplay are action and dialogue, with the „action“ being „what we see happening“ and „dialogue“ being „what the characters say“. Als Set-Runner werden in der Filmindustrie Personen bezeichnet, die für kleine oder große Hilfsaufgaben dem Drehteam flexibel zur Verfügung stehen. In der Drehteamhierarchie ist Set-Running direkt der SetAufnahmeleitung untergeordnet und gehört in den organisatorischen Bereich der Filmproduktion. Während der Dreharbeiten müssen Set-Runner in Bereitschaft stehen, um bei Bedarf unmittelbar einspringen zu können. Sie stehen hierzu teils bis zu 24 Stunden in Funkkontakt mit der Set-Aufnahmeleitung. Set-Running ist nicht klar als Beruf definiert und/oder anerkannt, es gibt hierzu weder Schule, Ausbildung noch Studium und wird (in Deutschland) meist von PraktikantInnen oder StudentInnen ausgeführt. Es ist ein nicht selten mental wie körperlich extrem aufreibender, schlecht bis gar nicht bezahlter Job, aber zum Funktionieren eines Drehs, egal wie aufwändig dieser ist, existenziell wichtig und wird trotz aller Anstrengung gerne und oft als Quer-Einstiegshilfe ins Filmgeschäft genutzt. Das übliche Einstiegsalter liegt zwischen 18 und 25 Jahren. Sound effects or audio effects are artificially created or enhanced sounds, or sound processes used to emphasize artistic or other content of movies, video games, music, or other media. In motion picture and television production, a sound effect is a sound recorded and presented to make a specific storytelling or creative point without the use of dialogue or music. The term often refers to a process applied to a recording, without necessarily referring to the recording itself. Special effects (SPFX or SFX) are used in the film, television, and entertainment industry to visualize scenes that cannot be achieved by normal means, such as space travel. They are also used when creating the effect by normal means is prohibitively expensive, such as an enormous explosion. They are also used to enhance previously filmed elements, by adding, removing or enhancing objects within the scene. Many different visual special effects techniques exist, ranging from traditional theater effects, through classic film techniques invented in the early 20th century, such as aerial image photography and optical printers, to modern computer graphics techniques (CGI). Often several different techniques are used together in a single scene or shot to achieve the desired effect. Special effects are often „invisible.“ That is to say that the audience is unaware that what they are seeing is a special effect. This is often the case in historical movies, where the architecture and other surroundings of previous eras is created using special effects. Texturen werden Im Bereich der Computergrafik als „Überzug“ für 3D-Modelle verwendet. Bei der 3D-Computer-Animation, bzw. Visualisierung, Effekte, usw. bezeichnet Textur das Bild, welches auf der Oberfläche eines virtuellen Körpers dargestellt wird; man spricht von Texture Mapping. Ein Pixel der Textur wird als Texel bezeichnet. Dabei können Texturen praktisch jede Eigenschaft einer Oberfläche gezielt verändern. Der Vorteil von Texturen im Vergleich mit Modellen liegt darin, dass das Modellieren von Details sehr aufwendig ist. Darüberhinaus braucht die Darstellung von Modellen mehr Zeit und belegt Speicherplatz. Texturen schaffen dabei Abhilfe, sprich Textur ersetzt Modellierung. The idea of worlds within worlds was popularized by the Rutherford-Bohr model of the atom as a tiny „solar system“ with electrons orbiting the nucleus.It‘s a popular claim that our entire universe to the farthest galaxy is no more than a electron in a far grander universe we can never see. And every electron in our universe is also an entire miniature cosmos containing a yet smaller universe – an infinite regression, up and down. HOW TO DO THINGS WITH WORLDS http://daegseingcny.net http://manoafreeuniversity.org/howtodothingswithworlds 2006 - Research series about models, various projects and works Adopting J.L.Austin's influential Speech Acts theory (first published under the title How to Do Things With Words), this ongoing series of works investigates the performative aspects of models: Models are not only describing the world. Through building, using or interpreting models we also ACT IN THE WORLD. HOW TO DO THINGS WITH WORLDS, 1 models and miniatures Poster, s/w Offset, 42 x 48cm, 2006 Based on illustrations from the miniature book, drawings in collaboration with a professional comic artist. Miniature book, ca.4 x 5cm, 2006 A research into the history of model-use, wrapped inside a Science Fiction short story. Some characters and plot elements are taken from SF short stories by Philip K. Dick. Published at Künstlerhaus Büchsenhausen. HOW TO DO THINGS