An ‘Augmented Sculpture’ made for the Four Seasons Hotel Beirut.
This permanent light sculpture was exclusively developed for the rooftop of the Four Seasons Hotel in Beirut. Sculpture development and content development refer to each other in an interdependent design. By assimilating specific aspects of the environment, this work was developed from scratch as a site-specific piece of art.
Premiered on the 23rd of May 2013
Duration (loop): 30 min
Dimension: 12 x 5m
Art Director Content: Max Goergen, Julian Hoelscher
Motion graphics: Julian Hoelscher, Jonas Wiese, Max Negrelli, Moritz Horn, Till Botterweck
Art Director Sculpture: Till Botterweck
3D Designer: Peter Pflug, Moritz Horn, Lorenz Potthast
Mock-up: Lorenz Potthast
Production Manager: Majo Ussat
Creative Director: Thorsten Bauer
Media Engineer: Tobias Wursthorn (www.im-en.com)
Technical assist: Lorenz Potthast
Documentation Director: Jonas Wiese
On-Site Camera: Jonas Wiese
Edit: Jonas Wiese
Music: Jonas Wiese (www.jonas-wiese.de)
Thank you very much for supporting us on-site: Omar Alkheshen and the entire congenial Four Seasons Team Beirut!
Media-Engine support: WINGS VIOSO (www.avstumpfl.com)
Mock-Up projector support: EPSON (www.epson.de)
An www.URBANSCREEN.com production
Box explores the synthesis of real and digital space through projection-mapping onto moving surfaces. The short film documents a live performance, captured entirely in camera. http://www.botndolly.com/box
Production Company: BOT & DOLLY
Executive Producers: Bill Galusha, Nick Read
Creative & Technical Director: Tarik Abdel-Gawad
Design Director: Bradley G Munkowitz
Lead Graphic Designers: Bradley G Munkowitz, Jason English Kerr
3D Artists: Scott Pagano, Bradley G Munkowitz, Jason English Kerr, Conor Grebel
2D Animators: Conor Grebel, Ben Hawkins, Pedro Figueira
Director of Photography: Joe Picard
Lighting Designers: Joe Picard, Phil Reyneri
Projection / TouchDesigner: Phil Reyneri
Robotics Animation: Tarik Abdel-Gawad, Brandon Kruysman, George Banks, Michael Beardsworth
Robotics Operator: Michael Beardsworth, Brandon Kruysman
Prop Fabrication: Matt Bitterman, Ethan Dale
Script Supervisor: Ian Colon
Sound Engineers: Joe Picard, Michael Beardsworth
PAs: Sean Servis, Dakota Smith, Nico Mizono, Eric Wendel, Patrick Walsh
Editors: Ashley Rodholm, Ian Colon
Music / Sound Design: Keith Ruggiero
Sound Mix: Joel Raabe
Performers: Tarik Abdel-Gawad, Iris, Scout
I created this Max patch as a test for sound reactive visuals. I use jitter physics to give the balls mass in the virtual world and then map ghost objects at the bottom of the world to impulse based on the sound coming in or out of the computer. I use the fffb object to separate the left and right audio channels into different bands which correspond to the ghost objects that send out impulses to move the balls. That way instead of just flying all over the place the direction the balls move directly corresponds to how much bass or treble is in the music and which channel it’s coming from. The song is by my friend Ula from Poland. It was an ideal choice for the test as it has a dynamic range.
Here is the patch being used to do visuals at a show.
I love this. The scale along with the clean visuals make for a really nice piece.
Pirelli Tower, historic symbol of Milan and milestone in contemporary architecture, for the first time ever has been the stage of a projection mapping.
At the launch of Adidas Boost in Italy, each of 9000 square meters of the facade came to life, resulting in a show of monumental proportions. The building was shaken by vibrations of energy, bent, broken, torn, and even brought down.
The projections also accompanied the exhibition of Thomas Dold (vertical running world champion) who raced up the stairs of the 31 floors of the skyscraper reaching the top in less than four minutes (http://vimeo.com/63239462), while the public was able to follow real time data on its performance on the tower facade, transformed for the occasion into a giant screen.
Before and after the show, with the screening of live tweets and instagram photos from the public, the building has become an antenna that reverberated expectations and reactions to the accomplishment of Dold.
The event has been realised in collaboration with We Are Social
This video shows a brief clip of the projection mapping on the giant 3D moustache for the Moustachio Bashio 2013 at Sister Bar in Albuquerque, New Mexico. I used Millumin for the mapping and Resolume for the VJing.
For the final build I unfolded the full-size paper model and traced it on the foam core. I used push-pins to mark the vertices and then drew lines from point to point.
I used a 45° foam cutter and tried to get as close to the paper on the other side as I could. That way I would be able to make the folds easily with out too much resistance. I cut the outline with a regular Exacto after I made all the 45° cuts.
At this point I stopped taking photos because I was stressing to get the model finished. The Moustachio Bashio was that night. The folding worked pretty well with the 45s taken out. It could have been better though. I did meet some resistance which meant I had to be creative to get the final model stay together without deforming. Using spray adhesive and the brown wrapping paper that the foam came in, I bonded the open faces together.
This was harder than I expected, and because I was rushing turned out to be a little sloppier than I would have liked. The form was still pretty fragile and would not hold its shape well so I threaded a needle and sewed supporting strings into the back. This worked really well. I only needed 5 reinforcing tethers. At this point I was backstage at the venue and the first DJ was warming up so I just used white Gaff tape to attach the model to the back face. Luckily you couldn’t tell once it was hung. We had already done a placement test and calibrated the projector earlier that week. Once I finished the model I hung it right up with two chains that hooked into eyelets bolted into the plywood backing. Boy did being finished feel amazing. I came super close to having nothing to show for all my efforts.
This is from the placement test the week before. Our host Danger is obviously having fun.
For this project I used Millumin to map the geometry, Resolume for the VJing, and Max/MSP to route OCS data between Synapse, which does skeletal tracking/triggering using the Kinect, and Millumin. The video content is a mixture of video loops, a Lucius music video (Turn It Around), and my Light Dreams video which can be found on my channel.
You can see me triggering different videos with gestures in the PIP on the bottom right.