Tuesday, 19 April 2016

Critical Approaches 3 - Audience Responses to Media Products


Audience Responses to Media Products


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So far we have looked at how producers will create and aim content towards select target audiences. But that doesn't complete the circle of a media product. Once they know who to target it to, and they produce content that has selected codes and conventions, the product is released to the audience. This is the period to where the audience will response to the product. In order to understand how an audience responds to a product I will look at computer video games and the various audience theories. To see how it affects the audience. These theories are passive and active audiences, hypodermic needle effects debate, uses and gratifications and how the audience has their own interpretation. The select genre I will be looking at is First/Third Person Shooters (FPS/TPS)

First/Third Person Shooters


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An FPS - First Person Shooter is a type of action video game that is played from a first person perspective. As if you are looking from real life. The idea of this genre is to put you in the video game and create the idea that you are an actual person in this virtual world. The arms of the games character will often contain some sort of weapon/firearm with the idea that to progress through the game you will need to use said weapons. In order to move the character the joysticks of the controller are needed and the firing/use of the weapon requires the player to use the controllers triggers. 

These games will often have two modes, single player and multi player. In the single player games you are faced with a narrative to which gives context to the games controls and settings. To which you are killing AI (computer players) In terms of multi player the games objective is to often kill the other teams players (controlled by other people) without any reference to a narrative . Which the idea to beat the other team to a kill count to win. When playing a FPS you will often be looking down the scope of the weapon, which will come in account during out audience theories. 

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In terms of TPS - Third Person Shooters they are very similar apart from the perspective is from a character that is already on screen. So that you can see all of the character you are controlling. There is more sense that you are in a game as you can see everything around you without a limit field of vision. With a FPS being a more realistic setting.

Applying Audience Theory's 

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Now that we have a brief understanding of what a first person/third person shooter is, lets now look into the various theories that surround the audiences response and behavior. 

Passive and Active Audiences

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One of the most common media effects theories is the passive and active audience split. Which claims that an audience is either passive or active. Active audience theory argues that media audiences do not just receive information. But that they actual make choices based upon the new information. Making sense of the the message within their own knowledge and context. Not just taking in information as if its the gospel. Which they will then transfer into their personal and social contexts. They will engage with the product and often be involved in their own decisions. Making them responsive and in control. Theories such as the Uses and Gratification theory assume that audiences are active. 

Yet the opposite of this theory is the passive audience.  A passive audience is when the audience doesn’t engage or question the media but just accepts it. In the way in which the media outlet intended it to be. This audience will often easily be manipulated and very compliant. Often controlled and a follower of the media message. Now lets take a look at some of the controversial videos games which as a result of (a presumed) passive audience have been linked to violence. 

GTA IV


Grand Theft Auto 4 is a open world, third person shooter. That was released by Rockstar North in 2008. The game follows Niko Bellic as he gets involved in various crime rings throughout a fictional version of New York. Journalists have often named the game as a "murder simulator". The Grand Theft Auto series has often been widely criticized for the way in which it depicts violence and murder. The game itself has been claimed to promote murder as the aim of the game is to kill other gangsters to progress to future levels. Yet the ability to kill civilians be all sorts of methods from driving, drink driving and even rocket launcher has not been capped by the game. 

The game also features an online mode which promotes the player to kill other players in order to gain money to use for promotions in equipment. To which can also be gained through the murder for innocent civilians. One of the biggest controversy's surrounding this game was the feature of allowing the player to drink and drive. As a result the organisation Mothers Against Drink Driving  - MADD, called on the games publisher to consider stopping the games distribution "out of the respect for the millions of victims/survivors of drunk driving". During the game once the players get intoxicated the screen becomes blurred and the controls become more difficult. They have the option to walk or hail a taxi yet the feature to drive is also free to use. After a few in game minutes the effects wear off. 


To respond to this Take Two and Rockstar both released statements: We have a great deal of respect for MADD's mission, but we believe the mature audience for 'Grand Theft Auto IV' is more than sophisticated enough to understand the game's content,". Which is a fine point to make since the game was labelled an 18 and suggested for mature audiences. Yet video games much like movies are often played by those under the guidelines. Which is where the issues are often found, yet not always the blame. In terms of the passive and active audience it is suggesting the audience is only one of the two features. In this case you would expect the passive audience to take all these features of the game and apply them to the real world. 

In that case all the passive audience players would go ahead grab their nearest weapons and case an outrage in the middle of the street. Or even have a drink and go driving around the nearest estate. Yet it is often a select case of people who are passive for no other reason than it might be a mental state for some of the audience. Who unfortunately cannot think for themselves. When in fact in this case you can argue that the majority of the audience are active audiences as they will play the game and decide for themselves the actions they take in the real world. They can deter from the graphics on screen and see that its a bit of digital fun and a way to blow off steam. Without taking it into the real life world. Which in some cases violent and excessive video games can trigger some passive audiences. 



Yet age can also be another factor, if you are younger and are not mature enough for the games content you can end up being a passive audience. But not by accident but other than ignorance for instance in 2013 an 8 year old boy was arrested in Louisiana - USA for shooting a 90 year old women. After it was claimed he finished playing Grand Theft Auto 4. Because of the active and passive theory being used for media products the game was tagged directly to this instead of looking at other theories as a whole. Such as the mindset of the child before playing the game or in fact that he hasn't had the time to mature since he was only 8. Which is why they are labelled theory as there has been no correlated evidence between humans the act of video games. 

 The boy has shot his elderly carer after he had finished his game. Because he was 10 years younger than the games age rating and the fact he was so young he was not charged with a crime as he was under 10 years old. An attorney for the case stated : "You have a child that does not know the impact or the consequences of the act that he has committed - He truly doesn’t understand that " to which sums up the previous argument. Which lead the game being called by the police "a realistic game that has been associated with encouraging violence and awards points to players for killing people" To which passive audiences are seeming to be picking up on in the real life due to no real distinction between what is right and wrong. Now lets take a look at two other video games and how active and passive audiences have interacted with the game. 

Call of Duty: Modern Warfare 2


Call of Duty: Modern Warfare 2 is the 6th game in the Call of Duty franchise. The play takes on the role of various characters who are in the situation on war. Each character during the single player aspect of the campaign is equipped with different weapons and each chapter unlocks the narrative as you go along. There is also a heads up display (HUD) which marks the direction and distance between other AI and the missions objectives. Any damage the character receives pops up as a blood splat  and effects from things such as stun grenades also effect the HUD. 

Players can also work together on select missions known as Special Ops. Where they work together to do various one off missions with a set of objectives. Instead of working co operatically there is also the online mode which focus on teams or players killing each other in various game modes. From Team Deathmatch, Capture the Flag, Free for All and Search and Destroy. As the player receives more kills on their kill streak (kills without dying) they earn more rewards in game with the highest being a 25 kill streak which grants the player to a tactical nuke. The game itself had several controversy due to the content of the game itself. 

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Early on in the game there was an optional level called "No Russian" where the player has to assume control of a CIA agent in cover whilst working in a Russian terrorist group performing an airport massacre. The name came from the leader whispering "No Russian" during the scene. Players weren't forced to kill the civilian however it wasn't disabled. However, if you tried to kill the terrorists the mission would fail as you blew your cover.

The player is warned before the mission about the extreme content and that you can skip it without any penalties. This is great for the active audience who may think its not for them and what they are about to witness and play is disturbing. Whereas the passive audience may just go into the game thinking that it is disturbing but that fine as there's nothing wrong with it. There is no rewards or score during this level as if to not reward the players for their unethical decisions. The end of the mission however, ends with the player dying after his true identity is revealed. Thus the American body at  the scene leads to a war between America and Russia thus starting the games narrative. 

In order to make sure no one was offended in Russia this level was taken out of their game, to avoid causing an offense. Games in Germany and Japan refused to keep this unless there was a game over screen for killing innocent people. Several people in the UK felt that the game should of been cut by the BBFC and should have cut the scene. Although the game rating is for over 18's a 15 year old child was reported that they had to cover his eyes during the scenes as the screaming and bloody corpses was too much for him to handle. 

It was also state that people found the game sicking in the fact that there are players who enjoyed playing a terrorist killing the innocent. This is more concerning for the passive audience as if this theory was true then anyone who took this as gospel would of attacked a series of airports replaying the situation but in real life without any consequences. It is safe to say no one took this as gospel and the active side of the audience actually thought not to do this. Although the Call of Duty franchise has been blamed on several murders before. 

Saw Video Game

Under the same name as the film franchise, Saw was a 2009 game that achieved a subject of high controversy as the game was classified as "torture porn" I.E getting enjoyment out of another persons suffering. The survival horror game which combined aspects of a third person shooter takes place in an asylum. Filled with those you must save and others who are trying to kill you, the player. Much like the franchise you encounter several tests and traps alongside the way and there is a far share of blood and gore. The main reason this film was frown upon was the concept of ultra violence and that those who play the game may replicate it in real life. Due to the reason that it was feature for no other reason than for the purpose of shock and for some enjoyment.

The passive audience is more at risk in this situation as they would take the word that you have to go after those who are hunting you and that the idea of ultra violence is welcome in a society. Whilst the active audience sees this as a survival horror game and that outside the digital world this would never happened. Those easily manipulate might think otherwise. The violence and visual nature of the game meant that the conclusion was to mutilate the characters in the game just for the sake of doing so. It has even been compared to GTA IV. Others has said that the lack of a moral message makes it even more controversial to further aid those who are passive. As it shows no problems/consequences with doing these horrible acts of violence.

There was one scene where the players had to cut open several bodies and sift through them looking for a key. To which critics branded the game as sick and tasteless. There was no censorship problems with the came as PEGI and the BBFC had already set it as an 18. Which shows that no only must you account for your audience but should the game of had a moral message to prevent passive audiences from taking this message seriously? As it is hard to define the mental states and tastes of all the audience. As everyone is different. Yet because video games are universal they often get branded as a whole and not on a case to case basis. Now that we have looked at the active and passive audience theory. Let's take a look at the Hypodermic Needle Effects Debate. 

Hypodermic Needle Effects Debate


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The Hypodermic Needle effect is a audience theory that suggests that mass media messages are injected directly into the brains of the passive audience. The theory groups everyone together and implies we all response to media messages in the same way. It also proposes that violence directly affects the consumer and leads them to triggering into copy the depicted act. Also known as the magic bullet theory as the mass media message is being directly shot into the audiences head; was most prominent during the 1920's and 30's in Hitlers Nazi Germany.

As Adolf Hitler monopolized the mass media during WW2 as a means of propaganda and a way to rally support for the Nazi party.  Researchers had also noticed how audiences reacted to propaganda during World War 1.


