Assignment 3 Final Project – Research Essay, Process and Final

Experiencing Dakota Crescent – Research Essay


Concept

Experiencing Dakota Crescent is an experimental and experiential film that aims to capture the atmosphere, mood and essence of the old Dakota Crescent estate before it gets fully reclaimed by the government for redevelopment. Through this film, it is hoped that the slow, leisurely lifestyle of the old estate so rarely found in the fast pace of Singapore can be accurately documented, while also showing how the modern pace of Singapore have affected the lifestyle of Singapore’s old estates.

The film is presented with the Google Cardboard in the style of a Virtual Reality (VR) experience, in order to create a totally isolated head space for the viewer to watch the film with minimal disturbances, and to ensure maximum levels of immersion. Video moshing, a glitch technique previously discussed in class, is also employed as a commentary on the limitations of such forms of documenting experiences, as well as the impermanence of digital memory.

Relationship between content and form

The clips themselves are shot in a roving, meandering style to create the immersive experience as naturally as possible by creating the illusion of a direct first person’s viewpoint of walking through the estate. Familiar public and shared spaces of the traditional HDB flat, such as the corridors, playgrounds and void decks are shot to build a sense of nostalgia for the viewer. At the same time, these shots of people’s living spaces are juxtaposed with the shots of empty lots in the old estate as a result of the redevelopment plans – showing not just a mere physical deconstruction but also a spiritual deconstruction of the Dakota Crescent estate. Certain iconic landmarks of the estate such as the Dove playground and the provisions shop block are also documented with a static camera shot to capture the atmosphere of the place accurately.

The shots are edited such that the motion of the camera is continued through the different shots, with the static camera shots dispersed between them to creae a sense of variation and rhythm. Vide moshing techniques are also used both as a transition between shots and conceptually to create a jarring difference with the slow, atmospheric shots. The sound design of the film was kept minimal to minimize interference with the moving image, but with the sound of wind chimes added to create a sense of nostalgia and transience.

Experimentation and presentation

The main experimentation for this project came in the format of presentation – the shots themselves were not driven by a narrative, nor were they edited sequentially. While the static shooting style was largely influenced by the film 03-FLATS, the roving camera motion was something that was relatively new and familiar, and therefore challenging to pull off. Another challenge during the process was the shooting of such atmospheric scenes in a slow paced way, while also keeping enough content in to keep the viewer’s interest.

Experimental video moshing techniques were also applied post-production as transitional effects – this was achieved via old glitchy software and intentional creating errors in the video files by erasing keyframes. The method undertaken was extremely risky as the errors created were randomised and permanent; hence a system of trial and error had to be employed to get the most satisfactory result out of the process. The use of video moshing was influenced by Rachel Whiteread’s deconstruction of physical spaces in her installation works, thus creating the inspiration for the use of data corruption to deconstruct a space digitally.

The film was presented in the form of the Google Cardboard, a VR viewer – although the film was not shot to be a VR experience due to the limitations in time and equipment, risks were taken to develop the film in that specific medium as the creation of an isolated, immersive space was crucial to the communication of the film’s concepts and message.

Care was taken through the shooting process to shoot in a slow, sweeping motion – to allow the viewer to fully immerse themselves in the film while still providing some sort of direction and focus in the film. Shots such as the exploration of the empty lots was also planned out beforehand to create smooth transitions without stopping at a particular point for too long. The soundtrack for the film was mixed between ambience sound recorded on location and sound clips of wind chimes to create some sense of musicality and transience in the film, while retaining the experiential, naturalistic style of the shots.

 

Bibliography

Desmond Lim. “People behind the Old Charm at Dakota Crescent.” The Straits Times. 9 July 2015. Web. 5 Apr. 2015. <http://www.straitstimes.com/singapore/people-behind-the-old-charm-at-dakota-crescent>.

Yuan Bin, Lei. “03-FLATS Official Trailer.” Vimeo. Web. 4 Apr. 2016.

