Impuls 2. – Gathering Inspiration – Spiderman: Across the Spider-Verse

Grungy aesthetics, sketchy lines and colouring outside those lines. All of my favorite stylistic choices which I consider implementing in my ongoing art career. The movie Spiderman: Across The Spider-Verse features ground breaking animations, style changes and served as a huge inspiration to me and many others. In the following few points are summarised points on how this particular art style an animation was achieved:

  • Art Style Fusion: Seamlessly blends various animation styles, from hand-drawn to computer-generated, in a single film.
  • Color and Texture Experimentation: Disregards traditional color schemes and textures, utilizing bold colors and diverse textures to represent the multiverse.
  • Frame Rate Variation*: Plays with different frame rates within scenes, creating a dynamic and energetic feel.
  • Aspect Ratio Changes: Shifts aspect ratios between scenes to signify shifts between different dimensions and realities.
  • Innovative Typography and On-Screen Text: Integrates typography and on-screen text creatively into the visual storytelling.
  • Non-Linear Storytelling: Explores the concept of multiple universes and versions of characters, offering a non-linear narrative structure.
  • Experimental Transitions: Employs inventive transition techniques, including comic book-style panel transitions and glitch effects, diverging from standard smooth scene changes.

I want to outline the Frame rate variation because I think this is one of the more essential techniques which I will commonly practice in the further development of my project.

Frame Rate Variation*

  1. Animating on Ones: Some sequences were animated traditionally on ones, where each frame is shown for a single frame duration. This technique is used for fluid and detailed motion, especially in action-packed scenes or moments requiring smooth movements.
  2. Animating on Twos or Threes: Other sequences utilized animating on twos or threes. When animating on twos, each drawing is shown for two consecutive frames, resulting in a slightly more staggered or stylized motion. Threes extend this to three consecutive frames, giving an even more distinct and choppy appearance.
  3. Mixed Frame Rates: The film cleverly combined these different frame rates within scenes, alternating between sequences animated on ones, twos, or threes. This variation created a dynamic visual rhythm, emphasizing specific actions or intensifying the atmosphere of certain scenes.

For more details I highly recommend watching the following 2 videos:

Also here is a rather fun video of another artist implementing the Spider-Verse approach into his little animation:

Inspiration

There are so many styles to be inspired from, but I am particularly fond of one aesthetic. The grungy, punk fanzine inspired look for the character Hobie (As you could’ve guessed form the first few lines of this blog entry).

Hobie Brown, known as the Prowler in Spider-Man lore, shares an intriguing link to punk fanzines in some versions of the character. He’s portrayed as a creator of these DIY publications, revealing his artistic side beyond being a superhero. This connection implies his potential involvement or association with the expressive, underground realm of punk culture. Fanzines were pivotal in this culture, serving as avenues for unconventional expression, sharing alternative ideas, and spotlighting underground music, art, and lifestyle. Depicting Hobie as a fanzine artist hints at his possible connection to the rebellious and creative world associated with punk.

Punk Fanzines?

Punk fanzines display a gritty and unpolished style that resonates with the rebellious spirit of the punk movement.

These DIY publications are distinctly handmade, often using basic materials like photocopiers, cut-and-paste techniques, and hand-drawn elements. The layouts appear chaotic, featuring asymmetrical designs, bold fonts, and irregular lettering that convey a sense of urgency and spontaneity.

The visuals within these fanzines are provocative, showcasing raw and gritty imagery such as unpolished photographs, rough illustrations, and photocopied graphics. The content itself is daring, offering radical art, anti-establishment messages, underground music reviews, and personal anecdotes.

With intentionally low-quality printing, the fanzines carry a raw, grainy texture, often containing smudges and uneven ink distribution. Yet, these imperfections are embraced, adding to the authenticity and DIY aesthetic of punk fanzines.

In essence, the rough and grungy aesthetic of punk fanzines captures the untamed energy and counter-cultural defiance that define the punk movement.

There are multiple lessons which this movie has taught me, story wise I can’t say much, but aesthetically and technically there is a whole lot to unravel. After my initial watch I have gone over the parts I have liked in particular and viewed the sections frame-by-frame. It was quite interesting to see some imperfections in resolution, simple color changes or whacky doodles contribute so much to the whole scene. On its own some frames don’t seem truly spectacular, but given the fact that the average human being won’t go over frame-by-frame for an almost two and a half hour long movie, it is fair to say that every frame could be a poster. This is what I want to achieve, or at least try to achieve in my project.