For instance in Hitlers Germany the video goes through all of the ways in which Hitler is helping the nation and how they are working non stop to work for their people. They then went through their planned attack and showed how Hitler would take over the world for Germany. Bombing London and taking over the airfields using their German bombers. Then showing the actual invasion of the Panza tanks. Slowly taking control of London. Them combining all the held countries to take over America.

Hitlers speeches are then thrown into the mix. Now with this theory in place it suggests all viewers would then want to rally support for Adolf Hitler which may have been true at the time. However, what you need to take into account is if they were acting in fear. As if your country was war torn and you are confused and scared you are likely to put faith someone who plans to care for you and your nation. As the theory was originated in 1927 by two scientists who wrote a book called "Propaganda Technique in the World War" for which explored this concept and presumed that's what made men want to join the army and rally their support. 


Although as more of the theory was analysed over the years it became more and more prominent that the theory had a series of limitations. And began to question whether the theory had any serious intentions after all. Because of this parents often worry about the influence that  media (TV and Video Games) has on their children. With newspapers often going for titles that presume this model of thinking "Call of Duty leads to Massacre".


As the theory began to be questioned in 1938 H.G Wells the "War of The Worlds" was being performed in a theater by Orson Welles. To which it was broadcast on the radio. After audiences tuned in mid way through the program they began to panic as they thought the piece contained a real news report and in fact the world has been invaded by Martians. Now if we heard this today we would be more aware and actually doubt if this was the case. Although at this time with a lack of scientific knowledge and the idea that you were just tuning in had some passive audiences panicking and believing in the radio. When in fact the rest of the audience were enjoying the play.

Because of the time the theory was widely believed due to the rise in TV and radio and the rise of advertising and propaganda. Although it has been proved at times that some of the audience are directly influence by this, you cannot treat everyone under this one theory. As it is shown that during the Orson Welles play there was more of an active audience with a smaller percentage beginning to panic. Although it is a way to which numbers and stats can be effective and seeing a trend in the way mass media can effect audiences. Yet the theory is too vague and is regarded as being too simplistic as there is more factors that need to be considered first.


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Yet every time a crime occurs and a video game is some how linked it often leads to social groups (mainly parents and mothers) panicking to headlines and the presumptions that all video games are bad. When in fact there is only a small crime rate to which makes it to the papers every time making it seem like a frequent event. For instance this is mocked in a Simpsons episode to where Homer is attacked by Maggie with a hammer after seeing it on a TV program - Itchy and Scratchy


By applying the hypodermic needle to video games, it suggests that the players reactions of the video games are not effected by personal experience and personality. But instead the games content manipulates you into gaining new traits and that the behavior of the player can easily change for the worse. As the information is being passed through the medium straight into the audiences brain without any internal questioning. To which we shall now take a look at some video game stories that have often been placed under this effect. That have failed to look deeper into the case and regard other factors. 

Man Hunt

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Before Rockstar was being targeted as a murder simulator for Grand Theft Auto. They had a stealth based third person shooter that worked as a survival horror - Manhunt. The game followers the journey of James Earl Cash a death row inmate who has to take part in a series of snuff film (where actors are actually killed). Because of the high level of violence it received a level of great controversy and was even banned in several countries and was implicated in a murder case in the UK. Which was held up to the beliefs of the hypodermic needle effects as the mass media message is the idea of having to kill your way through life.

Back in 2003 a 17 year old was faced with a life sentence after he murdered a 14 year old boy by stabbing him to death. The idea of mass media causing violence under the hypodermic needle theory was then spread in the papers with one headline being "Murder by Playstation". The 17 year old was reported to by obsessed with the game Manhunt and was linked to the murder due to the concept of this theory. It was also noted that he was armed with a knife and a claw hammer and approached his target much like the mechanics of the game. Making him desensitized to violence.

Although during an article by the Daily Mail more details were uncovered about the situation and was lead to the idea that he "had been motivated by fear of a gang to whom he owed a small amount of money.
He said: "The reason he killed Stefan is rooted not in video games but in fear - in desperation born of fear."

Read more: http://www.dailymail.co.uk/news/article-316491/Teenager-gets-life-Manhunt-murder.html#ixzz45tK31mVw
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Yes he may of replicated the fashion of the game as influence but the actually cause of the violence had an external link. Which is often why you can disprove the hypodermic needle theory. After it was claimed he planned to rob the younger boy he murdered in order to repay a £75 he owed to the said gang. Whilst you could argue there was no link to the video game, the victim was found with 50 separate injuries caused by the 17 year old. Yet the most interesting thing about this case is the idea that video games are not always the sole root and although you can take influence. It doesn't lead you to suddenly pick up violent traits. 

GTA - Replicating a Hold Up

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Following on a similar theme this was a crime that didn't happened but could of easily lead to something much worse. Since we have already looked at GTA I will get straight into the details of the news report. Two men were charged with disorderly conduct after there were trying to replicate a carjacking for a video. Using the influence from Grand Theft Auto. Whilst it wasn't intended to be a crime it, it still has its likes to the hypodermic needle theory as the message has still been injected and cause them to act like this.

Lansdale Police detain a suspect at the corner of Main St and Wood Street in Lansdale Tuesday August 19,2014. Photo by Mark C Psoras/The Reporter
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The case occurred after a man witnessed someone pointing a gun at the head of another. He called the police and reported that a man had attempted to carjack a silver SUV.  Although it was for a video the guys didn't make this clear or have the correct permits. As after all it was a pellet gun. Which resulted in the pair being charged with disorderly conduct. It was quoted that " Around 3 p.m. on Tuesday, police received a report that a male subject had gotten out of the passenger side of a vehicle at the intersection of Main Street and Lansdale Avenue and appeared to point a gun, possibly at another vehicle, Trail said" They had good intentions however due to the way in which people take video games and it was seen out of context it was presumed to be a real crime. Although it was further seen to be under the influence of the video game caused by the injection of the mass media.

Grand Theft Auto Crime Spree


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This last violent crime actually had some criminal action take place and resulted in the death of 3 victims. Again this was related to the violent behavior injected from Grand Theft Auto. It was reported that a group of teenagers mugged a man outside of a supermarket in the USA and harassed motorists with baseball bats, crowbars and a broomstick. When questioned by the police they told the detectives that they were imitating GTA. Which later lead to headlines with the phrasing of GTA causing mass murder.

The three victims all suffered different forms of abuse from being severely beaten during a robbery, a carjacking and a driver who's van was attacked with the list weapons. All 6 members of the gang were charged as adults in the crime.

"They decide that they're going to go do some street robberies, emulating the popular fictional character Niko Bellic," Coté said, referring to a star of "Grand Theft Auto IV: Liberty City." Small amounts of cash were taken from the scene much like you would in the actual video game. Perhaps the theory should be readjusted to look at the in depth causes as so far these are very extreme cases. That may fall under the hypodermic needle theory, yet because it is so simplistic it is often hard to directly use this theory as a valid cause for the violence. As yes the video games content may of been an influence but other factors boil together to form the crime.

Uses and Gratifications Theory



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On the opposite side of the scales, Uses and Gratifications is an active audience way of looking at why we play video games.Which is often linked to the research of Blumer and Katz in 1974 In means of satisfying our needs. This theory looks more at the mind set of a person and what they defer from the video game instead of the games "message". Focusing on what we do with the media instead of what the media does to us. It brings into account that the audience isn't a sponge and will actual filter the information and use it accordingly in their day to day lives. 

It is also putting the responsibility onto the audience as they must decide what to consume in order to fulfill their needs. I.E watching a comedy to make you laugh if you are feeling down. 
This form of approach also suggests that media holds specific gratifications and that the various media outlets compete in order to attract the viewers gratifications. Uses and Gratifications  originally came around in the 40's but wasn't brought into the lime light until the 1980's.  With the idea that one media outlet can fill various different needs to the audience and that people will infer different messages. These needs can be broken down into:

Information: 

Finding out about new subjects are relevant events.
Seeking advice to suite your own life. 
Satisfying your own general interest through self learning. 
Gaining a sense of security through knowledge.

Personal Identity:

Finding models of your own behavior.
Gaining an insight into other peoples values.
Reinforcing your own personal values. 

Integration and Social Interaction:

Gaining insight into other cultures and the circumstance of others. 
Looking at others and gaining a sense of belonging in the world/social ladder.
Finding a basis for conversations and every day social talk.
Having a substitute to the real world. 
The idea of being able to connect to others. 

Entertainment:

Escaping from the real world.
Relaxation.
Getting the joy from culture or the aesthetics.
Something to pass the time.
Emotional release. 
Sexual arousal. 


Blumer and Katz argued that the audience need to have a social origins to which forms their concepts and idea about the mass media. Which lead to the different patterns which we see in the exposure of media. Which results in the audience making motivated choices. These 4 choices can also be known as Diversion, Personal Relationships, Personal identity and Surveillance. The pros of this theory is that we all do things for a reason and shows there is an underlining issue and it also forms peoples identities through the media. Although it can also be suggested that adverts in the media can sometimes cause the media to create needs in us rather than relying on our own. Social groups can also be the source of our affects instead of looking for media ourselves.

This theory also means the audience may imitate the behavior of characters (like we saw earlier) as they feel like they share a link with that universe or the digital setting of the game. For instance social groups may often refer to each other as characters because  they see that they share a resemblance. One of the more common occurrences of this theory is the idea of escapism as it allows you to shut off and relax in the digital world. Without worrying about the every day problems of the real world. Other ways of looking at people's uses is through a 5 step plan instead which focuses on cognitive, affective, personal integrative, social integrative and tensions needs. Which share similar theses to the previous 4.


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Cognitive looks at the idea of acquiring information and is often found in quiz games such as trivial pursuit and knowledge. This is often found in first person shooters as it's more about relaxation and escapism.  Affective is about pleasing the emotions of a person and people will often play games to suit their needs. For instance a story game such as Telltales the Walking Dead has an emotional ending which will result in the audience feeling sad.

Personal Integrative is the self esteem needs of the audience. They feel they need it to give them a status in life and create some form of credibility. Social integrative is the idea of fitting in with a social crowd. i.E playing an FPS online with your friends creates an online community for you to interact with and to suit this form of need. You will notice how these are repeating the same needs as the previous four yet have been split into sub categories. Finally tension free is the idea of escapism and using it to get you away from stress. This is often why you will use a video game to wind down from aspects of the real world such as work, school and college. As it is something fun for you to do whilst also suiting your needs. 

Other criticism's of this theory is the idea that people who use the media have no form of what it produces and that the producers shouldn't be took off the hook for the consequences they have caused. The theory also takes away the idea of the media unconscionably influencing our lives. Yet by having a choice through the game stores and various titles available to the gaming audience it is not as if you are being forced to play a game. 

To best understand how video games suit this model, I will now take a look at how some video games have led to some people having video games take over all their needs. Leading to some horrific crimes. 

