PROJECTS, EXPLORATIONS AND INVESTIGATIONS
"IF YOU LEAVE IT UP TO THE AUDIENCE, THEY CAN KILL YOU"
How does distance and anonymity affect how we interact and communicate online? Inspired by celebrity culture and online trolls this piece draws on the power of the public to nurture or destroy. The audience are invited to interact with the piece by ‘tweeting’ the rose. Using sentiment analysis, each tweet triggers the release of either water or poison depending on the intentions of the viewer.
Thank you to: Robin Hague, Bristol Hackspace and We the Curious for your support with creating this piece.
Thank you to Dan Jones and staff at Hurricane Media.
THE THINGS I DON'T SAY
Social media allows us to project curated versions of ourselves, depicting lives we want people to perceive as ours. But what do the aspects that we choose to amplify - and those that we hide - say about us? How do our insecurities present themselves in our fabricated digital existence? This piece consists of a computer on a desk, displaying what initially appears to be a celebratory Facebook post. However, putting on the polarised glasses and viewing the screen reveals an alternative message.
Built using a binary sequence taken from the artist’s thumbprint, Instability examines ways in which we adapt and modify our online identities: filtering, cropping and editing to depict often unrealistic versions of ourselves. This piece questions the sustainability and consequences of this practice, highlighting its fragility and asking how far we’ll go.
OUT OF OFFICE
'Out of Office' consists of 30,000 envelopes to explore mass communication. Using blank white envelopes to represent the often-impersonal and invasive feel of automated messages, this installation conveys the often-conflicting rules that govern our digital and physical existences – asking ‘what would happen if they overlapped?’. It also raises questions around the often-overlooked physical consequences of digital communication, such as the environmental impact.
An interactive and immersive installation celebrating our flaws, individuality and humanity in the 'auto-correct generation'. Using a fingerprint scanner and a kinetic installation, this piece changes its appearance for each viewer.
In generative design, the designer is responsible for setting the parameters but is unable to predict the forms that will be generated. Similarly, we are giving up control of the outcome; unable to predict how the piece will shift and change with 7 billion potential outcomes. Instead of disregarding human input, this piece utilises our individual traits as its catalyst for design – and cannot function without it.
Abyss is an interactive installation stemming from theories of emergence and the potential to use simple, repetitive processes to create complex forms. It investigates concepts such as generative design and cellular automata, inspired by the work of architect Michael Hansmeyer and computer scientist Stephen Wolfram. Abyss amplifies the often unnoticed algorithmic design processes seen in nature - such as fractals - and aims to portray the immersive, infinite qualities they possess.
This concept explores the need for intervention in the rapid development of technology and consideration of the ethics and impacts of our creations.
Following on from an investigation into the the translation of natural 'blueprints' to the digital, this exploration returns to the physical - using natural material to record surfaces of humans, nature and the artificial.
ESSE EST PERCIPI
3M Scotchlite on Card
“If a tree falls in a forest and no one is around to hear it, does it make a sound?”
Using light reflective 3M Scotchlite material almost invisible to the human eye against a black background, this piece is only perceivable when photographed, or viewed through a flash-light camera. It raises questions about a media-obsessed society, sharing everything from meals to selfies. However it also highlights the benefits of technology when used as a tool, allowing us to understand things previously beyond our capabilities,
Starting with a thumbrint (the 'blueprint' of our identity) this series of experiments led to a 'morse code' style image using traditional blueprint chemicals - cyanotype - as the medium. It explores ways in which we attempt to translate and immortalise ourselves in a virtual reality; highlighting the complexity and questioning the essence of 'self'.
Mixed Media Performance
An immersive performance piece exploring awkward and comical social scenarios, provoking familiar feelings of discomfort and unease.