PAULA POKORNA
Glasgow School of Art
Interaction Design BA (Hons)
Y4 Studio Work and Research
Portfolio2024
IDEA MAPPING
Idea01: a virtual space that can only accommodate real-life (scanned) objects. Due to the imperfect lidar scanns, the glitched objects, whith holes and lack of texture on certain parts of an object/model would mimic the imperfection of the realities we try to so much simulate in the virtual/digotal space. This is however always idealised and the frustrating imperfect is overlooked and thus substituted by an escapist utopia which does not simulate the reality anymore. A good example for further research would be the emphasis on the lidars’ inability to scan nature properly.
The link to Simulation and Simulacra by Baudrillard provides a thorough philosophical theory, ideologically navigating through simulated environments and understanding of fiction.
Idea02: This would be an idea of finalising my ‘Self-portrait’ prototype from third year which was not possible to realise due to lack of materials and time for the rpoject. - An installation consisting of multiple smaller 32x 32 RGB matrices, constructed together in a mozaic way into a portrait-oriented, tall mirror-like shape. Each matrix separately runs a different video. Every video is gathered by people who had a pivotal effect on moulding my personality, knowledge and experiences and thus, who am I today. I created a list of the most significant memories with each person and provided a little script about the memory to each of them. Their task was to recreate the memory on a video (up to 2 min). At the end of the project I was able to collect 6 different memory recreations by 6 different people. Furthermore, each video ran through a processing sketch witch over-pixelated each frame, and saved RGB values of each ‘pixel’ of each frame of a single video into a database.
CONTINUE EXPLAINING
Self Portrait, 2023
ADD COPY EDIT OBJECT IDEA BASED ON:
Formgivers, 2022
This work
portrays the player as the ultimate sculptor of the environment. The player moves around the selected portion of the terrain using the arrows. In the beginning, pre-set in the form of a cube. However, this changes when the player moves around the upper face of the cube. The player can create pathways inside of the object or create abstract sculpture-like formations. The game provides 3 different checkpoints for repositioning when needed. The respawn position is provided as the fourth position. This results in a pre-composed and even composition of starting points at locations that do not interfere with areas around each other.
- idea mapping:
- About community shaping and patterns: - show previous work from CoLab
explain this weird graf up here
- explain the play around the 3 simulara and Joseph Kosuth but justify why this sound super pushy and counterproductive.
explain and justify why it is too much, overdone and cliche
- About perspective
Thinking about perspective with 2D drawings in 3D space
how could that work ?
- research in that area:
Extending ideas from previous year:
https://virtualexhibits.mos.org/leafcutter-ants/