Cody Wygant 

Cody Wygant from WFLA report
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In some cases people end up becoming that dependent on Video Games that they rely on them too much for their uses and gratifications. That once their link between the game and reality is broken it can often lead in vicious outbursts. A 24 year old man Cody Wygant was charged with the death of his 1 year old son. The ambulances were called after Cody found his son unresponsive in his child's play cot.

He later admitted that whilst he was play on his Xbox he kept hearing his child crying. Instead of taking a step away from the game. He went on to put his hands over his nose and mouth for over 3 minutes which lead to him suffocating as he also placed several layers of bedding over the child. Because he had become so addicted in the realm of escapism that he had snapped causing an violent outrage towards his child. 

Gaming Couple - World of Warcraft

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Following a similar trend this couple became obsessed with World of Warcraft to the fact that they were constantly on the game. They both pleaded guilty to child abuse after they ignored both their two young girls. Both of the girls age 5 and 10 had to have a duty of care for they were living in squalor at their family home for over 3 years. The couple was unemployed and spent all their time in the game that they didn't notice the girls having matted hair, damaged teeth and even dirt crusted feet.

Because their needs were satisfied in a digital world instead of their own and the media was available for them 24/7. Not only were the children affected but the place was covered with kitchen appliances covered in mold and cobwebs, stacks of rubbish and inoperable toilets. The father was sentenced to 5 years in prison whilst the mother was only sentenced to three years and four months.

Love Child - Documentary 


Instead of parents living with the children in squalor, this case followed a story of how South Korean parents forgot to feed their child whilst they raised a child in an online game. The pair would often go to internet cafes to play the game and chat through online forums. They only fed the child powered milk and it wasn't on every occasion. In the documentary the father only realizes that he had submerged his uses and gratifications too much  once he comes to terms with what has happened: "I am sorry for what I did and hope that my daughter does not suffer any more in heaven," 

The pair had been raising a virtual daughter -Anima -  in the game called Prius Online which allows players to create another existence for themselves in a virtual world. In the world you can get a job, interacting with the other users and even earning extra costumes and gear once they reached a certain level. The girl was only 3 months old when she died. The police take account of the uses and gratification as the officer on scene states that couple had seemed to have lost will in their normal lives as they didn't have jobs and the baby was born prematurely.  Because they opted for a digital world their needs changed which resulting in them neglecting the child.

Halo 3 


In 2007 in Ohio USA a 16 year old shot his parents after he was banned from playing Halo 3 in the family home. As they found out he had bought the game and use to sneak it round his friends house to play it without them knowing. After they found out they took the game and locked it in their gun cabinet away from the child. Once he found out he kicked out in a spit of raged and gained access to a gun whilst going for the game. 

He walked into the front room and shot his father in his head whilst he was watching the TV and then shot his mother. His father survived the attack and blames the game for the death of his wife. The 17 year old only began playing games after he had a snowboarding injury last year and couldn't leave the house. So the games became part of his uses and gratification in order to keep him entertained. As he was stuck in the house for over a year. Because of this he slowly began getting depressed and relied more and more on the game. 

When it was took away from him he snapped as he was no longer able to meet his needs. His aggression lead to the death of his mother and was convicted for over 23 years. 

Audience Responses 
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Now that we have looked at the audience theory's it is now important to understand the different responses audiences can have to video games. To best understand this I will move onto video games in general instead of FPS/TPS and show how the audience may respond in various different ways. Which often depends on the style of the game. 



One of the first responses to video games is that they are something to look forward too after a long day of working. It is very common for school children to get home from school and load up a video game they have been looking forward to all day. They can then go play online with their friends and laugh and joke. Linking back to the uses and gratification the joy they seek from playing the video game as suits their needs. As they get a social aspect from playing with friends online and also get a sense of escapism. 

This also makes the audience relaxed and allows them to escape from the modern world and to have fun with friends. They can also get involved in social integration and pick up on the pop culture from the current games. Although, one of the more common responses that is reported in the media is the idea of copycat behavior.

People often get the idea to test out video games in real life. Whilst they go out for the best intentions it can sometimes lead to some people actually committing real life crimes as we witnessed earlier. In the video above their is a replicated heist from GTA 5. They filmed it for entertainment and then shared it with the public. The idea that video games cause the audience to replicate real life often caused external audiences such as parents to panic and often leads to shock newspaper titles. 


The idea of copycat behavior has also caused company's such as Roosterteeth to make an entertainment series on Youtube exploring current game mechanics. With the connotations being for entertainment they allow them to integrate pop culture in with something they love to do. They also make it very clear that you shouldn't try this at home and that it is purely for entertainment.


Yet as we witnessed earlier the response of copycat behavior can often cause some people to actually commit crimes under the "influence" of video games as they think it is real life and will help suit their needs. Most commonly the examples of:

Back in 2003 a 17 year old was faced with a life sentence after he murdered a 14 year old boy by stabbing him to death. The idea of mass media causing violence under the hypodermic needle theory was then spread in the papers with one headline being "Murder by Playstation". The 17 year old was reported to by obsessed with the game Manhunt and was linked to the murder due to the concept of this theory. It was also noted that he was armed with a knife and a claw hammer and approached his target much like the mechanics of the game. Making him desensitized to violence.

 It was reported that a group of teenagers mugged a man outside of a supermarket in the USA (due to violent behavior injected from Grand Theft Auto.) and harassed motorists with baseball bats, crowbars and a broomstick. When questioned by the police they told the detectives that they were imitating GTA. Which later lead to headlines with the phrasing of GTA causing mass murder.

The three victims all suffered different forms of abuse from being severely beaten during a robbery, a carjacking and a driver who's van was attacked with the list weapons. All 6 members of the gang were charged as adults in the crime.



On a similar theme to aggressive behavior. Violence and  rage can often be caused by video games which often leads to players shouting and throwing controllers. The first video is from the impossible game and the user behind it is recording his rage for those to watch as entertainment. In the game you have to get the correct timing to avoid the obstacles and get through the rest of the level. After he keeps losing at the video game he begins to shout (and swear so watch at own leisure) you also begin to notice a trend in his video game performance as he gets worse as the stress is getting to him and he begins to bang his controller off the desk. 


Other games such as Fifa (The football game) have also become nutritious for those who rage quit. In fifa when playing online factors such as a slow connection or the game loading under "lag" can often cause the other player to begin shouting and raging as during the time their game hasn't loaded the other play has scored. There is also a term known as sweaty goals to where the player runs close to other players goal and taps it in with little effort. Because of this and the feeling they will never win they outburst with rage and can often lead to them giving abuse to other players online.


Other online games such as Call of Duty where you are versing other online players can also lead to anger. As if you keep getting killed without getting the other players the dignity and the reputation of the player makes them feel like they are bad at the game and leads to self hate at first. Before shouting at the other players and saying "where the hell was he" or "no way did he kill me". Although if the player is winning they can often get a different response of joy and profoundness which we will now look at. 


Sandbox games such as Minecraft where you start in a world with nothing and slowly build your way up the gear and improve the world around you can often lead to joy. As there is an end result to all your hard work and hours put into the game. Whilst you don't always get one reaction to playing a video game you may feel joy starting the game, yet during the duration of you playing the game you may feel challenges and feel rage or sad that you have lost equipment (or part of your house you use, with the materials you find). This has often lead to players showing off their creations in a really proud video on Youtube showing others what they have achieved. 


New trends in video games or effects such as rag dolls can often cause players to laugh and enjoy the virtual world around them. Most frequently the start of the Virtual Reality gaming world has kicked off and the new settings has lead to players getting really excited and happy whilst playing in a virtual world. In the video above Achievement Hunter are playing an office simulator yet move around in the real world whilst effecting the digital world. They find joy in the simple things such as squatting in the real world to be sat playing a video game in the digital world. Or even waving and photocopying donuts. With the main factor of joy being that you are actually interacting to play the game and makes it feel like you are actually doing it. 


On a similar theme of finding joy in a game, some audience see games as relaxation and a calm way to end the day. In the game Endless Ocean 2 players get to swim underwater looking at all of the wild life, swimming with dolphins and whales. With no violence or needs to go through lots of effort to feel a reward from the game. Instead you just get to sit back and enjoy the virtual world around you. 


Other games such as Truck Simulators or other simulators are ways of exploring the real world without the stress. You can sit back with your remote controller, perhaps one with a steering wheel attachment whilst you drive around the digital world enjoying the view. The objectives in the game are often drive from A to B or do a simple task and rewards the players for doing so. 


Not all responses of video games are happy and relaxing, some players opt to play games with a narrative as they find they enjoy it more and they become more relate able to the game. As the narratives characters and themes may sometimes match those of the audience. For instance the interactive game The Walking Dead by Telltale allows the players to make choices constantly throughout the game player under the character of Lee. The added tensions comes from the constant threat of a Zombie outbreak and the survivors themselves. As the game goes on the player becomes close to these characters and often not so close to some others. In the ending of the first game the main character dies through a zombie bite band you must decide whether the little girl you have gotten to known throughout the game kills you are leaves your zombie corpse attached to a radiator. Leading the audience to become very sad at the emotional scene. Causing them to feel pain over a video game.


Other games such as the apocalypse game The Last of Us has lead to audiences feeling that the game was going to have a happy ending but as the game progressed the very relate able themes became apparent and lead to the audience feeling upset and depressed: " t's really a beautiful story, but it's very difficult. It's dark, cold, paints humanity in a cruel light, doesn't really have any heroes, and will leave you feeling very empty. " The game was also noted that the relationships between the main characters also lead to the game affecting the players emotions by "gradually, eventually erupting when you least expect it. From the heart-breaking opening to a perfectly-acted argument in an abandoned ranch house, this title stands above the rest in its ability to really get under your skin.


The game P.T was a horror game that release a sample of what was to come before getting cancelled later last year. It mainly drew attention due to it's creative use of horror the promise that the Silent Hills game (the link to the game franchise) was going to be created by Hideo Kojima a well known and acclaimed games designer and horror film director Guillermo de Toro. In the video above the audiences reaction to the game is to cover their eyes and to wish they were there. As the games plot and jump scares lead to the audience feeling disturbed. Often pulling away and screaming when seeing cockroaches flood the halls, witnessing a bloody fetus in the sink. Ghostly bloody images of the wife appearing in the hall way whilst the audience has no means of defense. Causing the audience to feel isolated, scared and alone. 


Towards the end of Until Dawn the gore factor begins to kick in as all 10 of the players can be killed off depending on the players choices. In the reaction video above you can see how they become unstable and unrelaxed as they witness the death of the players they are getting to know. Whilst they make fun of the horror cliches during the right moments you can tell their response is one of fear. In the end of the first episode of the game you have to make the choice to let go of a cliff with you and your friend attached, or to shake your friend off. No matter what you pick your friend falls of the cliff and lands on a rock leading to death. Showing the player than you cannot predict what is going to happen. Other deaths such as being ripped apart from the games monsters, or even falling down an elevator shaft up the gore and the cause the player to look away in disgust. 


