Light Years Projects

Projects

New exhibition at the Lighthouse, Poole May 29th to July 3rd 2010

CoastLight Years Projects are pleased to announce the culmination of their Arts Council Award, a month long exhibition of their new work Light Years: Coast. Showing at the Lighthouse, Poole’s Centre for the Arts from the 29th May to the 3rd July 2010.

The will be two pieces of work on show, presenting two locations on the Dorset coast. These two perspectives of the Jurassic Coast are the culmination of over two years of development. Shown as two projections, the audience experience the coast in flight in one piece and as a boat trip in the other.

Exhibition is open from 10 to 8pm daily.

Purbeck Light Years installation

This video shows Purbeck Light Years installed at the Lighthouse, Poole in 2003.

Timeline

The time line below indicates the evolution of Light Years Projects

1996

Isle of Purbeck CD ROM

2001

Work begins on Purbeck Light Years

2002

Development of custom 3D engine.

Purbeck Light Years, Deluxe Gallery, London, UK

2003

Purbeck Light Years wins Peterborough Art Prize

Purbeck Light Years, Lighthouse, Poole Art Centre

Purbeck Light Years featured in ‘The Art of Computer Animation and 3D Effects’, John Wiley and Sons

2004

Purbeck Light Years, New Media Festival, Beijing.

2006

Purbeck Light Years, Black Swan Arts, Frome, UK

Purbeck Light Years,  TwoNotTen, Bargate Monument Gallery, Southampton, UK (used web-cam control)

Purbeck Light Years featured in book ‘Art of the Digital Age’, Thames and Hudson, July 2006

2007

Work begins on new collaborative project.

2008

Purbeck Light Years, Federal Plaza, Melbourne, Australia

Jurassic project develops new techniques for 3D with a customised 3D engine.

2009

Jurassic Light Years, Chelsea Art Museum, New York, USA

Light Years: Jurassic Coast I, Dorset County Museum

Light Years: Jurassic Coast 2, School of Art & Design Gallery, Bath Spa University, Bath

Soundscapes

Soundscapes are an integral part of Light Years Projects. The Soundscape is individual to the experience of each participant and has been designed and created using ambient sounds found at each location. Audience feedback shows that sound has had a tremendous influence on users’ perception of the installation.

Sound designers believe that sound accounts for more than half of the experience of using an interactive product. Successfully integrating sound into Light Years Projects required special attention to mixing and timing. The sound effects were balanced at every moment to produce the correct emphasis and mood. Synchronizing sound to changes on screen was technically demanding but added substantial impact to the installation.

Anthony has been exploring audio technology and designing sound for his digital work for almost two decades inspired to start creating in part by the audio tracks of early computer games on his Amiga 500.

The next step for Light Years Projects is to include the work of musicians alongside ambient sound to build up intricate layers of rural and urban sounds within their artwork.

Painting for digital media

Light Years: Jurassic Coast presents a three-dimensional temporal world that can be dynamically viewed from different angles and at different times of day. This world evokes a contemplative atmosphere based on real and abstract elements, but also offers some playful elements such as the sound of the wind and waves. Created with a mixture of techniques that combine painting, drawing, computer animation and immersive virtual reality, this interactive installation recreates a segment of the Jurassic Coast a UNESCO world heritage site in Dorset, England.

Clavells TowerAll the images of Light Years Projects that make an appearance in the digital artefact are painted in the studio. Starting with a prepared wooden panel on which the entire development of an image takes place, each one is a subtle relief constructed of large flat poplar panels. Many layers of paint are applied which are then scraped down and overpainted so that the intermingled strata echo the multiplicity of memories that inform the work. The complex physical construction of the panels reflect the accretions of memory that have helped Jeremy to build a mental image of the place he is trying to portray. The painted surfaces have been inspired by visits to boat-yards, where the patina of hulls are examined for their shape, colour and, above all, surface properties. The hulls of ships which, when they are repaired, vary abruptly between glossy smoothness and weathered roughness. Casts of fossils are made from research at the Natural History Museum and embody their own, now irretrievable history.

These painted panels are endowed with transparency in the virtual space; that is, they are able to interpenetrate without an optical destruction of one another. Transparency however implies more than an optical characteristic; it implies a broader spatial order. Transparency means a simultaneous perception of different spatial locations. Space not only recedes but fluctuates in a continuous activity. The position of the transparent planes has an equivocal meaning as one sees each figure now as the closer, now as the further one.

Old HarryPainting is a process of finding out, and landscape can be its thesis, the catalyst to map out our universal view of the world. Painting like science cannot discover the same things twice. It is therefore compelled to take those directions that the still undiscovered and unexplored dictate. It is these directions that my visual art work is following at the moment.

One of the virtues of the visual arts is their ability to capture and encapsulate feelings, memories and opinions and preserve them beyond their fleeting instant. Interactive installations offer the additional feature of being able to bring the viewer into the work as it develops. Unlike still paintings or sculptures, interactive installations unfold in real time.

Everything a painter does in the studio, mix colours, create shading and blend elements into formal arrangements involves spending hours working on an image, and then the artist would show only the finished static piece. Jeremy thought that the physical nature of the juxtaposing of planes and lines could be used as structural elements in an interactive artwork. The elements themselves could be used to create their own form of poetry in a virtual temporal space. Kandinsky said ‘Artistic composition has two elements. The composition of the whole picture. The creation of the various forms which, by standing in different relationships to each other, decide the composition of the whole’

Peverill PointUnlike painting, digital media can create the illusion of time-travel, in which the viewer has the illusion of entering some other place and period through a virtual window. The act of time- and space-travel is purely speculative, encouraging daydreams and reverie. Travelling in this manner is an imaginative act, an act of memory and reflection. The new variable is audience choice, which can take users in unpredictable directions and combine elements of the artwork in unpredictable ways. That is why interactivity calls for a greater commitment to planning, to usability and to making elements work together, more than communication has ever demanded before.