Impuls 1. – Evaluation of the Master’s thesis – “Personal Sound Branding”

Authored by Elisabeth Hacker, Mentored by Astrid Drechsler

This evaluation was a part of Ursula Laggers course Proseminar Master’s Thesis. I have used it as an Impuls blog post because of a critical insight it has provided to my research. The point being that the written master’s thesis is not a plain boring word document, but more of a stylised or self branded book which showcases the research behind your final creation. It should truly be a self reflection of yourself from head to toe.

A.

1. Problem/Question: This study delves into the challenge of merging unique 3D animations with a personalized sound style for Marie Dokter’s brand. Its goal is to develop an accessible sound design that seamlessly integrates with her animations.

2. State of Research: There’s a noticeable gap in research exploring the fusion of sound elements with 3D animations for personal branding. This indicates a need for a tailored sound approach.

3. Objective: The thesis aims to create a sound strategy that enhances Marie Dokter’s brand by providing consistent and adaptable audio for her 3D animations. While promising, improvements are needed, especially in usability, completeness of the audio style guide, and flexibility of the stem pack, currently in prototype status.

4. Theory Reference: This thesis focuses on establishing an original sound framework for media designers and artists, illustrated through Marie Dokter’s 3D animations. Despite a lack of prior literature, it refers to Groves (2011) as a related source, particularly concerning personal sound branding.

5. Method: The thesis methodology involves crafting sound components (Stems) and an Audio Style Guide but lacks specific details on data collection and analysis methods.

6. Material: The thesis draws from the works of media designers and artists, primarily Marie Dokter’s animations. The incorporation of references from existing literature adds depth to the research.

7. Literature: The literature covers various topics such as music theory, sound design, personal branding, usability testing, and electronic music production. While promising, a clearer connection of each source to the thesis would enhance focus.

8. Structure: The thesis is well-organized and visually appealing, adhering to academic standards for clear idea presentation.

9. Result: Test outcomes demonstrate the effectiveness of the approach, yet refinements are essential for practical use. The Audio Style Guide lacks depth, and the Stem Pack requires sound quality and flexibility improvements, currently in a prototype phase necessitating further development.

B.

Why I Chose This Work: Its professional appearance and relevance to sound and design piqued my interest. The coherent writing and visual aids made it engaging.

C.

1. Originality of the Work: This study creatively blends personal branding, sound design, and 3D animation. By integrating Marie Dokter’s works with innovative sound concepts, it explores new avenues.

2. Result of the Work: Test outcomes highlight strengths and areas for development. While the core idea holds promise, both the Sound Guide and sounds need refinement, showing the thesis’s self-awareness.

3. Presentation and External Form: Its professional appearance and readability make it appealing. The integration of visuals maintains engagement and structure.

4. Difficulty of the Task: Incorporating sound into 3D animations for personal branding requires expertise in sound, animation, and branding. The writer navigates these complexities systematically.

In summary, this work shows promise and acknowledges areas for improvement. Successfully managing such complexity demonstrates the writer’s ability to handle diverse challenges effectively.

“The effect of TikTok exposure on young adults’ sustained attention span and the comprehension of information in digital texts and videos” – A Master’s Thesis Evaluation

I will be reviewing “The effect of TikTok exposure on young adults’ sustained attention span and the comprehension of information in digital texts and videos” by Romy Victoria Siehoff.

Unfortunately I couldn’t find a master’s thesis with the topic/keywords “impact”, “social media”, “attention span”, therefore I have chosen this bachelor’s thesis hence it provided what my interests and further development of my master’s thesis desired.

Level of design: The study employs participant data to investigate TikTok’s impact on attention and comprehension among young adults, presenting a moderately complex design.

Degree of innovation: This research introduces fresh insights by exploring TikTok’s influence on cognitive abilities, particularly sustained attention, offering an independent perspective while acknowledging prior work on media multitasking.

Independence: Demonstrates autonomy by filling the gap in understanding TikTok’s effects on cognition, drawing on previous research while standing as a distinct investigation.

