Final Research Hyperessay

The history of art begins with the history of humanity- cave paintings. And since then, art has gradually evolves as humanity moves forward. Art is a product of human thought and the resources they have around them, that is why art largely reflected the innovational standings of societies. From bronze tools during the times before settlement to the marble busts after civilizations started to emerge to traditional paints and sketches to now. Now, as technology emerges alongside the development of the online web, streaming, and cloud; art has taken an adventitious turn into the digital and virtual. Humans have now engineered technology and the internet to serve as our media for the arts. From Ivan Sutherland, “Sketchpad” in 1962 to Lynn Hershman’s “Deep Contact” in 1983. Both utilize technology to create an art piece that is both engaging and interactive. In this digitalized game of “Tag” and “Hide-and-Go-Seek”, “I’d Hide You” by Blast Theory, blends both technology with human interaction But who and what is Blast Theory exactly? What is it that they do? Blast Theory is a community of pioneering artists who create interactive art pieces to explore social and political questions. This group was created in 1991 by Matt Adams, Niki Jewett, Will Kittow and Ju Row Farr. The works by this group utilize a multitude of different media; such as performance, installation, video, and online technology. But what makes Blast Theory avant-garde is the way they meld scientific technology with collaborative art. Blast Theory also allows the audience members to play a vital role in the production and outcome of the artwork. This engagement transforms the role of the artist to a viewer and the audience to the artist. In the end, the exploration of social and political questions becomes a more personal and thought-provoking experience for the participants. Some of Blast Theories other well-known works include- “Can You See Me Now?”, “Uncle Roy All Around You”, “Kidnap”, “Gunman Kill Three”, and “Karen.”

“Kidnap” (1998)
Picture from Blast Theory Website

 “Gunman Kill Three” was one of their earliest works and was geared more towards live and performance art. This work and several other early works focused on the club culture to create multimedia performances. Even in their early works interactivity played a key role in the performance. “Kidnap” was one of Blast Theory’s more controversial and risky works due to the issues the piece tackled as well as the methods Blast Theory chose to communicate the message with. “Kidnap” is an interactive and immersive experience that gives the participants a genuine “kidnapping” experience (with their prior consent). Blast Theory wanted to underscore the themes of violence, pornography, and politics. In “Can You See Me Now?” and “Uncle Roy All Around You” are two of their successful multimedia pieces that integrated locative media with mixed reality.

What drew me to Blast Theory was their ability to incorporate technology often associated as “anti-art” with social and political issues to create a stimulating and interactive art piece. This idea of mixing and recreating has always been an important value in my life and to see a group of artists express it so beautifully and simply resonated with me. Not only is Blast Theory feel a source of comfort but also serves as a source of inspiration. Blast Theory stimulates both the audience and themselves with their artworks. The artists within the group constantly try to challenge themselves with new technology, methods, and issues by pushing themselves to be more innovative and courageous.

Picture from Blast Theory

The basic premise of “I’d Hide You” is that people are equipped with live cameras and are divided into teams in which they play a game of tag around the entire city. The immersion lies in the second layer of the piece, in which these cameras send live footage to the internet; allowing anyone to watch the game as if they themselves were running. The interactivity can be experienced in the final layer of the artwork in which the viewer is now a part of the team. The viewer can help the participants find one another by updating online, the location of other runners using the runner’s GPS tracker. This interactivity is not only personal but also collaborative. The outcome of this project can be seen in the video below by Blast Theory who summarizes the entire event.

 

Unlike the other works by Blast Theory, “I’d Hide You” is not a politically or socially stimulating piece meant to impress eager enthusiasts. Instead, “I’d Hide You” is a simple game that interacts with, collaborates together, and immerses oneself in the experience. When creating this collaborative work, the artists took the most rudimentary form of interactive games, running. This simple idea of running and catching has been a form of human entertainment even before the onset of technology. For example, physical games like “tag” and animated cartoons such as “Tom and Jerry” revolve around the idea of a runner and a chaser. The entertainment comes from the adventure the runner and chaser experience during their journey as well as the ultimate conclusion that follows the long arduous journey. The participants of “I’d Hide You” get to experience this entire journey alongside the runners.