WITH WORLDS 2006 - Research series about models, various projects and works rdist arrangement of space, time and affects space exploration HOW TO DO THINGS WITH WORLDS exploration oded Was this the real cause for the dead returning from the grave to cannibalize on the flesh of the living? Well, at least that is what we are lead to believe in George A. Romero‘s classic Night of the Living Dead from 1969. Seven strangers find themselves in an isolated farmhouse, boarding it up against the masses of the undead, struggling with the horror that awaits them on the outside – troy them notice rtify the p with taken go back in Unfortunately, some time the boards were put on backwards and that is when the numbers are evident: The trick to keep the continuity consistent in the viewer‘s eyes actually reveals the fragmented production process. („They are dead... They‘re all messed up.“) Continuity is only a basic trick in film; but beyond this film has become an enormously complex production process. The organization of a 90 minutes feature film today envolves thousands of people at work before the shooting, on the set, in postproduction, marketing and distribution. And the machinery is based on the dedication and creativity of every single person involved in the dream factory. GLOSS-O-LA-LA-LA-RY & models film (Fundstücke und Skizzen for the ontology of HOW TO DO THINGS WITH WORLDS) Das Art Department ist verantwortlich für die materielle Umsetzung einer Filmwelt. Man unterscheidet darin Kostümbild und Szenenbild. Unter der Leitung einer/s SzenenbilderIn arbeiten Location Scouts, AusstattungsassistentInnen, RequisiteurInnen, Bauteams, GraphikerInnen, Set DresserInnen, usw. Bigature was Weta Workshop‘s nickname for the very large filming miniature models used in the Lord of the Rings film trilogy. The largest of them measured some 20 feet high. This use of large minatures was also utilised in Peter Jackson and Weta‘s next film, King Kong. Extensive computer graphics techniques and computer controlled cameras were used to seamlessly meld bigature photography with living actors. The process of breaking down the script occurs after the producer reads through the screenplay once. Then he or she goes back and marks certain elements that need to be taken care of before production, or even pre-production can begin.To ease future production, the producer marks the elements found in each scene. This process repeats for each new scene. By the end, the producer will be able to see which scenes need which elements, and can begin to schedule accordingly. Bullet time is a concept introduced in recent films and computer games whereby the passage of time is displayed as extremely slow or frozen moments in order to allow a viewer to observe imperceptibly fast events (such as flying bullets). It is often used to create a dramatic effect, as in the film The Matrix. The concept also implies that only a „virtual camera,“ often illustrated within the confines of a computer-generated environment such as a game or virtual reality, would be capable of „filming“ bullet-time types of moments. Technical and historical variations of this effect have been referred to as time slicing, view morphing, flo mo, temps mort and virtual cinematography. Antecedents to bullet time occurred before the invention of cinema itself. Eadweard Muybridge used still cameras placed along a racetrack to take pictures of a galloping horse. Muy-bridge later assembled the pictures into a rudimentary animation, by placing them on a glass disk which he spun in front of a light source. In effect, Muybridge had achieved the aesthetic opposite to The Matrix‘s bullet-time sequences. In addition to the multiple-cameras effect which captures the actors, the surrounding scenery in The Matrix‘s bullet-time shots is a computer-generated rendering. The phrase „Bullet Time,“ is a registered trademark of Warner Bros., the distributor of The Matrix. It was formerly a trademark of 3D Realms, producer of the Max Payne games. In fiction, continuity is consistency of the characteristics of persons, plot, objects, places and events seen by the reader or viewer. It is of relevance to several media. Continuity is particularly a concern in the production of film and television due to the difficulty of rectifying an error in continuity after shooting has completed, although it also applies to other art forms, including novels, comics and animation, though usually on a much broader scale. Most productions have a script supervisor (formerly „script girl“) on hand whose job is solely to pay attention to and attempt to maintain continuity across the chaotic and typically nonlinear production shoot. This takes the form of a large amount of paperwork, photographs, and attention to and memory