Outline and structure: The abstract maintains a coherent structure, effectively presenting background, research question, methodology, and primary findings concisely.

Degree of communication: Successfully shows the study’s objectives, methods, and significant findings with clarity and precision.

Scope of the work: Focuses on TikTok’s impact on attention and comprehension, potentially paving the way for broader cognitive research in the future.

Orthography and accuracy: The writing appears devoid of errors, but the accuracy of methodology and findings necessitates access to the complete research.

Literature: References prior research on media multitasking, highlighting a research gap related to TikTok’s cognitive influence, pointing out the study’s significance.

Changing my Master’s thesis – Storytelling with mixed media in music videos with the underlying theme of attention “Triggers”

The reason for changing my thesis was the lack of interest for the first topic. As I have thought more about it I have realised that it is not something I want to do mainly further in life. Music, mixed media and video editing are more of a path that I want to follow, therefore in the absence of my blog posts I have developed a new thesis which is more tailored towards my future interests.

A helpful bit of information would also be that I produce the music myself with a colleague from Cologne, Germany. Therefore all the rights for the song shouldn’t be an issue for later publishing.

The Vision

The core idea is to delve into the realm of mixed media and hybrid storytelling within the context of music videos. The primary focus revolves around dissecting how elements such as color, texture, and various experimental techniques can influence mood, capture attention, evoke emotions, and enhance memorability.

Attention “Triggers” – a Modern Social Media Phenomenon

In the era of fleeting attention spans, I aim to explore the phenomenon of attention triggers in videos, specifically tailored to the modern generation. The plan is to investigate the frequency of triggers, occurring every 2-3 seconds, and how they captivate the audience.

Framing the Narrative: “Wallpaper” Moments

An intriguing concept is to view the music video as a series of potential “wallpapers.” Each frame, when paused, should be a visual masterpiece, encapsulating the essence of the narrative and offering viewers a moment to reflect on the artistic brilliance within. The inspiration for this choice was the animated movie “Spider-Man: Into the Spider-verse”.

Further steps

From the first feedback round I have gathered some points for the further development of my project.

  • Historical Inquiry:
  • Investigate the historical evolution of mixed media, focusing on its emergence and key milestones.
  • Collage Techniques:
  • Conduct a literature review on existing works and scholarly discussions about collage techniques in mixed media.
  • Michel Gondry Analysis:
  • Analyze the works of Michel Gondry, particularly exploring the video linked here, to extract innovative approaches and narrative strategies.
  • Best Practices Examination:
  • Analyze best practices at the intersection of music videos and mixed media storytelling, seeking patterns and innovative approaches.
  • Psychological Triggers Exploration:
  • Explore psychological triggers in video content, particularly in the psychology section of the library, to understand cognitive and emotional dimensions influencing audience engagement.
  1. Utilize Springer Link:
  • Access scholarly resources on Springer Link to gather theoretical foundations, empirical studies, and insights related to mixed media and music video storytelling.
  • FH-bibliothek Online Exploration:
  • Leverage online resources from fh-bibliothek, accessing scholarly databases and digital archives to broaden source materials for the research.

[Exploration] AR in Military Operations: Pros, Cons, and Limitations

The military has been using Augmented Reality (AR) technology for several years now and it has proven to be a valuable tool in various operations. AR technology enhances the real-world environment with digital information, providing soldiers with real-time information and data that can improve decision-making and increase situational awareness.

Pros:

  1. Improved situational awareness: AR devices provide soldiers with real-time information about their surroundings, allowing them to make better decisions in the field.
  2. Enhanced training: AR technology can be used to simulate real-world situations, allowing soldiers to train in a more realistic environment.
  3. Reduced risk: By providing soldiers with real-time information, AR technology can help reduce the risk of injury or death in the field.

Cons:

  1. Cost: AR technology can be expensive, and the cost of equipping an entire military unit with AR devices can be significant.
  2. Technical difficulties: AR technology can be complex, and soldiers may struggle to use it effectively in the field.
  3. Dependence on technology: AR technology can create a dependence on technology, potentially reducing soldiers’ ability to make decisions and operate effectively without it.