From the Blast Theory Website

During our History of Design class, as mentioned by our Professor, New Media art contains three aspects that make it unique and stand apart from any other forms of art. Interactivity. Hypermedia. Immersion. Under interactivity, there is also collaboration, which I believe is also very important in the work that I chose by Blast Theory.”I’d Hide You”. There is aspects of Hypermedia in this work but is limited to the interface used by the team in order to communicate with the runners as well as the live streaming cameras used to document the chase.

The interface

The interactivity in “I’d Hide You” can be seen between the runners themselves as well as the audience and the runners. The interaction between the runners refers to the actual game of chase where each person is trying to hide from other runners while simultaneously catching them on camera. The interaction between the runners and audience is documented by the audience watching the live stream and helping the runners. Through this journey, the participants and the runners become collaborators who have created a whole new experience and outcome by dabbling with the different variabilities in the work.

Variability. One of the five Principles of New Media discussed by Lev Manovich. In “I’d Hide You”, variability, is the strongest principle as the integration of multiple human interactions have created a multitude of different end results. Not only is there a man to man interaction but also a man to machine interaction. And technology itself is interacting with the audience as the technology communicates with the “performers”. As the audience inserts themselves in this experience with the use of technology, they themselves have become “performers”.

 

A scene from “I’d Hide You”

This immersion into the experience happens both virtually online as well as physically offline. The physical immersion occurs amongst the runner as they are literally thrust into the outside world to compete. The environment is completely candid as none of the passerby or store owners were told were told of the game. The virtual part of this piece materializes onto the digital screen through the live streaming video. This video is made possible by the camera and LED ring light each runner is equipped with before the start of the game. The runners are also given GPS trackers to constantly locate and update their location online, as well as given a phone that updates them to Intel given by their team members. The runner is constantly holding up the camera for their team members to see, this makes the participants the runner’s new “eyes”. Eventually, the participant immerses himself or herself into the experience and becomes one with the runner. Not only does the participant get to see what the runner sees, but he or she also gets to see it in real time. This real-time immersion can be seen in older works such as Ivan Sutherland’s “Head-Mounted Display” and newer games like “Pokemon Go!”. Real-time immersion makes the experience seem legitimate and consuming.

 

Picture from Blast Theory

“I’d Hide You” is a simplistic and exhilarating game that brings together different people for a fun night together. Using modern technology, the artwork contains both a collaborative interactivity and immersive quality; which allows for a wide range of variability. These are the characteristics and principles that define New Media. Participants follow runners on a tour of the nightlife in the city while playing a rigorous yet digital game of Tag and Hide-and-Go-Seek.

Key Work Selection: I’d Hide You

I’D HIDE YOU by Blast Theory

For my Hyperessay, I chose a new media piece by Portslade-based artists’ group, Blast Theory, renown for their works that mix interactive media, digital broadcasting and live performance. The piece is an interactive, immersive, and collaborative work called, “I’d Hide You”. Linked below is the trailer for Blast Theory’s, “I’d Hide You”.

The basic premise of “I’d Hide You” is that people are equipped with live cameras and are divided into teams in which they play a game of tag around the entire city. The immersion lies in the second layer of the piece, in which these cameras send live footage to the internet; allowing anyone to watch the game as if they themselves were running. The interactivity can be experienced in the final layer of the artwork in which the viewer is now a part of the team, he or she can help the runners and chaser find one another through GPS location by updating the online the location of the other runner’s location.  This interactivity is not only personal but also collaborative. The outcome of this project can be seen in the video below by Blast Theory who summarizes the entire event.