The final reaction I will look at is the reaction to play more. Games these days have so much content and with sand box games the possibilities are endless. Which has often lead to some players constantly wanting to play their games to suit their needs and gratification. The video above shows one example of why the unemployed 23 year old has become addicted to video games. It starts by him explaining how he feels more valued in the video game, as not only is it rewarding but the online players interact and deal with him more in a pleasant way rather than real life. 

He feels that the game is rewarding and simple to play and makes him feel good about himself. He always passes up good life choices in order to progress to play video games. He feels depressed about this which leads him to play more. Only eating once a day and playing all night just getting up to go to the toilet. He also states that he plays playing the game under influence of drugs as it makes him feel more immersed. He seeks help as he feels his real life needs some improvement and that his video game isn't getting him anywhere. As he feels that leaving the video game will mean he's wasted his life so far. Dr Phil then breaks down his problems and aids him in a new recovery. There have also been some cases where people have played video games as a mean to pass the time whilst recovering on injuries however there was a tragic consequence. 


In 2007 in Ohio USA a 16 year old shot his parents after he was banned from playing Halo 3 in the family home. As they found out he had bought the game and use to sneak it round his friends house to play it without them knowing. After they found out they took the game and locked it in their gun cabinet away from the child. Once he found out he kicked out in a spit of raged and gained access to a gun whilst going for the game. 

He walked into the front room and shot his father in his head whilst he was watching the TV and then shot his mother. His father survived the attack and blames the game for the death of his wife. The 17 year old only began playing games after he had a snowboarding injury last year and couldn't leave the house. So the games became part of his uses and gratification in order to keep him entertained. As he was stuck in the house for over a year. Because of this he slowly began getting depressed and relied more and more on the game. 

When it was took away from him he snapped as he was no longer able to meet his needs. His aggression lead to the death of his mother and was convicted for over 23 years. 


It is also noted that some games have been designed to keep the player interested in the game and to spend more time and money on the game. Mobile games such as The Simpsons Tapped Out are games that require the user to put characters on jobs to earn money (also earned by tapping on buildings after the duration required). When the player gets more money they can buy buildings which then unlocks other characters and progresses the game. It keeps the audience coming back as the length of time to wait for the money and the building to build is often long from 1 hour to 24 hours. There is an often for the player to speed ahead by using the in game currency, often the player is given a sample of this to show its affects, which requires the audience to buy in order to use. 

Time event that offer the players exclusive items also cause the player to constantly check into the game to try and finish it all before the deadline.

Audience Interpretation 

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Now that we have looked at the direct responses of the audience, I will now look at the various interpretations that the audience may get from video games. I will also consider how the younger audience might respond to video games. This section is a lot more shorter than the others as we have touched upon it during the various other sections. 


One of the first interpretations is the idea that the in game mechanics and rules can also be applied to the real world. For instance if a player loads up GTA and runs down an entire city, they feel like the violence could be transferred to real life causing them to do it in the real world. For instance if a young child who hasn't matured and learnt enough about the real world they may think its okay to commit crimes committed in the video game. As they haven't had enough learning experiences and often find that only certain messages are directed into their brain. As there is no consequences in the digital world. Which is what happened with the young 8 year old child who murdered his carer. As the violence has been caused by them seeing it as the facts of life. 

But not by accident but other than ignorance for instance in 2013 an 8 year old boy was arrested in Louisiana - USA for shooting a 90 year old women. After it was claimed he finished playing Grand Theft Auto 4. Because of the active and passive theory being used for media products the game was tagged directly to this instead of looking at other theories as a whole. Such as the mindset of the child before playing the game or in fact that he hasn't had the time to mature since he was only 8. Which is why they are labelled theory as there has been no correlated evidence between humans the act of video games. 

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Again on a similar theme the audience may play a game and think that the game shares the same facts as life and how you interact with others is the same as a player in a video game. Say one character constantly swears in their conversations the audience may think this is okay to do with their friends and and others leading them to be accidentally aggressive as they feel like they should be able to speak the same as the characters. 

This was also why the Mothers Against Drunk Driving where also getting concerned, although mainly for out of respect. They feared that the audience may think drunk driving is okay in real life as they didn't have any consequences in the game for doing so. MADD, called on the games publisher to consider stopping the games distribution "out of the respect for the millions of victims/survivors of drunk driving". During the game once the players get intoxicated the screen becomes blurred and the controls become more difficult. They have the option to walk or hail a taxi yet the feature to drive is also free to use. After a few in game minutes the effects wear off. 


Other factors such as committing crimes and violence under the idea that what they are playing represents real life. Although the active audiences of video games may just interpret the game as simple enjoyment depending on how they have been raised. If the child is more mature they may understand why the video game has a higher rating and that what they are doing is just a game and not meant to be done in real life. Some children however, may get confused by the game as they will not have explored the themes the video game brings up. 


For instance heavy narrative games such as those by Telltale often explore dark life themes such as alcoholism, trust, corruption and scandals will not have been covered by younger audiences and they may get bored of the game as those games are narrative and not that reliant on game play. More notable the game the Wolf Among Us by Telltale explores the corruption of a mayor and a villain who is misunderstood trying to help the town. Whilst the younger audience may enjoy playing the game the games messages might not be so clear. And interpret  that the game is boring. 


Some games however may be that clear in tone that the audience may be able to interpretate that video games can often mix in real life themes and that they see characters in themselves. For instance if the audience was younger than intended they may go for the looks saying they look like them and they enjoy that. Whilst the more mature audiences may relate to players on an emotional and personality level. For instance the game Life is Strange is a game that is rated 16.

The game explores a young teenage girl who doesn't fit in and finds she has the powers to reverse time and begin the timeline again. She witnesses crimes and mischief along the way in which she tries to help using her good nature. Younger audiences may think it's cool to go back in time and think they look like the players. The game also features some strong language and violence which the younger audience may think is part of an everyday life and then they use them in their social context. Those who are 16 are over will see the use of character as a narrative point and may reflect that they are like the main player if they are reclusive yet still cares about others. They will also note that the violence is part of the video game and that strong language shouldn't been used in every sentence of conversation. To which may be a learning experience to those playing the game. 

Teaching them the means of life if they are the correct age rating, as they are able to defer the game play from the message of the game. The game play may allow the player to be violent or over the top but the interlaced narrative gives the game context and shows the audience from right or wrong. Yet a younger audience may see that there is no message and that the game play is the context for real life not the digital world they are in. Which brings the loop full circle, the video game is not always the cause for real life violent crimes. It is often those who are not mature enough mentally who cannot defer the games message from the game play and real life as they are more passive in the mind instead of being active. It also indicates that age ratings can be very different to the players mental age and maturity. 

End of Assignment 


Thursday, 10 March 2016

Video Installation Theory


Video Installation Theory

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Video installation is one of many variations regarding contemporary art. It combines flat two 2D images with 3D pieces of installation art (used to change the perception of space for artistic effect). To fully immerse an audience artists will harness all of the surrounding environments. This will include features such as room size, placement of projections, content of the projections and even visual aids will be used. Due to the rise in digital videography the technology is easily accessible to those willing to manipulate the hardware and software to create their artistic vision. 

Due to the fact that all that is needed for this to work is a laptop, power supply and a projector means video installations are easy to set up. Allowing those more technically talented to create master pieces. As such you will commonly find video installations in all types of places ranging from an art gallery to a significant landmark. For it to be fully effective darkness is required. So for an art gallery no lights would be the solutions. Whereas outside installations will require it to be in the evening. Throughout this assignment I will be taking a look at some of the current and former video installation artists;breaking down how they use software and hardware for their artistic message. Alongside this will be my own comment and where possible those of critics.

Video installation is in every day life and we may not even notice it. Video installation is built upon the concept of projection mapping. Instead of using a projector to display a flat image. A series of projects/several outputs can be used to map a 2D image onto a 3D surface to create the illusion of depth  and a 3D spacial awareness. The objects don't always have to be flat as in various software packages the projection can be meshed or even masked onto various surfaces. The surface color is usually one of those that reflects light yet any surface under no light can be used. Projection mapping is also known as spatial augmented reality. 




This video by Projection Mapping Central is a great summary of what can be done with project mapping and where it is commonly found in the 21st century. The most common appearance is places such as museums which feature interactive elements, concerts and even in gaming. Before I go into the various artists I will go over how simple projection mapping can be how to do it. 

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To start off you will need a projector, without this you loose the projection side of projection mapping. This is the key to having the surfaces appear on your select canvas. You will then need a canvas or an object to project onto. As you start mapping you will find it easier practicing on square surfaces before moving onto to more complex shapes. Once you have these find a space you can use that is large enough for the projector to fully project out. As you will be making the projects smaller or shaped to your surface using a laptop. Which is the next item needed for video mapping. 


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On the laptop you will need to install VPT7 (free software) or mad mapper (cost is required) as they are video mapping pieces of software. Connect the laptop to your projector using a HMDI cable and change the display settings so whatever is the output in the software is the one that is being projected. If we take VPT 7 for instance you will have two windows one which is the input and one which is the output. If you have the display correctly configured if you drag the output so that it is off the laptop screen it will display out of the projector. First off all in VPT create a new layer (+ sign in the top left of the screen). This will be noticed on the bottom right of the screen. 

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The menus along the top of the right hand side of the window are all of the sources. When a source is turned on, any layer that has that source selected, will begin playing.So if you wanted the media asset from source one you would change this in the layer settings. I.E Video1=source1. The software comes with preset assests ready to use. For each mapping start off using a chess background in order to get the lining up of the projection to the surface. As once you have created and assigned it to a layer you can change the shape of the projection to suit the surface. Once you have matched the chess background to the shape you can then change the output to your selection. In order to add in more assets you must get the file and place it into the file directory by going into applications and tracking it down. Once the assets are in the source folders reset the software for them to be loaded into the software. To best see this in a visual format this handy beginners quick guide by Youtube user Tinkernut goes over the basics:


I will now take a look into various installation artists to get an idea of what can be done in projection mapping not only in terms of technique but also content.  

Video Installation Artists 

The Creators Project


Box is a 5:15 minute video installation piece that was filmed for online distribution. It was created by The Creators Project. They are a global group who aim to celebrate creativity, arts and technology. The company came to light in 2009 and used Intel as a founding partner since they feature the work of "visionary artists" Alongside their official Youtube channel they also commission original artwork and perform at live events. The group itself is home to over 600 artists and houses big names such as Daft Punk and the recently deceased David Bowie. 