 

EXPERIENCING DAKOTA CRESCENT – Process and reflections


While the initial conceptualisation for this final project went by really quickly, the process for this was one filled with trial and error – the initial idea I had for the installation was a full sized “experience booth”, which was unrealistic for a solo project under such a tight time frame. I wanted something that was deeply immersive as it was a crucial part of my work’s concept – but the technology available to me was limited. After doing much research online, I found the Google Cardboard – a VR viewer that on could create at home. While I was unable to film a true VR film, the Google Cardboard could still be adapted to show normal films while creating the sort of immersive experience I wanted. Hence, the Google Cardboard was chosen as my presentation form despite my inexperience with it (and thus the risks involved.)

For the filming of the film, I visited the location twice – once to recce possible shooting locations and once to shoot everything. The recce session was crucial to the filming as there were certain shots that I had to scout out beforehand, such as the interior shots of the apartments. It also helped me to determine the time of the day for the final shot – for my initial plan, I wanted to film from day to night but I realised after the recce that most of the activity and the mood of the place was in the late afternoon. Hence, the recce session helped to narrow down my series of shots and the focus of the subsequent shoot.

For the actual shoot itself, it mostly passed without much difficulties. It was the editing and post processing that had many challenges. While the cutting and piecing together the clips was relatively easy due to the pre-shoot planning, it was the creation of the video moshing technique that was hard to do. The video moshing called for the use of a very outdated version of freeware, which was buggy and crashed multiple times while I was processing the files. The technique itself was also randomised – hence I had no control over the results and I had to try multiple times to get the result I wanted. Despite the difficulties, I learnt a lot about experimental processing techniques and I found it a fun an interesting experience.

All in all, I really enjoyed doing this project, and the results that I was able to come up with. Doing this project, however, really made me feel the limitations of working solo – I had to cover all the bases myself and so was unable to do much in terms of scope and scale. Hence, I think working together in a team will be something that I would like to work towards for future projects.

EXPERIENCING DAKOTA CRESCENT – FINAL


Assignment 3 Final Project – Artist Statement Final

EXPERIENCING DAKOTA CRESCENT


Experiencing Dakota Crescent is an immersive film viewed from the Google Cardboard, a Virtual Reality (VR) viewer where users experience the film directly within an isolated head space, rather than merely viewing it passively from a flat screen.

Through the use of such a medium, Experiencing Dakota Crescent invites the audience to experience Dakota Crescent in a more direct manner – with the impending government plans for redevelopment, it might only be through such digital methods that local places with culture and heritage can be preserved.

Experiencing Dakota Crescent draws inspiration from Rachel Whiteread and 03 – FLATS in their inspection of physical space, locations and their deconstruction – the use of data moshing techniques in the work is a reflection of that; to deconstruct the documented space while constructing it in the viewer’s mind, and to question the permanence of memory after a physical place is no longer in existence.

 

 

Assignment 3 Final Project – Artist Statement draft

eXPERIENCING dAKOTA cRESCENT


Experiencing Dakota Crescent is an immersive film viewed from the Google Cardboard, a Virtual Reality (VR) viewer where users experience the film directly within an isolated head space, rather than merely viewing it passively from a flat screen.

Through the use of such a medium, Experiencing Dakota Crescent invites the audience to experience Dakota Crescent in a more direct manner – with the impending government plans for redevelopment, it might only be through such digital methods that local places with culture and heritage can be preserved.

Drawing inspiration from Rachel Whitehead and a film centering around the domestic experience in local public housing – 03-FLATS, Amy films the daily life in the Dakota Crescent estate from a first person’s Point of View to emulate the experience of being in the place directly. At the same time, multiple experiences and perspectives are stitched together, to reflect the multi-faceted nature of such a heritage-rich area, as well as the limitations of digital film in attempting to record and archive physical locations and experiences wholly. Through the use of video moshing techniques, Amy mashes the different experiences together, while constantly deconstructing it. The use of video moshing acknowledges the limitations of digital data in recording tangible experiences, while bringing to question the permanence of memory after a physical place is no longer in existence.

 

Assignment 3 Final Project – Initial and Revised Proposal

Project – Documenting Dakota Crescent


For my final project, I wanted to do something that was more personal and relevant to my own thoughts and ideas, and so I decided to pick Dakota Crescent as the subject of my last project.