Unlike the other works by Blast Theory, “I’d Hide You” is not a politically or socially stimulating piece meant to impress eager enthusiasts but instead a simple form of interacting with, collaborating together, and immersing oneself in the experience. When creating this collaborative work, the artists took the most rudimentary form of interactive games, filming oneself running. This simple idea of running and catching has been a form of human entertainment even before the onset of technology.  For example, physical games like “tag”  and animated cartoons such as “Tom and Jerry” revolve around the idea of a runner and a chaser. The entertainment comes from the adventure the runner and chaser experience during their journey as well as the ultimate conclusion that follows the long arduous journey. In the case of the participants for I’d Hide You, they get to experience this entire journey alongside the runners.

“For all its apparent simplicity as a player experience, “I’d Hide You” is actually doing something very radical in terms of its relationship with an audience and with space.”

From the Blast Theory Website

During our History of Design class, as mentioned by our Professor, New Media art contains three aspects that make it unique and stand apart from any other forms of art. Interactivity. Hypermedia. Immersion. Under interactivity, there is also collaboration, which I believe is also very important in the work that I chose by Blast Theory.”I’d Hide You”, as mentioned before, contains interaction, collaboration, and immersion. There is Hypermedia in this work, but it is limited to the interface used by the team in order to communicate with the runners as well as the live streaming cameras used to document the chase.

Picture from Blast Theory

The interactivity in “I’d Hide You” can be seen between the runners themselves as well as the audience and the runners. The interaction between the runners refers to the actual game of chase that they are playing where each person is simultaneously trying to hide from other runners while catching them. The interaction between the runners and audience is documented by them watching the live stream and helping the runners either hide or find each other. Through this journey, the participants, runners, and artists all become collaborators who have created a whole new experience and outcome by dabbling with the different variabilities in the work. Variability. One of the five Principles of New Media discussed by Lev Manovich. In “I’d Hide You”, variability, is the strongest principle as the integration of multiple human interactions have created a multitude of different end results. Not only is there a man to man interaction but also a man to machine, or even a machine to man interaction. The audience is also interacting with technology (and vice versa) as they use it as a tool to communicate with the “performers”. But by inserting themselves in this experience with the use of technology, they themselves have become “performers”.

A scene from “I’d Hide You”

This immersion into the experience happens both virtually online as well as physically offline. The physical immersion occurs amongst the runner as they are literally thrust into the outside world to complete this piece. The places they are running around are completely candid with none of the passerby or store owners having been told what was happening prior to the game. The virtual part of this piece materializes onto the digital screen in through the live streaming video. This video is made possible by the camera and LED ring light each runner is equipped with before the start of the game. The runners are also given GPS trackers to constantly locate and update their location online, as well as given a phone that updates them to Intel given by their team members. The runner is constantly holding up the camera for their team members to see, this makes the participants the runner’s new “eyes”. Eventually, the participant immerses himself or herself into the experience and becomes one with the runner. Not only does the participant get to see what the runner sees, but he or she also gets to see it at real time. This real-time immersion can be seen in older works such as Ivan Sutherland’s “Head-Mounted Display” and newer games like “Pokemon Go!”.

The interface

“I’d Hide You” is a simplistic and exhilarating game that brings together different people for a fun night together. Participants follow runners on a tour of the nightlife in the city while playing a rigorous yet digital game of Tag and Hide-and-Go-Seek.

Project 2: Locale Zine

For my second and last project of our Graphic Form class, we were tasked with creating a Zine inspired by a specific locale in Singapore. A zine is a  “small-circulation self-published work of original or appropriated texts and images, usually reproduced via photocopier” and can be short for “magazine” or “fanzine”. For this project, we were given the choice to chose any location  (preferably a location we were unfamiliar with) and design a design according to our taste. The location I chose is Tiong Bahru. Tiong Bahru is located on the Green Line. Famous for their combination of old and new, hipster cafe joints, and serenity.