The Box has 4 different panels with projections on each one. Each would come together at various configurations and explore different themes having animations cross between each panel to make it feel like one big picture. With the Box the group wanted to explore how the growing technology can be used in order to wow the audience. Taking the influence cinema first had on it's first audience. They wanted a physical world the audience could walk into and be amazed by it's levels of mystery. They also used it as an experiment to see how far they push a creative idea and current technology. 

The group had always wanted to try video mapping and when one of the members had an interest in Robotics the idea to have a moving object alongside the projection came to life. With the overall concept pushing the bounds of illusion and magic. They took the simple tricks and converted them into a video. They started with transformation which showed the insides of the box changing depending on the way the box was "pushed" by the actor. This allowed them to create 3D objects and depth to a flat 2D surface. 
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The second was levitation. They transferred objects from one panel to another by having different animations projected onto the surfaces in a way which created continuity allowing the illusion to have full effect. Intersection, the third concept was having the canvas's go together and having the two together to create a depth and volume to simple shapes. Teleportation featured 3D shapes within the panel transferring to another. And finally they covered the idea of objects escaping their realms of spacial awareness. 

They got a hold of two industrial robots which featured two lots of 8x4 canvas's. A dolly was then used to allow the real time animators to control the robots. They used a piece of software called Maya which allowed them to animate the canvas and matches it to an algorithm used by the team to tell the movement of the robot. They then used CG to create a flat render and mapped it onto the real life objects. This very technical installation required them to work out the moves of the robot first in order to judge how the panels formed a relationship. They needed to judge of it would look for canvas to go over each other so that animations featuring an object passing from another would work. 

The team spent most of their time creating optical art to feature in the piece which was then created fully in Maya and matched to the movement of the robots. The biggest challenge the team faced was getting to understand the movement of the panels and how they would interact once in motion. Months was spent on figuring out the process. They made it into a film so that they could get their work online to get an audience talking. They wanted the camera to act as a spectator walking through the room and had motion capture set up in order to do so. They had someone walking around looking at the piece and then used this to robotic-ally have the camera move as if it was said person. The sound design was mainly the sound of the robotics but also digitally inserted afterwards. In the future the group are planing on having more practical installations rather then relying on CG.

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I personally love this piece for the fact that is get's my mind fully immersed into the new augmented reality. When watching the BTS video and finding it out it was done with real time projection mapping I was even more impressed as not only did they managed to create these 3D effects with a 2D surface but it was also moving in real time as well. By having moving images on a canvas that is also moving not only takes it to the next level put also allows for the boundaries of video mapping to be pushed even further. 

I also found it very interesting in the way an actor was also featured to be part of the piece as it was timed so well with the movements of the canvas's that it felt incredibly realistic to the point I began to question reality. The use of two canvas's also made it more artistic in the way the animations took place and that the two placed together really got me hooked into the 5 concepts of magic. It is clear the group is very intelligent and the fact it is the first video I have witnessed that has moving content also created sparks in my mind. 

It would of been interesting to see if they could of created this in software such as MadMapper or even VPT7 to see if they would be capable of this. However, the fact they have created their own animations in Maya to be animated is also very impressive. The idea to also have the camera on robotics created a very fluent piece of art that not only impressed me on a content level but also on a technical level as it began to push the areas everyone else has either chosen to flee or haven't felt it was able to be done. The authentic ambiance of the background noises of the machinery also enhanced the nature and tone of the piece to which made you believe you where stood in front of the moving canvas. To which you can also take notes on the way they even made the viewing perspective from a persons point of view on a robotic system to match the content of the video. 

Not only is it challenging those in the industry to try and out compete their idea it shows outsiders that may want to invest in this technology what can be done and how it can work for them. As online it has a massive audience to which you don't need to have a keen interest in video mapping to appreciate. Overall, the content and the technique of this piece have been very well thought out and makes for a piece that has a high impact.

Compared to other artists it was very illusion heavy which you don't see in every Video installation piece. For instance this is more for observing yet compare it to PERSPECTIVE LYRIQUE a piece by 1024 which relies on the input of the audience in order to allow the the overall piece to work to it's full effect. Since this is the first piece I have looked at the comparisons to the other artists is not as detailed as future sections. See later on in the assignment for more references to other artists. 

1024

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1024 architecture is a french company that was created by Pierre Schneider and Francois Wunschel. Like the company name suggests it is a video installation company that focus on creating outside project maps onto buildings. Unlike The Creative Project which focus's on pushing the boundaries on all types of mapping pushing the content rather than one form. 1024 use's buildings in order to create links between body,space, sound, low tech, high tech and art. 

1024 also focus's on having a live audience witness their productions compared to The Creative Project which film theirs in advanced to have theirs digitally shared online gathered a crowd that way. Much like I mentioned earlier PERSPECTIVE LYRIQUE, a piece of theirs, focused on having the crowds input in order to fully harness their installation. In order to best understand their work I will look at a selection and break down what they intended to do and the techniques used. First of all let's take a deeper look at Perspective Lyrique. 

This piece was one that was designed to be set up outside of the Grand Theater in 2010 in the city of Lyon during the feast of lights. The concept for this was to have an interactive device which based on the voice and the audience singing changed the visuals as the distortion was voice activated. The piece starts by having a continuous beat playing lighting up various parts of the building that have been mapped onto by using Mad Mapper. The flash's appear at various points around the building. When the song get's into the swing of things reality get's distorted and the building begins to fold in wards and stretched out to match the visuals. Which is another comparison to the creative project as they relied adding in sounds in post to match the animation and having the ambiance noise of the room. Where as 1024 use digital music which is played live alongside the projection. They also have the projection change shape using a loop created previously and then projected in mapping software.

After the introduction a 3D face emerges from the building to create the main piece , depending on the input of the audience depends on what the face would do. In order for it to be controlled by the audience the figure would change depending on what the input was. As the microphone fed the audio to an audio analysis algorithm. Which then changed the configuration of the speaking and eyes of the figure. Another key factor is that they heavily support using Mad Mapper as the main projection mapping piece of software.
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 Again they are also using very basic technology. Before the audience arrived they will have created the 3D render of the building and matched the mapping to the building so when it began the whole building was mapped ready for the audience to interact with. Alongside the pre-created 3D effects they needed to play everything in sync in order for the mapping to work. They would of also had to control what output was being fed. I.E the lights at the start would be one loop, the distortion mapping another and then the face as another layer. 

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MAD-Orb is an installation they created in 2013. Instead of having it as an experimental piece they use it for launch party/public event to amaze the crowd. Another recurring feature in their work is the use of DJ'ing music and is often played to the beat. For this they also created the shape in order for them to map onto their own custom shape. Mad-Mapper was also used as the key piece of software hence the name of the installation.  Compared to the work of The Creative Project they have yet again mapped onto another stationary object and have often to have their digital DJ music to create a link between music and visuals. The idea for this project was first brought into light for the Mapping festival 2013 and was then scaled up for the launch party. 

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Finally, Digital Garden is a 2013 video installation that was featured in the city of Montpellier in the south of France. They decided to go back to their own artistic concept roots and links the history of the place which is a temporary visual garden in which vegetation takes support on the modern architecture and the new facades of the Art Center. The video takes a mix of the DJ music featured in their other work and also brings in the account of having various lights appear in the complete darkness. The use of digital music for the beats of the water adds an mysterious tone to which builds of a climax of plants taking over and reclaiming the space the architecture now holds. The music changes in tone to match the progression of the garden as it slowly goes from a place of wonder to one that is getting darker and darker and more over grown. A series of projectors where used to fully pan out the insides of the architecture and was once again featured using mad mapper. 

 Overall I am really impressed with what they are able to do with the technology the fact that par from the lyric installation the others harness a series of layers in Mad Mapper alongside live music in order to create their installations. The low end tech and the wonders they have created is truly impressive. Some of the work they have done could be replicated by myself on a basic scale but none to their level as it was been very well designed in not only the content but how the live music and the mapping fits together. The fact they use Mad Mapper (software similar to VPT 7 which we have so far used) truly shows that with careful thought and design acts of wonders can be created. And as we have saw two companies so far have created very different work using the same basic principles. 

1024 aims to please an audience and takes on the more artistic and live events to be watched as entertainment which they do very well with the software and hardware I have explored so far. The Creative Project aims to not also please an audience but to make them question reality in the way the manipulate 2D plains in order to create optical illusions. Yet since they both use different methods in the way the content and mapping takes place yet both are equally impressive. When looking for reviews of their work one really stood out on digitalart.com. The quote " Their name defines their field of activity—between physical and digital architecture, 1024 corresponds to the standard resolution of a screen or video projector (1024 or 512x512 pixels)."  The fact that a relatively new art form has lead to the pair having a reputation for  being the name of their field; means that not only are they highly creative but they are acting as pioneers in their field. Not only does it match my thoughts in the way they are being very creative and effective it also creates inspiration. 

They also note down that they bring new life into architecture that would otherwise be ignored. Which is vital for an architecture installation as it is not only meant to be known for its content but also where it was mapping onto. "The minimal graphic esthetics of 1024 are clearly influenced by the concept of lines and planes. Coming from the world of architectural representation, 1024’s radical and minimalist style consists of regulating markers and geometric constructive lines. Yet, depending on the project, our “Mad Mappers” will work on lighting design and experiment with the most expressionistic transformations of perception, such as for the Festival of Lights in Lyon, where Perspective lyrique consisted of breathing new life into the Théâtre des Célestins through exaggerated shadows and Frank Gehry-inspired distorsions."

Which is something I failed to notice in my thoughts, I acknowledged that they used the architecture for artist reason but failed to look deeper into the meaning of architectural mapping and why the use of buildings enhanced the work of the artist. Now that we have looked at this company I will now move onto another using the previous two companies as a point of comparison. 

Bill Viola

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Bill Viola  (an American artist) is credited to be one of the world's leading contemporary artists in the field of video installations.  He see's the use of video as vitally necessary; in terms of exploring his artistic concepts.  For over 40 years he has created a variety of video work ranging from architectural videos, flat video and even pieces for TV broadcast. The majority of his work is displayed in galleries and museums and much like 1024 uses sound and the latest technology in order to immerse the audience into his ideas. 

The recurring themes in his work revolve around the idea of human experience. So for instance he will often explore death, birth and the state of consciousness. Inter mingled with these concepts is roots in spiritual beliefs of Christianity and Buddhism. His main belief is that you must explore an idea with dualism. The concept that you can't understand what you are viewing without knowing what it is opposite to it. I.E light and dark. His work isn't as straightforward as 1024 and The Creative Project and will often make his videos abstract in a way that allows a person to view his work in their own personal way.