Limitations:

  1. Limited battery life: AR devices rely on battery power, which can limit their use in the field.
  2. Limited field of view: AR devices often have a limited field of view, which can restrict the amount of information that soldiers can access.
  3. Limited data availability: AR technology relies on data connectivity, and in some remote locations, data may not be available, limiting the effectiveness of AR devices.

In conclusion, AR technology has many potential benefits for the military, including improved situational awareness, enhanced training, and reduced risk. However, there are also several limitations and challenges associated with AR technology, including cost, technical difficulties, and dependence on technology. Despite these limitations, AR technology has the potential to revolutionize military operations, and it will be interesting to see how it continues to evolve in the future.”

Exploring the Challenges of Touchable AR in Commercial Applications

In commercial use, AR can be implemented in a variety of ways. Retail businesses can use AR to enhance the shopping experience by allowing customers to see how a piece of furniture or clothing would look in their home or on their body before making a purchase. In manufacturing, AR can be used to assist workers in assembly and repair tasks by providing them with digital instructions and guidance overlaid onto the physical objects they are working on.

However, there are also challenges with implementing AR in commercial use. One of the main challenges is creating a seamless and natural user experience. Touchable AR, which allows users to interact with digital objects in the real world, is particularly challenging. This is because creating a realistic and responsive touch experience requires sophisticated sensors and haptic technology. Additionally, there is a lack of standardisation in the field, which makes it difficult for developers to create consistent and user-friendly experiences across different devices and platforms.

Another problem with touchable AR is related to the technology’s immaturity. The technology is still being developed and improved, so it’s not yet possible to provide a seamless and realistic touch experience in all cases. Furthermore, the cost of creating touchable AR experiences can be high, which can make it difficult for small businesses to afford.

In conclusion, while AR has many potential uses in commercial applications, there are also significant challenges to overcome in order to create a seamless and natural user experience. Touchable AR, in particular, is a complex and expensive technology that requires sophisticated sensors and haptic technology. As the technology continues to evolve, it will be important for businesses to stay up-to-date with the latest developments in order to create the best possible experiences for their customers.

Touchable Augmented Reality

Touchable augmented reality (AR) is a relatively new technology that allows users to interact with digital objects in a more tactile and immersive way. By using haptic feedback and other advanced technologies, touchable AR allows users to not only see digital objects but also feel them as if they were real physical objects.

One example of touchable AR technology is haptic feedback. This technology uses vibrations and other tactile sensations to simulate the feeling of touching a physical object. For example, in a virtual reality (VR) game, haptic feedback can be used to simulate the sensation of holding a weapon or other object. In an AR application, haptic feedback can be used to simulate the feeling of touching a digital object, such as a virtual button or control.

Another example of touchable AR is force feedback, which simulates the sensation of pushing or pulling on a physical object. This technology can be used to create more realistic and immersive interactions with digital objects, such as in a virtual sculpting application where users can feel the resistance of the virtual clay as they mold it.

One of the most exciting applications of touchable AR is in the field of medicine. With the help of haptic feedback, doctors and surgeons can practice procedures in a virtual environment before performing them in real life. This allows them to improve their skills and reduce the risk of complications during actual surgeries.

In the field of education, touchable AR can also be used to create interactive and engaging learning experiences. For example, students can use touchable AR to learn about and explore the human body in a virtual dissection lab, or to practice assembling complex machinery in a virtual factory.

In conclusion, touchable augmented reality technology is revolutionizing the way we interact with digital objects. By allowing users to feel and manipulate digital objects in a realistic way, touchable AR is creating new possibilities for art, gaming, education, medicine and other fields. As technology continues to evolve, we can expect to see even more exciting and innovative applications of touchable AR soon.

AR Art – Best practice examples

Augmented reality (AR) art is a rapidly growing field that combines traditional art forms with cutting-edge technology. AR art can take many forms, including sculptures, paintings, installations, and performances, and can be experienced in a variety of settings, from galleries and museums to public spaces and online platforms.

One example of best practice in AR art exhibitions is the use of interactive installations. These types of exhibitions allow visitors to engage with the art in a more dynamic way, and can create a sense of immersion and participation. A good example of this is the “Van Gogh Alive” exhibit, which uses large projections and sound to create a multi-sensory experience that immerses visitors in the artist’s work. Another example is the “Rain Room” exhibit, where visitors can walk through a field of falling water without getting wet, thanks to the use of motion sensors and precise water jets.