Dakota Crescent was a place that I’ve always had an attachment to, due to the months of CIP work (painting and cleaning the houses of the residents there) that I did there 2 years ago – I got to know the place and its residents more intimately, and have grown to love the slow-paced lifestyle and atmosphere there that was so different from my own.

Hence it really came as a shock to me when the government announced last year that they had redevelopment plans for that area, and that all its residents were to be moved out by the end of this year.

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Initial proposal: Immersive experience

Format: “Experience Booths” – enclosed booths/units where the film will be projected and displayed

Installation focus: Isolation of the viewer from other experiences/ heighten immersion in the film; documentation of first hand experience; capturing of atmosphere and mood

Film style: First-person/ wandering, focus on viewer experience and capturing of mood/ atmosphere; stitching together different viewpoints

Reference artists/ works: Rachel Whitehead, 03-FLATS

Techniques employed: Video moshing (covered in appropriation lecture)


After consultation with Ruyi, the proposal was scaled down to make it more feasible within the stipulated time for this project. Hence, upon research on different types of immersive films/ film-making method, the “experience booths” was changed to the Google Cardboard.

Assignment 2 “Sound and Image” – Research and Final

Assignment 2 – Sound and Image

*UPDATED WITH SECOND SOUND STORY

Genres: Film Noir and thriller

Sound Characteristics of film noir:
  • Analog buzz (recording technology), filtered sound
  • Large spaces between action scenes: to build up tension
  • sudden/dramatic action
  • general pace – slower, not action packed
  • leisurely, simulating smooth jazz?
  • Generally dark sounding
Sound Characteristic of Thriller (zombie flick):
  • buildup of tension to climax
  • use of heartbeat/breathing sounds to create tension; tempo
  • possible extended action: chase scenes, fight/tussle scenes etc.

Other References: Immersive sound (in games)
  • First person perspective – immersive soundscape
  • Sounds coming from environment/ ambient sounds
  • Sounds coming from own body: e.g. heavy breathing
  • Relative proximity of sounds

Process

When I received the 10gb game audio bundle, I was intrigued by the zombie sounds samples in it so I decided to do a little zombie thriller flick – and I chose noir films to be my second genre as I found the genre interesting and unfamiliar, so I wanted to experiment with it.

Throughout the entire process, I tried to experiment with various elements to bring about the effect I wanted – for the first film, it was was to present the scene from the zombie’s perspective as he burst from his coffin and attacked a nearby house. To simulate that, I experimented with the soundscape of the scene: e.g. varying sounds across the left and right channels as the zombie turns towards the house and varying breadth of soundscape as he breaks out from the confined coffin into open air. Shit tons of audio mixing with volume and reverb was also used with the sound samples to create a believable soundscape so that it would be immersive for the listener.

For the second film, I wanted to try and produce an emotional soundscape with the soundtracks used; to evoke certain emotions in the listener such that they might understand the emotions of the protagonist. Thus, I used two different soundtracks to create the shift in emotion and mood. I also wanted to evoke the style and era of noir films, so I used a lot of effects like reverb (again), chorus, analog delay, distortion as well as layering analog sound samples to create the vintage record effect reminiscent of films and music from that era.

For both sound stories, lots of layering of different samples of the same sound  was also done to produce a fuller overall sound.

The main challenges I faced was in manipulating the samples that I had to create the atmosphere that I wanted – some of the sound samples sounded way too close/isolated so I often had to find other viable samples/layer many many sounds together/edit the sounds heavily to create the effect I want.

Also, I found many of the sound samples limited – to my amateur ears, many of them did not really sound like the sound effect they were supposed to emulate. Hence, I had to become more creative here, using different sound samples not from the described scene and using lots of post production to produce the final sound that I was looking for.

All in all, it was a challenging project but I enjoyed the process and learnt a lot from it.

Sound story 1:

Zombie awakens in a coffin in the middle of the night, breaks through. He slowly shuffles along the road till he reaches the first inhabited house, and thumps on the door. A lady answers the door only to get munched on.