Instead of showing off a technique like Perspective Lyrique he uses the technology in order to create a message of artistic value by looking deeper into the video's concepts. As 1024 is more visually artistic compared to Bill's concepts. The Creator's Projects are also about the visual art. In the Box they explore the different forms of illusions and use it to create optical art. Bill Viola is more of a abstract artist and uses mainly a flat 2D video with the content being the artistic value. His work is often collaborative with his wife Kira Perov. With workpieces that have been shown all around the globe. Now that we know the basics of Bill. Let's dig deeper into his work. For this I will be looking at two of his pieces. One from 2014 and one from 2008.


One of Bill's latest installations Martyrs explore the Christian notion of martyrdom against the concept of the four different elements. Earth, Air, Fire and Water. Unlike the other work we have explored this piece was shown on four different monitors in the cathedral of St Paul's. The piece was silent but the sound in this youtube clip has been added by someone else. What is really interesting is the fact that he didn't projection map this piece but instead opted for a monitor in order to get the highest quality image for his work. For his other pieces of gallery work the use of projection mapping is often seen but for this piece it isn't present.

When it came to looking at reviews for this piece the Guardian  has a header that starts to give an insight into what others think of his work. "Bill Viola's mesmerising new video installation at St Paul's Cathedral should silence his critics". It is very clear that Bill is more of traditional artist which is a large contrast compared to previous artists. 1024 and The Creators Project have took off with the online audience via Vimeo and Youtube. Creating work for the general public to which visually enjoy their work. As it was difficult to find critic work for their pieces. Whereas it seems that Bills work is very subjective in the world of art critique.

 The review then goes on to praise the work of Bill as "an apotheosis is achieved simply through the combination of lighting, composition and expression, with the additional element of time. For all its advanced effects this is in some respects a most traditional work. Note: apotheosis is the theology of an idea that an individual or group has a divine level. What is also very interesting is that instead of using 3D animations and projected effects.

Bill Viola opts to film content for his projections/installations in order to tell his story. Which is something that hasn't cropped up so far in my research. Allowing him to physical film these concepts also shows his creative side in his filming and directing. As it is often easier to create abstract ideas using digital animation. Rather than trying to create abstract in reality. I love this piece not only for the fact that is aims to go for content rather than technique. The concept is a very unique one that visually pleases the eye. The four different elements also bring in the tone of the piece and all work together to form the overall ideology.

Although like the other videos it is noted that his work is "visually mesmerising" and further tells me that it doesn't matter what media you use. You can still get something that tells the concept you want to explore and still make it visually pleasing. Whether it is projection mapping or filming something and displaying it on monitors in a location. Now that I have explored Martyrs I will now look at another example. I will not be having separate paragraphs for my thoughts in this section due to the fact I have been lacing it in throughout.


Acceptance is a 2008 (note it contains nudity) piece that was projection mapped onto a black surface but kept in a flat surface and not warped around a 3D piece. It also doesn't aim to create 3D effects by having optical animations like The Creative Project. But instead shows a woman emerging from what first looks like a waterfall yet as the piece goes on it is as if the water is emerging from herself  yet it changes to drop over her head and then drops behind her. The piece definitely shows of Bills Dualism not only in the fact that the light is the art piece itself matched alongside a dark background. But also the idea that this figure appears after being out of focus and in the dark to showing off the main piece in the light and clearly in focus. 

The piece for me also shows that the water is a barrier. At first is stopping us from the seeing straight through to see the women, it then stops her from seeing an audience and looking forward to ending the piece with her not being able to move backwards into the water stream. Yet when the water completely goes she is naked and gives off a vibe to her vulnerability. Isolated the dark with no one or thing around her. The piece was also part of an overall group entitled "Bodies of Light" When rated by critics the group received 3 stars by Timeout . Acceptance was still praised, in the way that the motion and the images came together to form a mesmerizing effect: "Acceptance combines fluid slow motion with crystalline black-and-white images to mesmerizing effect.". 

What can also be taken away from this piece is the idea of being reborn in a religious light. Yet because the piece is so obscure it allows the audience to think of a variety of different meanings. Which is one of the fundamental concepts of art. As each person's deception on what is art is different depending on their taste and ideology. The fact that Bill opts to go for concepts and ideas in the form of video explores more soviet montage. Whilst it varies from the work of 1024 and the Creative Project which are more digital doesn't mean his work is greater/worse. As the artistic value of each piece is dependent on the viewer.

Oskar and Gaspar

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Moving back to the projection mapping side of things, Oskar & Gaspar is a collection of visual artists that use the body for projection mapping. Also named after the Portuguese twins Oskar & Gaspar. They aim to "surprise and overwhelm the audience, with innovative solutions, creating a knock-out effect!". Unlike Bill Viola who aims to use video pieces to tell his story, Oskar & Gaspar follow the trends of 1024 and The Creators Project. Not only in the sense of using video mapping software but by also having their unique use of the art. 1024 specialise in architectural which they do really really well. The Creators Project aim to push the boundaries in the space of a projection much like the Box which focused on having illusions created by having a moving animation on a moving 2D plane. 

The group started in the year 2011 and have specialized in mapping onto tattoo's and people's faces (the person's eyes are closed so they are not blinded). With the idea of enhancing something that already physically exists. The art of projection mapping onto a tattoo is also known as ink mapping. The tattoos are used as the base and then in projection mapping software are mapped using individual layers to build up a completed piece. To create even more wonder they created all of the mapping live so that no post production is used which is very impressive.

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 If you take someone like the Creators Project who managed to create a very impressive piece. Yet theirs was pre recorded and all the animation was done before hand in a way that the robotics could take over. Oskar and Gaspar take it to the next level and work with what they have in front of them and shoot everything in live action which is not only to a higher standard. But it also goes to show that in the text couple of years if  you can already live action map onto a human body. Then anything will be possible given the improvement of technology and the level of skill of those in the field.

The fact that these artists are able to enhance an existing piece of art to the stem that it is now animated. Not only surpasis my expecations from my research but also blows me away with what you are able to do with a projection and a piece of mapping software. The fact that the simple low tech can be used to create visual wonder not only shows the money making side of this art form. But the level of sophistication on such low kit makes me excited to see what is going to appear of the next couple of years. Especially for live events. As the main lesson Oskar & Gaspar has taught me is that stunning pieces of mapping can be created in live action, in this new found reality. 

Whilst they are being just as creative as all of the previous artists the use of a functioning human which could easily move or change position. Brings an extra level of wow factor to their work. 1024 don't have to worry about their buildings moving or sneezing to alter their map. The Creators Project didn't have to worry if their human messed up the choreography as they could shoot another take. Yet also in the fact that the majority of their work was all under robot control. It seems that Oskar & Gaspar have took the root for making it complicated. Which in the end has paid off on the level of artistic skill. To best summarise this team of people I will now look at some of their biggest pieces of work to finish off my research.


In 2015 Lisbon held the first live tattoo video mapping event. Oskar & Gaspar created and produced all of the content which can be seen in the video above. Within seconds of the video starting you can already see there is a basic projector being used for the output of the map. A model who is heavily tattoo's then stands in black briefs so that they fade into the background and all of the focus is on the animated tattoos. Using a Mac Book (much like we use) they begin to map the figure in front of a live audience. 

They even go to extra efforts to then go for the back of the body and even the tattoos on his feet. A series of other models are then shown having their tattoos digitally distorted and even brought to live as if they were cartoons. In one case a dove is animated so that it not only lights up but they flys across the body forming a trail across the chest. In one close up their is a piece of projection mapping software on screen but it does not looking like VPT 7 so my guess is Mad Mapper of even one I am not aware off. Overall this piece is truly great and matches my breakdown of the group earlier one. I will now take one look at a final example before breaking down another artist. 


In this video which was sponsored by technology giant Samsung, the group projects onto a human face and animates/distorts the perception of a human. To start off with they completely cover the face in a white/grey coating so that it reflects the light. They then refine the eyebrows and hair using grey powder so that the features still stand out. Again simple tech is used in order to begin the process of projection mapping. A green screen is used for the background so not only can they digitally alter his face but also match/use the background to their advantage. As the piece goes on they change various features such as adding white glasses. Which in turn is used to give the illusion they are taking a photo of a person at the beach.

The use of the glasses also allowed them to map on a variety of different eyes to create new faces out of one. The final set of eyes are his own and when he takes off the glasses they still match his face. They are even so realistic you forget that he has his eyes closed so that he isn't blinded. They then go through a spell of different maps to create surreal looks to the face such as having a spider man esk face, a golden reflection and even stone. 3D shapes then appear on his face and appear to fall off as if they were real. In one instance a series of letters explode from a cube. 

Alongside the face his body is also mapped and used as a silhouette at times. Due to the dark background they completely mapped the body so that no human features could be identified. A block map then kept changing the surface until it exploded and disintegrated as if the human had dissapeared yet he was still sat in the same place. Creating the perfect illusions and art from low technology and a couple of great minds. As the video goes on the group tries even more ideas and truly shows off what can be done with the kit. For my thoughts and comparisons please see my earlier work. 

Sober Industries
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This group of artists are different than the rest we have looked at so far. This is due to the fact that they operate by not looking mainly at the artistic aspects but by operating on a commercial level. They create video installations using projection mapping for working clients. Because of the way it can be used to amaze audiences big companies pay Sober to sell their new product using this new medium. It surprises me that I didn't come across more companies like this as for every new technology there is always some one trying to commercialize it for profit. Which can start a large debate in the meaning of is it still for artistic purpose if you aim to sell it for profit. By using projection mapping not only are they pleasing the company but also the audience who thinks its the best thing they have ever seen. 

In terms of my stand point I am all for someone trying to make a business out of this medium. As other industries such as TV,Film and Radio all have these aspects and keeps the technology and work flow constantly improving with the cash flow. But to best understand this company I will now break down who they are and what work they do whilst also comparing their technique to previous artists. 

Sober specializes   in designing and producing communication tools to trigger the participants emotions. They aim to innovate through the use of light technology through the use of projection mapping.  Working with clients such as Disney Channel, H&M and MTV. For a first my first example is through images. 

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During the Welcome to the Future installation event in 2011, Sober installed a series of wooden sculptures at their event which is the first artist which has taken an outdoor space and added to it to map. As 1024 projection mapped onto existing buildings, The Creators Project did install some features but inside a large hanger. To which there was no live audience present. There was also Bill Viola who had monitors inside St Paul's which didn't really take much to do compared to having these amazing sculptures created. What amazes me is that they designed it perfectly for their use and could easily design what was going onto the creatures in advanced. They could also practice in a space of their own the distances needed so when they turned up to the event; they could set up all of the creatures and line it up with the software already loaded. Meaning they can turn up and install the piece in minutes rather than creating it on the spot. 