Location’s History

The name “Tiong Bahru” itself is a combination of two languages. Tiong Bahru translated loosely means “New Cemetery” with “Tiong” comes from the Hokkien word “thióng 塚”  and “Bahru” comes from the Malay word “bahru – Malay. “thióng 塚” meaning cemetery while “bahru” meaning new. This compound word is the parallels the idea of Tiong Bahru being both old and new, quiet but lively. Originally, Tiong Bahru was a cemetery that later turned into a housing district that incorporated the European Streamline Modern (simplified Art Deco) and local Straits Settlement shop-house style. Tiong Bahru has always been about mixture and balance.

Page 1

 

Page 2
Page 2
Page 4

Location Pictures

During my first visit to Tiong Bahru, I decided not to have a a specific focus as it was my first time there and did not want to miss out on anything.

Tiong Bahru’s Architecture
Tiong Bahru’s Hotspots
Tiong Bahru’s Extra
Tiong Bahru through the lens of a Film Camera

ORIGINAL PLAN

The original plan for my zine was to incorporate the idea of hybrid/mixture/combination in my artwork and then eventually link it to myself and how my mixed upbringing has made me the person I am today. For the cover of the zine, I wanted it to make it quirky and different, much like my personality. I created a character called “Nost” who is a Korean Dragon and her friend “Bah” who is a sheep. I wanted to incorporate these two in the cover of my zine as sneak peak into my zine. Though I did not specifically plan my layout for the pages within, my initial concept was to create a coloring page or mad lib page. Coloring pages and Mad Libs were a big part of my childhood and I felt that it was fitting to add a bit of childhood to not only express myself but also to make the zine more interactive for the reader.

(Insert sketches and examples)

FINALIZED PLAN

However, upon further development and revision, I decided to focus more on my characters Nost and Bah and their trip to Tiong Bahru.

Cover/Back

Back and Cover

Inspiration

This cover shows a mixture of traditional and modern medium of drawing. Though a little unclear, the background is a photograph taken from a disposable film camera of a floor painting. While the two characters in the foreground are created on my laptop using Adobe Illustrator. My cover shows a close up on my two  main characters, Nost and Bah holding a teacup will exclaiming the word “Roo”. This character idea came from the word “Tiong Bahru” itself. I wanted to express my quirky personality by joking around and saying that Tiong Bahru sounds a lot like “Tea-Yong-Bah-Roo”. After some deliberation, I told myself why not and developed on the idea of using “Tea-Yong- Bah- Roo”.

Front Facing Korean Dragon https://aminoapps.com/c/mythology/page/blog/korean-dragon-yong-ryong-mireu-yong-ryong-mireu/pabQ_anhQuE3evZgeQqZ2wDMzoKzjxq2xk

“Yong” sounded like “용” which is the Korean word for dragon.

 

Sheep

“Bah” was the sound sheep’s make.

Bah holding a tea cup and tea pot

 

“Tea” means tea and I thought that it would be a nice beverage the dragon and sheep could share together.

Nost’s Catchphrase

“Roo”, eventually became the sound the dragon would make, much like how the sheep would go “bah”.

Story

This led to the cover page of a sheep and dragon side by side holding a teacup and teapot as the dragon exclaims “Roo”.  Nost is a Korean dragon who has come to Singapore with her best friend in order to visit Tiong Bahru for the first time. I myself was born in Korea to Korean parents, though I did grow up overseas. My decision to create a dragon was due to the fact that the “iong” in “Tiong” sounds much like “용” the Korean word for dragon. Making my dragon Korean was more of a homage to my home country and culture. Nost constantly ate at Tiong Bahru Bakery in other locations but was unable to visit the Tiong Bahru itself. After many years she has finally come to the decision to visit Tiong Bahru. Bah is Nost’s faithful bestfriend who has stayed loyal since their childhood. Many believe that it is crazy that a sheep and dragon could be friends but Bah has always been Nost’s support system and helped her through the hard times.