Total number of audio tracks: 12

Sound samples used in order of appearance (repeated samples not mentioned):

Analog buzz

Dog growl (3 samples)

Cellophane crumbling

Splitting wood (2 samples)

Animal digging dirt

Dry growl

Dog fight

Slice/crunch

Raging female creature

Ice sheet crunch

Leek crunch

Country night ambience

Rock/ debris falling (2 samples)

Walking on gravel

House/ kitchen ambience (2 samples)

Wind chimes/ wind ambience

Door opening

Female “huh” intonation

Psycho scream

Cutting watermelon

 

Sound story 2:

A man walks home to his apartment in the rain. He puts down his bag and keys, and prepares a drink. Putting on the record player, he laughs without humour and starts sobbing. In his moody state, he flings his glass against the wall where it breaks.

Total number of audio tracks: 7

Sound samples used in order of appearance (repeated samples not mentioned):

Analog buzz

Rain/ thunderstorm ambience

Jazz music soundtrack

Footsteps in puddles

Footsteps on concrete (2 samples)

Door unlocking

Door opening/ closing

Putting down leather bag

Putting down backpack

Putting down keys

Arranging glasses

Handling of wine glass

Ice cubes in glass

Pouring drink

Starting of record player

Analog vinyl recorded noise

Edith Piaf’s  Je Ne Regrette Rien

Crying man

Laughing man

Breaking glass

 

 

Class Exercise – Audio transitions

Team : Ziyaad, June, Joy, Azmir and Amy

 

Audio Transition Between headshot/ closeup and a long shot

For the seamless transition between the two different clips, we recorded the ambient noise from the framing perspective of the long shot, and layered it for the transition between the long/closeup.

One difficulty that we faced was creating the quiet environment for the filming – it was hard as people were constant moving and moving things around that created noise in the recording.

It was also hard to replicate the exact same conversation/action for both the closeup and the long shot – the pacing for the two different clips were slightly different that made the direct transition slightly awkward so we had to do a bit of trimming to make them fit.

Assignment 1 “Alter Egos” – character profiles

Character Profiles


 

From literature/fiction (fictional characters)

Lemony Snicket

(The Series of Unfortunate Events)

  • Private/ Secretive
  • Introverted
  • Melancholic but optimistic
  • Slightly self- deprecating
  • Whimsical

Tiffany Aching

(Discworld series)

  • Independent
  • Spunky, knows when to have fun
  • Level- headed

Leslie Burke

(Bridge to Terabithia)

  • Imaginative
  • Not bothered by social conventions
  • Independent
  • Playful

Kieren Walker

(In the Flesh)

  • Private/ introverted
  • Unassuming
  • Passive
  • Troubled but tries to stay optimistic
  • Sensitive
From public figures

Nicki Minaj

  • Contrast between her onstage/offstage persona
  • Outlandish appearances/performances vs serious attitudes towards important issues

Tablo

  • Goofy but also serious
  • Introspective

Week I and II reflections

Artists’ works reviewed in class:

Issac Julien

– character driven narrative

– identity of characters; blurring of reality/ storytelling boundaries

Doug Aitken

– Example work: Altered Earth

– Focus on texture/ sensory experience

– Layered/ multiple screens

Personally, I really enjoyed the work shown in class; the juxtaposition of various scenes on the huge screens with the atmospheric music really created a very surreal experience.

Michal Rovner

– Israeli artist: context

– Projection of images on unconventional screens: additional meaning to work

– Abstraction of human figures

I found Michal Rovner’s work interesting, primarily because of the context that her background provided for her work which allowed me to understand her work more. I also found her choice of medium very interesting; the way she manipulated the footage of the figures to create abstract shapes really fitted her work well

Paul Pfeiffer

– On sporting events: real/ perceived memory

– Different versions of “reality”

Alex Pragner

– Example work: Face in the crowd

– The Crowd: Individual personalities vs the mob

– Characters: Caricature vs ‘real’ personality/experience

I really like Face in the Crowd, loved the very cinematic style of the production and delivery that contrasted very well with the documentary/ confessional style of the interviews.

 

Character in films

  • Woody Allen – Annie Hall

Use of monologues/ dialogues

  • Blade Runner – Tears in Rain monologue
  • Michael Fassbender – Shame

Anti-themes

  • The Virgin Suicides