To allow the audience to interact with the piece they even installed a motion sensor which was effected by tilt. This also allowed the audience to change the light patterns to make it even more of their control. This is something I love,the fact that the audience can be involved in a work piece and feel like they are doing something making art for all instead of select minds. Whilst I also appreciate the fact that installations in general can be viewed by all audiences and that each piece suits different audiences. The interaction allows the artist to have more of a connection with the audience as it makes it more memorable for those involved. 

The software is also very basic and like the others used. VPT7 could of easily been used for this piece of software and the hardware is nothing but a projector and a laptop. Whilst they also designed some great sculptures with some practice this is something I feel like I could do one day with some project. They will have designed their own animations to put in as a video loop and the sensors used does add more level of difficulty. But with some practice adding in extensions for inputs (such as the way you can use a VPT audio level output to map onto surfaces ) and some practice in animation I could easily be on my way. 

Whilst it looks like they aim more to please a crowd then have a deeper artistic meaning like Bill Violas Martyr it still stands as its own piece. Again 1024 gardens piece is both visually pleasing but also very clearly harnesses a deeper meaning. It also touches upon elements of the Creators Projection illusions by having the various different shapes been built up to create one creature. I will now take a look at another two examples give my thoughts and opinions and then move on. 


What is also becoming more apparent is that Sober specialize in mixing sculpture art with projection mapping giving them their own unique area. Such as 1024 focusing on architecture, The Creators Project look at concepts, Bill Viola goes for video installations around the concept of Human Nature and Oskar and Gasper focus on the Human face. Which is interesting as a lot of things Oskar and Gasper were doing to the face appears in this client piece for F1. As they take something from reality and turn the perception around to make the audience question what they are seeing.

In this sense this is done by having a team of builders assemble the model which they will have carefully designed and made. They will then set up the laptop and projector and begin mapping away by creating various different layers. For instance the wheel will be one layer, the panels on the side will each be individual layers and so on. Once all the layers are complied it then begins to make sense as a whole piece. The fact that something so simple has been well design means the piece flows as a whole. The animations feature in the video will have been free made and then edited in a way so that they loop.

Much like The Creators Project, Sober records all of their pieces and then posts it on the internet. Yet they will occasionally do the live events like we saw earlier touching on the aspects of 1024. Yet they haven't done gallery pieces such as Bill Viola. I like the way they work by making their own items to project on which allow them to maximize their creativity. The main wow factor to this piece is the idea that it is all well timed and designed. The different lines are all mapped individually and fit perfectly the create something that looks like it is real yet turn the lights off and its just a model. I love their style which is becoming more and more apparent in their work. The use of the different flashing colors and use of lines create a depth that really makes their model shine from using simple projection software. It is truly inspiring. 


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The final piece is a test piece they were trialing before moving on to bigger and larger models. See link under image. This confirms they like to use sculptures for their means of mapping as it has appeared in 3 consecutive videos and their Vimeo channel is filled to the brim with these types of maps. This time the models are made out of paper. Which is something I could look at doing in the future for my own work as this is showing how simple and basic hardware can create pieces of wonder. 

They again break down the model in a series of chunks and use lines to defer between the different panels. Which alludes to the sense that they create all the layers and duplicate the video feeds for several of them. So when they all loop it forms an illusion and looks like it is glowing along the whole body of the bear. The lines are also then separately mapped and the colors of the glowing panels change to create different effects. Overall I am very impressed with their work and gives me an insight to how basic items can create pieces of wonder. Not only for yourself but then making a business of the back end. 

Drive Productions

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Whilst on the track of looking at commercial artists, I came across Drive Productions.Instantly from the look of their work they have higher level of productions compared to Sober Industries. They work with bigger name clients such as Adidas, Nokia, Tesco and even the G20 summits. With the aim of using the latest tech to "innovate and make unique brand experiences" making it an occasion to remember. Unlike Sober they aim to full submerse the whole space to their experience often taking up whole buildings and spaces for one projection. Their themes are close to 1024 where they take over spaces to show off their pieces to audiences. 

They are that well known that famous celebrities will often talk about their work for an event where they were launching a power station in Battersea Jonathan Ross was quoted: "They've made Battersea Power Station look the way it should do. It looks like a nightclub from the future." They have even made strong links with bands for lives events so much so Ronan Keating doesn't "even need to question it. I don't even have to look at it, I trust them so much" Performers are even asking for Drive to work with them again and put on new events "projection map the pyramids in Egypt... and do a two hour show there... now THAT would be epic". Already without having to look at their work the fact that these people are aware of what it can do and that they want to work with Drive again. Suggests they are doing something right in the world of video projections. 

Drive also look at completing experimental pieces alongside events and content for clients but to best understand their visual projection work let's take a look at some of their well known pieces. Such as Battersea power station:


Much like The Creator Project the piece aims to manipulate the planes of reality to form a 3D illusion but this time on a grander scale. This is to the scales of the work of 1024 and aims to be big and bold in the way in which it is to be viewed. Alongside being filmed famous celebrities were invited as guests which also got the word out about the group. This was released in 2014 and the video starts by having the projection of the doors being opened to reveal the factory. Parts of the wall then break away and slide to the sides as if it is falling apart. The most advanced part of this simple projection is the level of depth the group goes to, to create the animations. As they are created on such a fashion that works to form the illusion of 3D.

The actual mapping itself is one layer across the base of the power station and them two layers for the chimneys which played in turn fit together to form the overall piece. Which is not only visually stunning but also very effective using the simple hardware. As the piece goes on components from the top two layers fall down as if as one animation and passes them along like a cog. Hence the factory design. The music goes together with the piece in a way which feels like clockwork and is very efficient in synchronizing the two to form harmony instead of having music for the sake of it.

Layers that aren't animation are pieces of flashing light that appears at the side of the power station which in turn match with the sounds and visuals of the main animation in supporting its design. It then gets even more complex when the animation rotates creating the illusion that the real wall is moving yet the surfaces have stayed the same. Creating a really well thought out video installation piece that is fantastic. To top it off 3D visuals then appear on what already feels like a great level of depth and really gets the audience question what is reality.

When viewed from a distance not only is the whole building illuminated but it looks visually stunning to a level that matches and if not tops the previous artist's I've looked at. Lights are also projected away from the building to give a sense it is coming from this power station and truly attracts a crowd. The 4 minute piece then forms all sorts of new illusions to a gaming system, to the idea of superhero's fighting on the roof tops to motor cycle stunts and a larger music playing system. The fact that they can do so much with one space and all builds up to the logo of the power station not only ends on a great piece. But is very inspirational in what they are doing with the technology in that it hasn't been around for all that long and already great piece of art are coming out. I will now look at two other pieces giving my thoughts and opinions whilst also comparing them to other artists.


Drive have also been asked to do launch events for products such as Lotus's press event in 2013. They projection map onto a real F1 product instead of Sober who instead make a model. Drive also take advantage of the background and use it to build upon the projections. Sound is also incorporated into their work unlike Sober and perfectly matches the design and unraveling of the piece itself. The event was live broadcasted onto Sky Sports which is the first piece in my research so far that has been shown live not only on a broadcast but also to 120 partners and sponsors. 

The piece starts by cutting from a pre-tapped video straight to the event which blends into the video. As the video begins to rotate and the sounds of F1 cars play the video installation piece begins.  Red lines appear with the energy meters in the background and revs to suggest the car is beginning to start up. Which is already creating an immersive environment to which gets the audience hyped about the rest of the event. Keeping the audience in suspense making it really entertaining through creative use of hardware and software.

As the racing noises kick in and videos of a race track appears the lines on the car are mapped so that it matches the aerodynamics of the car. Slowly building up the details of the car. There are constant cuts to animated videos which end linking back to the projection carrying on the installation. Although there is one criticisms I have for this piece the actual animated videos and pre roll tape do more of the showing off of the product that the actual projection. In terms of content lines and circles flash around the car matching the beat to the music which in terms becomes pointless pre amble music that takes away from the installation.

Whilst the thought was their it took away from the elements that made Sober's video using the model of an F1 great and instead focused on an overall event instead of the installation itself. Although it has been one of the weaker projections the actual facts and client basis's was very impressive. Yet it needed to have more of the Battersea vibe to it in order to amaze an audience and immerse them fully. But to best get an overall idea of their work lets take a one last video.


Drive then came back with a bang and created a 20 minute opening using video installation to launch the G20 in Russia. This piece is the digital version of a firework ceremony. Pieces of projections were perfectly timed to a series of different musical tunes which were also played live by a musician on a piano. In front of the projection were a series of smoke fans to build upon the piece. The ending of the video had all the those attending the G20 being displayed via their flag. Not only is this perfect for a live audience to truly be blown away but not only the quality of the piece but also the quantity. 

It was also filmed and put online, but the fact is it so amazing means it will have also been featured on the news and online on sites such as Reddit and trending on social media. Which is a great outlet for Drive productions to get noticed in the future. As the piece goes on there is different cuts to live performers on stage such as fire eaters and acrobatics to mix up the vibe of the video but their is always something being video mapped. For instance during a jazz performance of Lady Gaga's Born This Way the background changes from purple and red colors whilst strobe lights are being projected out towards the audience. 

There is also more dedicated moments directly to the video installation with the on stage lighting matching the music and going with the projections. It is also one of the first pieces to incorporate the idea of other live performances going on at once and shows the great potential for live events in the future. Giving it a path to grow alongside firework displays and other well known events. This is one of the best pieces in terms of audience entertainment that I have witnessed as not only is it simple projections but the timing and planning of the event is done to a high level that pays off fantastically. Leaving a pleasant reputation  making it one mainstream video installation artists who aim for entertainment rather than a direct artistic message such as Bill Viola who opts to explore a concept and aims for galleries rather than large public events. Or the Creators Project that just uses projection mapping to push an idea. I am very impressed with how they harnessed the basic software and hardware in a multi media platform and it was a joy to watch their work unfold. 

Limelight Productions

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This (Penultimate) group I am looking at goes by the name of Limelight Productions. The best way to describe this group is a mash up of the work of 1024 due to their architectural work and the way in which they map. They then also animate in the style of Drives, Battersea power station which suggests either they use the same animation software or they have both took inspiration from each other. Yet, finally they also aim to create 3D illusions much like the Creators Project aim to do. So by having all of these different elements shared by different artists they become their own piece of art.

On their website they state they are a "group of artists doing art projections". Who create different installations in public spaces using a high power projector and a laptop. They aim to create "monumental, colorful, precisely mapped artwork to give an unforgettable experience for all visitors". They also aim to have all of the work in a place where the original still stands. I.E mapping onto a building or wall and when the projector is turned off the wall goes back to normal as if nothing has happened. It seems that again, there is very low tech involved using a projector, laptop, animation software and then a video mapping software. It is all in the planning and the skill of those involved that make up the artist pieces. 

To best understand this team lets take a look into their work. 