Still from Light Years: Jurassic CoastAll the vistas of the location in Light Years: Jurassic Coast can be touched or reached easily by ‘floating’ ‘walking’ or ‘sailing’. Just as you move about within a picture with your eye the sensation that you have here is one of being enclosed by order and yet at liberty to navigate within it. The immersive environment represents one moment, continually. Painting shows one moment. It is how we perceive the world to be. The characteristic of reality is that it is made up of frozen moments or discrete fragments of time perceived one after another, like the continuous interaction in this scene.

Scene from Light Years: Jurassic CoastThe rendering and navigation software that drives the installation consists of custom routines that Anthony developed. The serene three-dimensional objects and environments portrayed in Light Years: Jurassic Coast were built with a variety of modelling and image mapping techniques. The rendering of these objects and environments happens in real-time as the viewer moves within the landscape. The resulting shapes and colours in the environment are the result of real-time calculations of how sunlight and ambient light reflect, scatter, and refract through the luminous atmosphere. To add to the mood, simulated weather systems come and go, night follows day and seasons change in real time.

Technology

A mixture of both old and new, hybrid techniques that combine characteristics of painting, drawing, computer animation, landscape data and immersive virtual reality.

Light Years: Jurassic Coast is a three dimensional temporal arena of a UNESCO world heritage site. A mixture of both old and new, hybrid techniques that combine characteristics of painting, drawing, computer animation, landscape data and immersive virtual reality. Inside this virtual space is a topographical landscape of the Jurassic Coast in three dimensions. Light Years Projects use technology normally associated with computer games in creative and innovative ways. Art works such as Light Years: Jurrasic Coast can be transmitted in scaleable formats to allow the work to be viewed on a mobile device, plasma panel, stadium sized screen or experienced in remote locations with a portable projector.

installation-of-jly-copyLight Years projects maintain a dual purpose. The first objective is to utilise the convergence and combination of different technologies to produce visually and intellectually challenging artworks. The second aim is to extend common notions of narrative, place and identity using cutting edge digital media.

Technically speaking, the hardware behind Light Years: Jurassic Coast consists of a fast personal computer with a powerful graphics card that is capable of rendering life-like images in real-time. This configuration of equipment is similar to what people use at home to play high-end action and adventure computer games, but the artistic intention and images displayed are diametrically different. The projection of images is through an HD projector and a brightness of 5,000 lumens, which is more than enough light for a 10-metre projection. The interaction between viewer and installation sees the spectator being transported through space and time in a random manner and the atmospheric sounds are delivered through a surround sound system.

Balcony ViewAs a result of the diverse audience response to Purbeck Light Years our reaction has been to see Light Years: Jurassic Coast as part of the ongoing Art and Technology debate. This debate will continue and will always cause contention. There will always be those who maintain that art is, by definition, unique. Equally there will be those who proclaim the death of painting at the hands of some new medium, process or procedure. Neither belief is a realistic one to adopt. What seems certain is that electronic technologies will continue to penetrate every level of our culture, from production to distribution, and that new technologies will call forth responses from artists ready to use them.

Setting up at the Chelsea Art Museum

A space waiting to be filled.Setting up for the Imaginalis exhibition at the Chelsea Art Museum, New York took four days with significant help from the Museum’s professional staff. Paintings and prints  shipped over to the USA, along with a high spec computer for showing the digital artwork.

When Jeremy, Anthony (and the other Imaginalis artists Nick Lambert and Jan Rafdal) arrived, the space was empty and ready to set up the exhibition. As is usual, walls needed repainting and lights needed to be set up. The plan was put into action and scaffolding erected to carry out the work needed.

Setting up for an exhibition is never easily possible without the help of  technical support staff. Here the Museum’s Josh and Zack can be seen building the scaffolding, needed to reach the high walls and ceiling. Their professional efforts ensured a high quality finish to the exhibition.

Anthony and Jeremy can be seen having some final thoughts about issues of lighting in the gallery. The black painted walls made a perfect enhancement to the projected work on show, with lighting focused on the paintings.

Finally the scaffolding could be taken down in readiness for the opening night.

Final decisions

Making some adjustments to lighting

A public prize winning artwork

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Audience response to the work we create has been an important part of the development process for Light years Projects. When Purbeck Light Years became the first digital work to win the Peterborough Art Prize in 2003 it did so due to the support of the public as the Peterborough Prize is the only major contemporary art award shortlisted by a panel of experts and then decided by public vote.

Purbeck Light Years was exhibited in Peterborough and then later for two months at the Lighthouse Centre for the Arts in Poole. These public exhibitions gave us the opportunity to observe the audiences instinctive response to the work and explore the interaction between the digital installation and the original paintings and drawings used to create the piece.

The initial response of the public was extremely positive and their reaction has in turn influenced the development of subsequent Light Years Projects.

The following comments capture some of the individual reactions to the work.

‘Transfixed – the moving screen is quite, quite beautiful, full of emotion, delicacy and strong powerful forms’

‘Wonderful, evocative painting and at last a piece of digital art that’s beautiful and moving and not just clever’

‘Transfixed – the moving screen is quite, quite beautiful, full of emotion, delicacy and strong powerful forms’

‘Refreshing to see someone filling the gap between ‘fine art’ and ‘digital art’. The paintings are skilfully executed and the digital piece is very engaging’

‘Really love the ambient mood created here. Great to know that a painter can move to another artform so naturally and with such feeling’

‘Refreshing to see someone filling the gap between ‘fine art’ and ‘digital art’. The paintings are skilfully executed and the digital piece is very engaging’

Purbeck Light Years