of large quantities of detail. It usually regards factors both within the scene and often even technical details including meticulous records of camera positioning and equipment settings. All of this is done so that ideally all related shots can match, despite perhaps parts being shot thousands of miles and several months apart. It is a less conspicuous job, though, because if done perfectly, no one will ever notice. While most continuity errors are subtle, such as changes in the level of drink in a character‘s glass or the length of a cigarette, others can be more noticeable, such as sudden drastic changes in appearance of a character, or the unexplained appearance of a character believed to be dead. Such errors in continuity can ruin the illusion of realism, and affect suspension of disbelief. In cinema special attention must be paid to continuity because films are rarely shot in the order in which they are presented: that is, a crew may film a scene from the end of a movie first, followed by one from the middle, and so on. The shooting schedule is often dictated by financial and organizational issues. Digital compositing is the process of assembling multiple images to make a final image, typically for print, motion pictures or screen display. An extra is a performer in a film, television show, or stage production who has no role or purpose other than to appear in the background (for example, in an audience or busy street scene). Extras often require little to no acting experience, are hired en masse with little formality, and usually paid at low rates. War films and epic films often employ extras in large numbers: some movies have featured hundreds or even thousands of paid extras. On a movie set, film extras are technically referred to as „Background Action.“ In a stage production, extras are commonly referred to as „supernumeraries.“ In television they are sometimes known as „supporting artistes“ or „S.A.s“. Some actors who became celebrities began their careers as extras in other productions. (see also: myths to keep the machine running) A film crew is a group of people hired by a film company for the purpose of producing a film or motion picture. Crew are distinguished from cast, the actors who appear in front of the camera or provide voices for characters in the film. Crew are also separate from producers, those who own a portion of either the film company or the film‘s intellectual property rights. A film crew is divided into different departments, each of which specializes in a specific aspect of the production. These include the „front office“ staff such as the Production Manager, the Production Coordinator, and their assistants; the accounting staff; the various Assistant Directors; and sometimes the Locations Manager and his or her assistants. The Director is considered to be a separate entity, not within the departmental structure. Film production is the process by which a motion picture film is created, from initial development to distribution. The process varies somewhat from country to country and from production company to production company, particularly for independent films. The stages include (very broadly): Development: Script development, or purchase of a screenplay - Rewriting the screenplay (repeat) - Financing Pre-production: Budgeting - Scheduling - Casting - Rehearsals - Set construction Location scouting Production: Principal photography In-camera special effects Post-production: Film editing Visual effects - Musical scoring - Sound editing -Sound effects Distribution and Exhibition: Marketing Merchandising In der Filmproduktion wird zwischen organisatorischer/wirtschaftlicher und kreativer Tätigkeit unterschieden. Zu den organisatorisch/wirtschaftlichen Tätigkeiten zählen z.B. Herstellungsleitung, Produktionsleitung, Aufnahmeleitung. Zu den kreativen Tätigkeiten Regie, Kamera, Szenenbild, Kostüm, Maske, Ton, Schnitt etc. Die künstlerische (kreative) Leitung und Gesamtverantwortung trägt die Regie. Die wirtschaftliche Verantwortung liegt bei dem Produzenten. Produzent und Regie arbeiten (idealerweise) eng zusammen, da es Aufgabe des Produzenten bzw. der Produktion ist, die Visionen und Vorstellungen der Regie so weit wie finanziell, zeitlich etc. möglich umzusetzen. Forced perspective is a filmmaking technique employed to make larger objects appear smaller to the viewer or vice versa, depending on their relationship to the camera and each other. Forced perspective creates an optical illusion, used primarily to make objects appear far away when set space is limited. Movies (especially B-movies) in the 50‘s and 60‘s are notorious for obvious and poorly done forced perspective angles. Examples of forced perspective: - Imagine a scene in an action/adventure movie in