Another best practice in AR art exhibitions is the use of contextual information and storytelling. By providing visitors with information about the artist, the creative process, and the historical context of the work, AR art exhibitions can help visitors understand and appreciate the art on a deeper level. An example of this is the “David Hockney: The Arrival of Spring” exhibit, which uses AR technology to overlay historical information and images onto Hockney’s paintings, giving visitors a glimpse into the artist’s life and inspiration.

In terms of augmented reality art use, one best practice is the use of AR to enhance public spaces and public art. For example, the “Green Light” project in New York City uses AR technology to overlay digital sculptures onto real-world buildings, creating a dynamic and ever-changing public art display. Another example is the “ARt Walk” project in Singapore, which uses AR to enhance the experience of visiting public sculptures and monuments by overlaying contextual information and animations onto the artworks.

In conclusion, best practices in AR art exhibitions include the use of interactive installations, contextual information and storytelling, and the use of AR to enhance public spaces and public art.

What do I actually want to do?

The main premise of this project is to add another layer to my existing and future artworks. By looking at the examples you can see that I take regular objects, clothes, etc. and make them look 2D in our three-dimensional world, which is causing a real eye-catching look. It is truly bizarre to hold and look at these objects while you have them in your hand, mostly because at a certain angle you can really see some unreal familiarity, like looking at objects in a comic book or video game (or a merge of both for that matter).

Now how do I implement AR into this whole situation?

Physical artwork is pretty cool, you can buy it, hang it on your wall, or have it displayed somewhere. It enhances a room, hallway or space in general. The idea would be to make these items in a sort of resin display case, making them look like loot crates in video games with a value system (common, rare, epic, legendary). Because the items are permanently sealed in the resin case “in real life”, the AR part would make the opposite. When you see the artwork through your phone camera, the item would break out of its case slowly rotating on the spot, and a pop-up “display” would appear next to it with the item’s name, category, backstory and statistics.

The name of the project and art pieces would be “Laurus Goods”. “Laurus” being my artist name and “Goods” being well, goods.

Future implementations

For future implementations, I have considered NFTs. The only problem with NFTs for me is that there is that physical part missing. It’s all fun and games having a png or gif of an artwork, but we all know that we would love it even more if we would have a physical copy of the digital asset. Therefore I would use NFTs in the sense of ownership transfer. When you acquire the NFT you are the owner of the object and the digital asset, if you wish to sell your artwork, you can, hence transferring your ownership to the buyer with the physical object linked to it. Because it is my artwork I would take a small commission every time ownership is transferred.

Continuing on NFTs, another project would be to open an AR NFT art gallery, a permanent exhibition with the physical items displayed in them. Underneath every item would be the small display with the current NFT and artwork holder name (or alias) and artwork price. When ownership transfers, the holder info automatically changes. The AR part would be the same as described before.

Let us see what the future holds…

Art Piece examples

Video example

Regular object transformed into 2D

AR Art Exhibitions

Augmented reality (AR) art exhibitions are a new and exciting way for artists to showcase their work. By using AR technology, artists can create interactive, immersive experiences that allow viewers to engage with their art in new and unique ways.

One of the most interesting aspects of AR art exhibitions is the ability for artists to incorporate movement and sound into their pieces. This allows for a more dynamic and engaging experience for the viewer, as they are able to interact with the art in real-time. For example, a sculpture made of virtual elements may change its shape, color or even move as the viewer moves around it.

Another advantage of AR art exhibitions is that they can be enjoyed by a global audience. Instead of having to physically travel to a gallery, viewers can experience the exhibition from the comfort of their own home, using their smartphones or tablets as a window into the virtual world.

There are many examples of successful AR art exhibitions that have been held around the world. One notable example is the “Invisible Landscapes” exhibition held at the Museum of Modern Art in New York City. The exhibition featured a number of AR installations that allowed visitors to explore different parts of the museum, as well as a virtual sculpture garden that was only visible through the use of an AR app.

Another example is the “Reflections” exhibition held in London, UK, that featured artworks that were only visible through a smartphone or tablet’s camera. The exhibition was curated by a number of artists, who created unique AR experiences that explored themes of identity and self-expression.