ABOUT US - PASCAL SILONDI
"Dynamic Hybrid Virtual and Architectural
Dynamic Hybrid Virtual and Architectural Space.
Hybrid narrative body Dynamic, flat forms on-line shared VRML, real-time cooperative Construction, Architecture of dynamic data.
Construction of an interactive 3D digital space in VRML, ( Virtual Reality Modeling Language), constituted with digital phonemes, modelling and animations, texts, digital or digitized photos, of video sequences and sound fragments, molecules - bases of a dynamic audiovisual architecture broadcasted and shared on Internet.
This platform would attempt to interrogate the « all-communicating » world system and the mechanics of the relations to others which characterizes it ; (the objectivation of the subject, the division of intelligence) ; by experimenting an hybrid techno-plastic and multimedia language, both visual and sound, inscribed in a virtual 3D architecture. It is a qualitative space constituted with digital messages in alteration ; dynamic, fluctuating, which feeds on doubts, on estimates and on errors; which invent itself while producing a world opened and sensitive to the presence of others.
This project would suggest summoning current, abstract knowledge as well as technological in mixed virtuality, in increased reality, in artificial intelligence applied to adversities, to Virtual story telling or to virtual communities on internet.
Stake is to question the nature of streams and notions such as captures, the analysis, the processing, and the broadcasting of data and information, the processes of division, mounting, composition and exchange which are connected to it, on a cognitive, semiological plan as well as plastic, film, videographic, and sound, to propose an architecture of the « possibles », a space of eccentric artistic composition, where the user becomes the project managers of works of unpublished assemblies, exercising his sensibility and experiencing a space of chaotic sense to be conquered, where its capacity to penetrate, to compose and to dive into a dissonant world, is put in the test.
Here, a laboratory, a dynamic and hybrid virtual Space-Architecture,
a twisted and provocating virtual reality, just to force the padlocks
of our contemporary imaginary when standardization, and normalization
sit comfortably around us.
The fields of force are unstable, and the individual is maybe nothing, or anybody else, a knot of sterile forces, an aggregate of groundless tensions, without a face.
The advent of new technological prostheses, hybrid mental machines to
perceive or to interpret, open unpublished fields of experiment. Other
places, other times of dialogues and construction of the subject are accessible.
Machines and devices are not there to feign the sense any more, but become
tools, sometimes whimsical, by way of which an hybrid language can grow.
They are prostheses, breakers of code by way of whom the freed Man from
the XXth century can meet somewhere else, go out of there, of the pervading
" steack-anovisme ", of " here now at once any height ",
to discover new speeds, new qualities of meeting.
To get :
- to get information of the real raw product : videographic and digital
phototography capture, sound capture, sensitive capture as the listening
and the exploitation of the streams of data resulting from the motion
capture and allowing animation in real time of elements of the VRML space.
- To translate this information and get it exploitable and notably in the VRML architecture, what requires a work of selection, layout of data, listening of the various streams of data, of videographic, sound and textual mountings before their integration in the data base.
To create :
- Dynamic and split-up audiovisual creation that would be aware and attentive to the information stream. Architecture which is not reduced to the presentation of an immobilized space, (cf. ZONED project presented in 2000 in which only the movement of the point of view of the user was possible, where interactivity lied essentially in the authoritarian report that maintained the user with a physical appearance - robot machine, a vocal interface and a VRML space not transformable and undivided by several users on the network), but becomes attached to the development of the interactivity distributed in real time in the on-line virtual architecture.
To interfere :
To develop interactivity within the VRML space notably using JAVA which allows the user not only to discover as a spectator a 3D world in real time, constituted with multiple visual and sound signs, but also to intervene on it, having the possibility of proposing other combinations, other phonemes, other relations, but as well other bridges as they are in the entrance or in the exit of the platform.
To broadcast :
To build a « site-space » which attempts to develop the possibilities of exchanges among the users within the VRML space, creating an opened space, a laboratory of hybridization of languages, in relation with audiovisual or programming, a space shared and distributed on Internet which allows several users to discover, to communicate, but also to intervene, to interfere, to transform, as a matter of fact to put simultaneously in danger the narrative 3D body moving in which they participate.
Dynamic, hybrid and narrative body
1. Filing, implementation of the data base :
Motion capture stream
a) Data processing for an exploitation in the VRML/ Creation / Sampling
Selection, layout of data, video and sound mountings, preparation of
streaming, texts, images, before their integration in the data base.
b) Creation of a digital data base / library / galery
c) Creation of the search engine
Search of datas on Internet and in the data base / library / galery
2. VRML platform / laboratory
Creation of the VRML architecture / audiovisual dybnamic and hybrid body
Creation of a VRML geometry Importation of external data
Image texture Movie texture
Importation of VRML files with sounds parameters Open wav files/set up = orientation / pitch /level
d) Interaction / Interferences
Construction / juxtaposition / Selection problem / name / VRML importation
Movements and distribution of interactivity
Action on texture for VRML geometry and VRML files
Number of objetcs
Output VRML / scanner of the platform / fragility of the server
Protection / memory
Show room creation / Galery