which dinosaurs are threatening the heroes. By placing a miniature model of a dinosaur close to the camera (and possibly making the model blurry), the dinosaur may look monstrously tall to the viewer, even though it is just closer to the camera. - Imagine another scene in which two characters are supposed to be interacting in the foreground of a vast cathedral. Instead of actually filming in a cathedral, the director mounts a large painting of a cathedral‘s interior in a studio and films the actors talking in front of the painting. This gives the effect on film that the characters are in the foreground of a large room, when in reality they are standing next to a flat surface. A greeble is a small piece of detailing added to break up the surface of an object to add visual interest to a surface or object, particularly in movie special effects. The first recorded use of the term was by those working on the special effects for Star Wars They also described this design method as „guts on the outside“. In physical models, these greebles could be anything from parts of plastic cut to an interesting shape, or actual elements taken from shop bought model kits. An anecdote from the creation of the first Star Wars movie involves the Tunisian customs enquiring what part of the costume of C-3PO - listed as „assorted greebles“ was. Their response was allegedly „Something that looks cool but doesn‘t actually do anything.“ In 3D computer graphics, greebles are often created automatically by specific software, because generating greeble involves a lot of precise, tedious, and repetitive work, and many consider it a task best suited to computers, particularly if a great degree of control is unnecessary or the greebles will not be particularly large on screen. Most greeble generating software works by sub-dividing the surface to be greebled into smaller regions, adding some detail to each new surface, and then recursively continuing this process on each new surface to some specified level of detail. A jump cut is a cut in film editing where the middle section of a continuous shot is removed, and the beginning and ends of the shot are then joined together. They usually occur within static shots. The technique breaks continuity in time and produces a startling effect. Any moving objects in the shot will appear to jump to a new position. An example, which is frequently used in old silent films, is when a magician is making a lady disappear. Jump cuts are generally either a technical flaw, or done for an artistic special effect — most normal cuts in film editing occur between dissimilar scenes or significantly different views of the same scene to avoid the appearance of a jump. Classical continuity editing would view a jump cut as an error. After Sergei Eisenstein, the jump cut has sometimes served a political use in film. It is one of the cuts used in intellectual montage. It is used as an alienating Brechtian technique (the verfremdungseffekt) that made the audience aware of the unreality of the film experience. This could be used to focus their attention on the political message of a film rather than the drama or emotion of the narrative. Kitbashing is a practice in which a new scale model is created by combining elements from existing, commercially-available model kits; these elements may be added to an existing base, or to each other. Both hobbyists and commercial modelmakers do this; in the latter case, it is particularly popular for creating concept models, and also for detailing motion picture special effects. Poster, s/w Offset, 42 x 48cm, 2006 (detail) Storyboard for a fictitious documentary about models and film production s the moon tudio set One of the photos that is frequently put forward as evidence shows a lunar rock with something like a letter on it, resembling props at film sets that are numbered to keep track of them. Putting lunatic conspiracies aside, Apollo was definitely the vastest engineering endeaveour of the 20th century, and one of the greatest ideological and economical projects, at that. A whole range of new management and coordination procedures for big scale projects had to be developed within just one decade to organize a workforce of hundred of thousands of people and their collective desire of landing a man on the moon. elines apitalist al up to cessing the Apollo oject ever. There are many false myths about space-born technologies in everyday life, like the teflon pan. In reality no space probe has returned yet from even our closest planetary neighbours, Venus or Mars. All we have received from landers are digital images of deserted landscapes, hostile to every form of life. Still, some of the structural narratives of the Space Age have effectively become part of today‘s world, sneaking