The following project is cut into three major parts: Color Theory in Film, An Analysis of Symbolic Color, and the Technical Applications of Color in Film. Part One gives the necessary background on color theory, light theory, color mixing, color associations, and color palettes needed to understand the rest of the project. Part Two examines color symbolism and color psychology in three films, detailing their importance to the storylines in-depth. Part Three looks at the ways filmmakers employ color during post-production, principal photography, and post-production. By looking at production design, the history of color grading, and the power of lighting and cinematography, one is able to discern the different effects color creates and how that effect is created.
This project is a series of two YouTube videos that follow me learning new skills. The first is soldering, and the second is jumping a bicycle. The goal of this project is to use it to hone my cinematography skills and to inspire other beginners to try new things by highlighting my own trials and tribulations and being vulnerable.
Painting Paws is a short documentary about pet portrait artist, Zann Hemphill. It documents everything from how she got into her profession to her painting process.
A creative project in the form of a video with the goal of educating police officers about Tourette Syndrome. The video is about 22 minutes in length. It consists of interviews with both professionals in the field and people who are personally affected by the disorder.
This thesis intends to show that the diversity of algorithmic choreography can be reduced into more specific categories. As algorithmic choreography is fundamentally intertwined with the concept of computation, it is natural to propose that algorithmic choreography works be separated based on a spectrum that is defined by the extent of the involvement of computation within each piece.
This thesis seeks to specifically outline three primary categories that algorithmic works can fall into: pieces that involve minimal computational influence, entirely computationally generated pieces, and pieces that lie in between. Three original works were created to reflect each of these categories. These works provide examples of the various methods by which computation can influence and enhance choreography.
The first piece, entitled Rαinwater, displays a minimal amount of computational influence. The use of space in the piece was limited to random, computationally generated paths. The dancers extracted a narrative element from the random paths. This iteration resulted in a piece that explores the dancers’ emotional interaction within the context of a rainy environment. The second piece, entitled Mymec, utilizes an intermediary amount of computation. The piece sees a dancer interact with a projected display of an Ant Colony Optimization (ACO) algorithm. The dancer is to take direct inspiration from the movement of the virtual ants and embody the visualization of the algorithm. The final piece, entitled nSkeleton, exhibited maximal computational influence. Kinect position data was manipulated using iterative methods from computational mathematics to create computer-generated movement to be performed by a dancer on-stage.
Each original piece was originally intended to be presented to the public as part of an evening-length show. However, due to the rise of the COVID-19 pandemic caused by the novel coronavirus, all public campus events have been canceled and the government has recommended that gatherings with more than 10 people be entirely avoided. Thus, the pieces will instead be presented in the form of a video published online. This video will encompass information about the creation of each piece as well as clips of choreography.
Set in 1999, the film focuses much of its time on exploring alternative visual interpretations of a color-saturated digital space, and contrasting these with a less-vibrant analog world. This contrast intends to provide a visual differentiation between the digital and analog worlds, serving as the basis of the film’s storytelling. The built worlds privilege the emotional context of the internet, and contain an inherent thesis statement: that the digital experience can be as rich and meaningful as that of the analog, if not more so. The visual direction is the result of integrating several perspectives, including contemporary representations of the internet on film, personal observations, digital themed art installations, and experiences of others on the internet. As such, this film intended to engage with the existing body of work, and provide an artistic contribution to what already existed within the film and music video landscapes.
With this, I intend to use storytelling as a tool for conceptualizing worth. Specifically, with the centering of two Black women as romantic interests, I hope to provide a nuanced affirmation in a space where representation is often lacking.