My initial idea for Project 4 was
to create a video that documented my highly personal experience of living using
only a Game Boy Camera. The reasons behind this were threefold; as a way to
express both my personal understanding of experience, to address some
intriguing concepts I have been struggling with throughout the semester, and to
work formally in a medium that I have had highly personal contact with in my
youth. As the work progressed however, I found that more and more I was drawn
to the purely methodical approach I had to take to “develop” these photographs,
and was struggling with trying to work with the formal traits that the way the Game
Boy Camera processes light would produce on its own. This conflict effectively
added another dimension to the final video, Who
Are You Running From?, changing it into something independent of my
control.
An object from my youth, I could
argue that the Game Boy, and in particular the Game Boy Camera, had a
tremendous effect on the way I currently view new media and art in general. My
parents didn’t own a TV until I was 16, let alone a gaming console, so the way
I worked around this discrepancy between a want for technology and the inability
to access it was through handheld gaming. The Game Boy was my first contact
with this, and I was immensely intrigued by the way the device would read
information of cartridge cards through the touching of metal contacts and
subsequently transfer this information into shaded pixels on the screen. The
Game Boy Camera would take this a step further by processing light into
information stored on the cartridge itself and then running the variable
information to and from the Game Boy itself: it was essentially two computers
acting as one. I could easily translate this to the workings of a computer
later in life. I took all this information into account when I began attempting
this project, as well as the effect that this nostalgia would have on the work
itself. The conflict between using such an emotionally-engrained machine in
order to make art was also present in the way I was effectively using my youth
to shape my contemporary work as well as life, creating a Bergsonian
relationship between my product and means of production.
The way in which the Game Boy
Camera processing light into an ordered bitmap of shaded pixels was an equally
important part of the process of Who Are
You Running From? . The image that the viewer’s mind forms from the
arrangements of these bits is at direct odds with both the way in which the
Game Boy Color forms them as well as the manner in which the bits interact with
each other. I could change the way in which images interacted with each other
through the lo-fi pictures the Game Boy Camera produced, which was very
interesting. The blade of a fan in front of a popcorn ceiling could instantly
transform into the shadow on an asphalt street. The low resolution of the
images (128 x 112 pixels) also allows me to convey a concept I have been struggling
with throughout the semester: Confrontation with the Absurd. The viewer can’t
escape the way in which the images are broken down into blocks of shading and
eventually these images begin to lose their form and meaning, the basic
building blocks of the images become all that the viewer can focus on. The
dancing pixels do not depict an engrossing world where the viewer is pulled
into a seamless moving landscape, but instead form an obstacle the viewer has
to overcome; Sure, there is a form of pictorial representation in the video
that forms a narrative, but essentially it’s just 13776 blocks of color turning
on and off, and that’s just fine.
The separation between my video and
my actual involvement was tremendous. The sequence of development was an important
part of how I approached the video, and of the way it culminated. To end up
with the finished video, I had to go through an enormous process of encoding, a
much more obvious path of development than that of a normal camera. First, the
Game Boy Camera would pick up patterns in light and transfer it into code. That
code would be processed and turned into a bitmap by the Game Boy, then
transferred back into the Game Boy Camera after I clicked “save”. I would then
transfer that data into a Mega Memory Card, which would then be transmitted
into a Game Boy flash cart. The code would then be sent to my pc, and
transferred into a .sav file readable by Windows. Then another program would
read that file and turn the information back into a bitmap, which I could save.
I could then finally transfer the picture into Premiere for post editing. The
final video is composed of approximately 1000 stills. This entire process was
important to my project, because the level of removal made the final video less
about the images themselves, and more about the acquisition of them. The
collecting of these images was a way to remove shape the way the video was
essentially going to be received, as a collection of experiential information.
Editing the
stills on the Game Boy was difficult and rewarding. I tried to approach the
project as a game in a sense. I constructed a set of rules, which informed the
way in which I could move about freely between them. The two main rules were
that all media I used for the final video had to come from the Game Boy Camera,
and all editing of that media had to be done on the Game Boy Camera. For the
audio, I used Trippy H, a midi synthesizer built into the “play” section of the
Game Boy Camera menu. I tried to match the tone of the audio to the visual tone
of the work to further emphasize the mood. I also tried to use audio in the
same way the visuals were being used, as bits of a whole, to convey and create
an experience. In terms of visuals, I used the brightness/contrast meter
available while taking the pictures and a handful of eye stamps in the editing
menu of the device. The eye stamps began as a way for me to further distance
the viewer from the personal experiences being portrayed as well provide a
grounding point within the map of pixels. They developed, however, into a sort
of way to distance myself from the work, as well as set the tone for an
ultimately unnerving video. They mask identity and take a way a sort of realism
from the work, like someone awkwardly laughing when confronted with an
intensely discomforting situation.
The piece I
ended up with was far different than what I originally envisioned, but in a way
created an experience independent of those it is composed of. It addressed
several of the issues that I’ve struggled with throughout the semester, both in
a personal manner and through the ways it can be received by the viewer. I found
working with the Game Boy Camera an immensely rewarding process, and I will be
using the knowledge I gained through this project toward future works with this
medium.
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