into every single moment of our lives, shaping our experiences, messing with our desires, manipulating life-time. Today, various critical positions detect a turning point within capitalism: its imperatives start to infiltrate levels of the subject formerly unimaginable. (A bit like a virus.) ...We‘re all messed up. daegseingcny 2006 Ralo Mayer Illustrations: Martin Udovicic http://daegseingcny.net http://manoafreeuniversity.org/howtodothingswithworlds Settings 2007-2009 (installation detail) Solo exhibition at Galerie 5020, Salzburg, 2006 (Zombie-) Film production and the lunar landings as models of post-Fordist production – an exhibion as walk-through documentary film about models and staging. Das Problem der Handslungsreisenden Performance, dietheater, Vienna, 2006/07 (with Philipp Haupt, Katharina Morawek a.o.) Via wireless headphones the audience is guided through the production of a fictitious TV-documentary on logistics and optimization processes. The topic of the documentary is reflected through the production conditions in the TV-studio and theatre itself. Manoa Free University 2003-2008 Self-organized Free University in Vienna, various projects & collaborations We started our own Free University after experiencing the neoliberal transformation of the university system and learning about historic examples of self-organized anti-institutions. In several projects the MFU investigated the role of knowledge in today's society, especially in three contexts: postfordist economy, education and artistic practices. W...WirWissen, exhibition & conference, Kunsthalle Exnergasse, Vienna, 2005 Gathering strategies of collaborative knowledge production, the exhibition was a focal point of a growing international exchange between self-institutions in the field of art and culture. The figure of theatre was used for such a - inherently paradox - representation of informal learning and unlearning: performative research, a rehearsal stage of a production without premiere. Over the course of the exhibition weekly events, lectures and workshops were organized. Out of Business, Poster, 2006 (Detail) Publication in celebration of SelfDecolonizing and the “Lost Colony” (Heterotopology, ehem.), Vienna, 2005 Our effort to renovate a space located in an abandoned old university building in Vienna and organize a self-teaching series and lectures about heterotopias. The project received an award from “Utopie:Freiheit” in 2005. GOTHENBURG N.B. 2002-2005 (with Philipp Haupt) Single channel video, installation, publications, performance Gothenburg N.B. is based on numerous interviews with activists protesting at the EU-Summit in Gothenburg 2001 and court materials used against them in trials after the ensuing riots. These contemporary social struggles are put in contrast with Situationist ideas from the 1960s and specifically Constant's utopia of “New Babylon”. The striking semblances of visual materials and slogans from both reveals only more harshly the actual differences and how post-Fordist caopitalism has fully integrated once liberating ideas. LIMES: bioborder/park/spektakel 2001 Film essay, DV-Pal, 23 min., german/engl. Through a series of tableaux the film explores a specific landscape at the Austrian border to Hungary, where the protection of “nature” and the European fortification against migrants blend into a peculiar narrative. While its praised ecological variety is conserved in a National Park, at the time of filming the region also demarcated the Eastern border of the EU-Schengen Treaty. After the Fall of the Iron Curtain the Austrian army immediately began patrolling the border in its so-called “Aktion Limes”. The rituals of protecting nature and nation, local history and ecology all but conceal the global dimension of the local border. Nature provides an innocent raw material for this engineering of “natural borders”. Employing and deconstructing idyllic landscape imagery, the film is a document of a specific historic moment after 1989. Festivals & Screenings (selection) Diagonale, Festival des österr. Films Duisburger Filmwoche Dokumentarfilm- & Videofest Kassel Visions du Reel - Festival Int. du Cinéma Documentaire, Nyon Werkleitz Biennale Impakt, Utrecht TIDF Taiwan Int. Documentary Festival, Taipei border sounds 2001 / 2005 Audio Piece for OE1-Radio and online-publication (with wr) http://www.kunstradio.at/2001B/16_09_01.html http://www.publicrec.org/archive/2-02/2-02-005/2-02-005.html “border sounds” traces our efforts to map the Eastern perimeter of the EU border as it existed in the summer of 2001. Composed from field recordings and interviews, the sound piece forces the larger question of how soundscapes might resist a “Beautiful World” tendency to inform and interrogate political process.