First Spread

Spread 1

My first spread paid homage to my childhood by doing the entire spread in a coloring book format. The right side has a black and white with a contour of my favorite street in Tiong Bahru. The picture I chose for my coloring book has a linear perspective that ellicits a sense of movement and depth. I feel as if I was being pulled into the main street by a seductive force. Even the street itself exuded this pull. I captured the elements that made this street Tiong Bahru, from the Streamline architecture to the pipes running on the exterior of the walls. While the left side of the spread has an introductory page that explains the “Tea-용- Bah-Ru”. Everything on this page is black and white so that the reader can color whatever he or she wants to.

Inspiration

Coloring Book
Side by Side Comparison

I removed certain elements (the buildings in the background) from the line drawing so as to focus our attention to the essence of Tiong Bahru which can be found in the piping along the walls and the clean cut streamline architecure. The lines (especially the floor) have no end so that we can use the implied lines to create a sense of openness and curiosity. Like coloring books, what is beyond the line is up to the artist with the imagination.

Story

This page is like the beginning of Nost and Bah’s adventure as it is not only the path to the main street of Tiong Bahru but also because it was the place I fell in love with Tiong Bahru.

Three Pictures Taken from one spot (Clockwise from top left #1 Behind #2 Front #3 Side)

 

 

Second Spread

Spread 2

For the second spread I focused on mixing two different media, Adobe Illustrator Vector and Old School Collage. I chose to use mix media as it alludes to the idea of mixing the old and new. Though collaging is still used today, it is considered an older technique and is commonly associated with either ransom letters or vintage art. Drawing from the idea that collaging is old, I paired it up with another technique used to create a whole image– Illustrator. This juxtaposition of the two techniques create a sense of harmony yet jarring difference due to the solid color and clear lines. The background deals with a multitude of perspectives and tones while the vector is limited to an one point  perspective with minimal tonal ranges.

Collage Examples

Story

My second spread is depicts my main characters debating on where they should go. There are so many places to visit in Tiong Bahru, from its cafes to its restaurants to even bookstores. Bah is taking his usual position on Nost’s head, resembling a thinking cap. Proving that these two are two pieces to a puzzle. They balance one another and help each other do their best. In this case, they are helping each other strategize on where to go and what to see.

Third Spread

Spread 3

For the last full spread, I chose to take inspiration from the Mystery Book Vending Machine, which I felt best embodied my thoughts as I got ready to go to Tiong Bahru. I did not know what to expect and was open to anything that happened, whether things went according to plan or not. The vending machine itself is etched with hand-drawn marks relating to the two characters. The black markings are inspired by the scales of the dragon while the black orbs are a nod to the 여의주 orbs that the dragons in Eastern mythology carry. The white markings refer to the sheep and the shape of its body. Originally, I intended to put as many pictures on the vending machine and show the entire vending machine from top to bottom. However, I realized then I would not be able to see the images clearly and this would obscure the focus of the page. To counteract this I consulted my instructor who recommended that I spread this across two pages and crop the vending machine so that I focused on the top two or three. This allowed the focus to go on the images and showed the places clearly.

Mystery Book at Books Actually

Story

After struggling to come to a conclusion, Nost and Bah stumble across the Mystery Vending Machine (based on the Mystery Book Vending Machine in front of a book story called Books Actually). This vending machine dispenses post cards for travellers to help decide where they should go next or even as a souvenir. In the end Nost and Bah use this machine, much like I did, to help them discover Tiong Bahru. This symbolizes that there is so much more to Tiong Bahru left (as you can only see a portion of the vending machine) meaning that the two main characters (and myself) have yet to even break the surface of Tiong Bahru.  Possibly setting up for a sequel *wink*.

REFLECTION

Throughout highschool, my art teacher always talked about wanting to make a zine for the class or even for ourselves but due to money restrictions and time constraints, we were unable to make it. However, after this project, I can successfully say that I have created my own personal design. And far from a perfect zine as there are always room for improvement, I am proud to claim this zine as mine. It was a fun experience as I felt that it introduced us to the world  of book making and illustration, giving me a taste of what making a children’s book or even a zine in the future would look like. I enjoyed being able to visit Tiong Bahru not for just pleasure but work and creating a piece centered around my interpretation of the place.