The entire work gives the impression of being in a dream, particularly during the interactive segment where participants shape images with their bodies. The absence of spotlights creates a dim environment that works well with strong brightness. The light from the projector serves as the primary source of illumination, resulting in an environment similar to a darkroom where the audience can watch the projected images as if from a film machine. The resulting images align with the conceptual description of the work, allowing the audience to swim in an ocean of memories and time while manipulating everything. Additionally, distance control is well-executed. When the audience is near the front camera, the rear camera activates, and vice versa, maximizing the number of viewers. The author's attention to detail is evident, with the audience's outline visible in the projection, serving as a mirror for positioning adjustments. The overall color scheme employs black and white to create a dreamy atmosphere.
Realize the effect of particles through TouchDesigner's GPU particle system.
Realize the automatic action of particles by changing the wind
Realize the interaction between characters and particles through OpticalFlow
Control the brightness of the particles and the ghosting after moving by changing the level and increasing the feedback
Realize the combination of filter form and particle interaction for real recording through composition
All connection diagrams
Exhibition Photos
Front Camera
Rear Camera
Documentation
Memory Space
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Memory Space

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