On the day of the Real-World Media exhibition, I unfortunately had COVID-19 so I couldn’t attend. However, throughout the semester I had been keeping an eye on two projects in particular: The Rise and Fall of the Cödæns, which chronicled the rise and fall of an alien civilisation through the curation of an interactive museum of crafted objects, as well as Alienation, that follows the life of Rae on Earth (Melbourne) through the use of cross-media like a website, booklet, and origami. These two struck me as fascinating for they both essentially present the same concept from an opposite lens, culminating in something that speaks to the inherently political nature of craft. Although way different in context, tRaFotC reminds me of the Colonial Britain’s efforts to spread the narrative that indigenous Australians were savages through stealing indigenous artifacts, namely weapons, shields, accessories, totems, and artworks, declaring them too primitive for their own good, all in an effort to bolster support for their colonisation of Australia. We’re taking the Cödæns’ artifacts and forming our own narrative based on what we consider advanced or primitive, influencing our conclusion on what type of people they were. In the opposite corner, Alienation brings Rae’s perspective to the forefront of the experience, instead focusing on our planet as a foreign land and how Rae interprets our technology, customs, and crafts, putting ourselves under the spotlight. Although quite different, Alienation reminds me of those genres of videos you find on YouTube like “Isolated indigenous people try McDonalds burger for the first time”, where the appeal, in contrast with tRaFotC, is more modern, exploring the insights, perspectives, and reflections gained from foreigners as they interact with our culture. Ultimately, these two projects speak to the key ideas we explored within the first 6 weeks of our Real-World Media studio, that being the character we imbue into an crafted object through making it with our hands, as well as the value and interpreted arguments we extract through beholding and analysing a crafted object. Stories, ideas, and emotions are caught in between the grooves, as tRaFotC successfully characterizes the culture and anatomy of the Cödæns creatively, and Alienation’s choices in cross-media graphic design and text-use charmingly humanizes Rae as a character, giving her journey emotional weight. Both stories come together to create an experience of cultural exchange as a means of reflecting on our own culture, despite the two being completely unrelated projects. The core function of these projects have given me new ideas for my own personal project, a game about the debates that arise from the interpretation of pieces of media. I’m envious that I didn’t think to make a project about it, so I’m happy that it was, in some part, explored by these groups.
Throughout my study, I’ve seen the studio Ready Camera One pop-up while deciding my semester studio. I have no burning interest in live show production, so I decided to check it out. The two projects I viewed were THE IMPROV GAMES hosted by Jamie Miller, an improve-based comedy gameshow where contestants test their theatrical and comedic skills, as well as Are You Smarter Than a Dumb Infant Child (Who is Also in the Fifth Grade)? also hosted by Jamie Miller, a parody of the 90’s TV show ‘Are You Smarter than a Fifth Grader?’. Jamie Miller’s work as a host for these two shows made me realize that, unlike my class, this studio’s group projects involves the work of the entire class, each assigned a different role in production. This revelation, as well as the two show’s clear inspiration of famous televised game shows, leads me to conclude that the key ideas gleamed from participating in this studio is less theoretical and more practical. Unlike Real-World Media which focuses heavily on theoretical and psychological aspects of craft, Ready Camera One focuses on what it means to capture liveness, working together, and the roles in live media production. THE IMPROV GAMES captures this key idea effectively as the show relies on the quick thinking of its contestants as they bounce off of each other and the host in order to generate entertainment. AYStaDIC’s highlight reel further reveals what is prioritized within the studio as the graphics, host, and set design all work together timewise in order to draw out interesting answers and banter from the contestants, like reading a runsheet in reverse. While minor mistakes in audio and camera management are visible, you can tell perfection isn’t prioritized, its more about pre-production while everyone individually succeeds in their roles, be it director, AD, or floor manager. Despite what it may seem upon the first watch, Ready Camera One’s core focus of study lies in pre-production, as if engineering liveness itself, like practice at a faux internship at a live studio.
Notes
- Real-World Media Projects
The Rise and Fall of the Cödæns – Danielle Atherton, Olivia Hough, Niamh Mackey, Connor Lee
Alienation – Gloria Ye, Alan Yang, Stella Hirawan, Olivia Nguyen
- Ready Camera One Projects
THE IMPROV GAMES
Are You Smarter Than a Dumb Infant Child (Who is Also in the Fifth Grade)?