Already there is massive comparisons to Drive and Sober industries by looking at this piece. Limelight are working with Audi to project on their new factory in Hungary. They create all the special moments of the last 19 years for Audi in Hungary and projected it alongside the factory. Where as sober had more of video playing alongside the projection in their press event and relied on the heavy beat of the music. This is one rectangular piece of projection mapping that uses the music to pick up the pace as the years go buy and relies more on the content than the display like Sobers work. It also doesn't have all of the bells and whistles attached like Drive's G20 event but it is still a very impressive use of the projection mapping software and kit. 

Instead choosing to focus on the content like Bill Viola but in a way for displaying to an audience and not for deep artistic vision. In all honesty there has been more impressive pieces that I have looked at during my time analyzing these artists. Yet with the kit they have it is still impressive as all the needed was the animation to be mapped out using a laptop and a projector. In the future they could push the boundaries by going for a more speculative viewing experience and adding in more elements to further rally the enthusiasm of the audience like Drive Industries. There has been no comparisons to reviews for a while due to the fact it is very hard to find them for specific pieces and ones for people such as Bill Viola where easy to find due to the fact they are gallery artists. 


Within the same year Limelight productions released this video. To which I will now eat my hat. As they have managed to step it up in terms of their content using the same techniques as before. The sunny side of jazz was created for the jazz weekend held in the Pec's Spring Festival in 2012 (Hungary, which infers they could possible be Hungarian and even been based there). The building they were protecting onto was a recently restored factory which became a cultural center. The music that carried and makes the whole projection work was composed by Mrs.Columbo someone they team up with for this piece. 

Overall, this piece is very effective and perfectly creates 3D illusions much like the Creators Project. The most notable time this occurs is during time were the doors are moving backwards and forwards from within the tunnel. Creating the effect they are moving out of the building and back into it. Yet it is a simple light projection. Towards the end of the piece we also see a glimpse of 1024 perspective lyrique were the building mapping has been distorted and twisted out of shape yet the building is still intact. These methods and illusions really make their work stand out compared to the Audi event. With a projection piano which plays in time with the beat of the music. 

You can also see the audience running up and along the projection having a fun interactive experience much like the previous artists. Often running alongside the projected piano as if they were playing. The start of the projection is also interesting as they have 3d illusions of all of the instruments and then they fly into the building all at once revealing several pianos. There is more depth to their work having several panels having different things going on at once. Windows open playing out the musical notes whilst there is animations of musical writing passing through the side of the building. I really love this piece for not only having a catchy background and a well thought out piece. 

But it also shows them as artists. They create more factual and professional pieces for big name clients and then create their own pieces of art to enjoy for themselves. Which when I brought up the subject of artistic value vs money earlier. This group brings in the balance to the argument and makes you see how they can have fun making what they want alongside paid work to keep them going (much like the Coen Brothers type of filmography). They have perfectly met what they intended to do using their projector and animations. Which although a recurring method, each artist does something with it in their own way making it very unique and pleasant to watch. Which over time is only going to improve. I will now take a look at one last piece before covering my last artist/group. 


This highlight reel of their work is more to get a sense of them as artist overall. You can clearly tell they aim to use architecture for artistic value. What is more noticeable is the music they chose to play alongside it is very techno much like 1024's style of musical choice. Further extended those comparisons. The first piece that features in their show reel is very similar to the Battersea power station in the way the animation changes direction and proportion to make it feel like sections of the building are moving. But also in the design. The gears and metal connections almost make it feel like Drive/Limelight are using the same animation. 

Their second highlight is one like the Box by the Creators Project were intersections of panels alongside animations come together to change the perspective of time and space. They then go on to create ripple effects by having an animation replicating the building in tiny cubes. They then ripple the cubes as if the building is waving. Which is not only very simple to project but technically difficult. Making it clear the team know how to warp the audiences perspective of reality precisely and effectively. Which is a recurring theme. A theme that is very impressive and shows the dedication of all these artists who want to push the boat of this new field. 

Other pieces of video installation building upon the animation idea and instead of having it all placed at once. The animation unravels to build the architecture. For instance in White Night it's as if panels of wood are coming out from the ground. To start creating a beautiful structure in front of the audience. Which upon completion is burning down and creates a narrative between a girl who is stuck at the top of the tower. By harnessing the basic techniques this group has managed to turn a very simple process into one that is a master piece. Or in fact several master pieces. Whilst I am still not as impressed as this group as I was by Drive. They very clearly know what they are doing and their intentions are clear the moment you watch one of their pieces. 
  

Urban Projections
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The final group of video artists I am looking at is Urban Projections. Who created projections on any objects as stated on their website: "objects, buildings stage design, people, architectural features, tin cans...... you name it. " Which compared to the other artists shows that they are willing to adapt to any circumstances to video map their art work. As so far each group has had some preferences over what  they map onto. Yet overall they all do the same on a technical level. 1024 focus's on just buildings, The Creators Project is a man made installation, Sober Industries use models and Drive tends to do architectural but have dabbled in the odd car. 

This group also focus on other types of installations, such as live visuals, street projections and digital graffiti. Which seems like they are more focus on creating pieces of art in all elements rather than specific preferences.  These types of projects often change in the way they are technically carried out. 

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The group often uses a type of projection they call guerrilla. Where they have a portable power pack and projection out on the move and video bomb buildings from their custom bicycle. This is taking it one step further and going off rogue. Instead of planning to go to one location and map onto a set object to which they have been preparing for a long time. They instead go out and map freely as they please. 

Which instead they opt to go for art this way instead of permanently writing on the wall. Which is a great replacement as it doesn't last there long and if the public don't like it. It can be gone with a flick of a power button. Allowing artists to freely give their artistic vision to the world on a small bicycle. Which is something I really like, not only can the group go out their and free range there ideas. It also makes it more unique for the audience as only those passing by will be able to see it. No pre plan date or time; live from when they chose to do so. 


There was no video for this piece by Urban but this is the sort of things they went round mapping onto various components of Mansfield. By roaming the streets they placed various OFJAM maps to promote Oxfam. Yet they did it in an artistic way that doesn't feel like forced promotion. Instead they went round digitally bombing various buildings. They did it all with a high power projector, a macbook pro, sound system and then a battery pack. This very impressive and simple method not only made good use of public space but it also transformed disused areas for new artistic value. Which is not only a great use of the software. But the fact they could also do it live on the move shows that they have an extra level of skills. 

They also have a blog about there system which they call "The Light Cycle" "The adventures of a bike with an imagination". Not only is this portable and allows them to map where-ever they like it also allows them to constantly develop new maps to show around new places. Treating each place like a different client. The cycle has been to places such as Chesterfield where they projection bombed Christmas maps for a live audience. It has even been to Nottingham. The mac book has also been replaced with an Ipad for some of their adventures using the touch screen to precisely control their maps. The cycle itself also gives a person exercise whilst creating art. One of the many features you would of predicted to come out of video installation. But never the less I am very intrigued by this form of video bombing and the spark for someone to think it could be done whilst incorporating movement. 

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This has been unique to Urban and so far the other artists haven't thought about having a live moving projection map. With the majority choosing to do live still events of even film it for purposes of digital distribution. Yet some companies have incorporated small time movements into their work such as The Creators Project who relied on having a robotic camera and cranes to move their maps in real time for artistic effect. 

Urban Projections are their to provide opportunity to create projects and brands throughout the UK. So not only are they are large organisation than are constantly evolving with new tech and talent. They also take the chance to projection for artistic purposes but directors, dancers and big name clients will often come to them for events. Allowing them to get a commercial aspect out an art they enjoy. Because there is so many of them, there is then the chance to spread out into all these different form of projections. 

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One of the client art pieces Urban Projections has done was for a promotion for the new Vauxhaul Adam. The car was placed in Merchant Square, Glasgow and the team alongside Dave Lynch and Lumen created a mapping for the whole of the car. They sound for the piece was played through the cars system and had a 7 channel audio mixer alongside an amplifier and a boot mounted subwoofer. 

The fully submersed car has been one of the best mappings I have looked at. It was a lot better than Sober's mapping of the model F1 lotus. As all they had was a series of circles playing to the beat of the background video. Which didn't really harness the projection mapping software. When doing this Urban will have had a series of projectors to get the 360 vision and then synced up projections. As each quarter of the car will have been made up of various layers to cover the whole car. Carried to music played live with the car it perfectly surprised the crowd surrounding the car. 

Crowds would pass by and take photos of the simple mapping. Yet when someone touched the car the alarms went off and the mapping sequence began. The touch sensitive system them altered the colors in time to the music. As more and more began to looked at the alarmed car. The sound stopped and the car turned all white. Giving the illusion it was powering down. Music then began playing from the car and the happy and joyful tune drew in more and more crowds. Various patterns and designs then began playing until it was all switched off to leave the car as it was meant to be. 

When quoted in a online write up of the event the marketing director had said “The premise behind the Vauxhall Adam is that it has the freedom to change almost every detail.  It’s about fun, surprise and reflecting your style, so the car is about setting trends and not following them.  We wanted to catch people unaware and demonstrate a different, unexpected, fun side to the Vauxhall Adam.”. The fun side defiantly came out of this project as the bright colors and the patterns not only showed finesse in the technical standards as it was all controlled very well in various loops. 

The synergy between the music and the projections also had the audience dancing alongside the car and made it to be a joyful customer interaction. The simple us of the software also allowed the message of the marketing (artistic value of the piece) to shine brightly and became very remember able. Unlike those of Sober industries who couldn't quite live up to this piece. 

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This last example was called "Bloom" and featured the team taking over a building to map live onto it. A graphics tablet was sued to create the animations and wrote the text bloom also doing so. This animations were then fed into a projection mapping piece of software that I was unfamiliar with. The various camera angles of the video show the different elements that they mapped onto the building. 

They started off with an animation of the bricks falling down revealing a basic drawing of the building. A spot light was then projected and with the techo music (another link back to the Limelight and 1024 in the use of music alongside projections) to have the lights of the building flick on and off. The building then got a very surreal look to it and bright blues and pencil shading colors appeared. Alongside a smaller building below to be featured alongside the projection.

So far this isn't the best piece I have seen and takes a lot of repeatable moments witnessed in other projections. Yet it is still technically amazing based off a 2D image. The projection then goes into a drawing esk mode on post it notes and sketches. Yet it feels like it doesn't flow properly and is more of a mish mash to the music. Which personally I don't enjoy. Yet the time and effort , but most importantly talent put into this piece is something to appreciate. But falls behind on the architectural maps of those such as Drive, 1024 and Limelight productions.

Throughout this process I have found some truly inspiring artists all of which I will take into account when I will need to create an installation. I have enjoyed looking at the various components each artists use to create their pieces and then comparing them to other artists. 


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