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ADS12: Sight/Seeing

Kane Carroll

Kane’s current work explores the way in which read and interact with imagery - specifically challenging traditional modes of architectural representation and communication. This year Kane has looked at how the construction logic of animation software can be used to read, dissect and unfold lived spatial experience in a way that bypasses more objective forms of drawing in place of imagery that is more viscerally communicated.

To complement his studies, Kane’s recent professional work consists of exhibition design for Studio MUTT and ongoing contributions to the critical design collective +44 formed between himself and several other designers at the RCA.

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School of Architecture

ADS12: Sight/Seeing

Now more than ever, our relationship with the future is defined by a state of fear and uncertainty. Each day, we face new omens that remind us of our inability to know or act. Against this perpetual unknowing, we have only visceral emotion and feeling to drive us forward. We live inside a horror movie. But without end credits. 

Thinking of a child's coming-of-age as a microcosm of our contemporary anxiety, the project explores through architecture, how base instinct and emotions guide us through strange and unfamiliar territories. Dissecting, unfolding and augmenting the everyday exchanges between the physical exterior and emotional interior worlds, the design acknowledges and develops a language around primitive and often polarised relationships with our material reality.

Realised within of a set of filmic reconstructions of a home - the project uses the construction logic of animation software to express, unfold and dissect the emotional architecture of childhood - focusing particularly on the fluctuation of positive and negative emotions that inform a child's ability to grow and learn.

How horror films evoke — Film that looks at the spatial, material and cultural progression of the horror genre.
Coming-of-age — Film that draws parallels between horror film genre and coming-of-age. A link that prompted further experimentation in new way of visualising or communicating the visceral experiences of childhood.
The first strand of the project reflects first, on how horror film constructs visceral experiences and second,
on the relevance of relevance and critical nature of visceral experiences to the early growth and learning experiences of childhood.

Medium:

Film and Animation
AnimationBloodchildhoodFilmhorrorsightseeing
Home Video — enclosure, walls, bricks, mortar, doors. locks into which personalities, memories and identities are forged and revealed. Remodelling and animating everyday routines from childhood memory acted as a gateway to understanding the hierarchy of objects, textures and atmospheres that contribute to both feelings of comfort and of alienation within the home. Animation run time 02:22 minutes
Home Assets — Animation software allows for a ‘total’ construction of experience - when building an entire scene from scratch - everything becomes editable and can be heavily tuned to generate highly specific environments and atmospheres.The camera cone has been the most productive way to look and think about the spaces of the home on a granular second-to-second scale. Each second of 30FPS animation can be used to think deeply about the minute dialogues between spaces and emotional experiences of childhood. Using the camera cone to slice into and isolate various moments in time to produce a set of fragmented geometries and textures every 30 frames that can be read like lines in a script or notes in a score of music.
Animation software became the primary lens through which childhood experience and spatial interaction was interrogated.

Reconstructing and reanimating mundane moments in childhood as way to produce new working methodologies for designing within and around the lived experience. Working from family photos and description, rebuilding my childhood home and using software assets as way to organise, dissect and extract new meaning from minute second-to-second visual sequences. Exploring routines and everyday dialogues between both subjective and objective realities.

Medium:

Film and Animation
Augmented Home Video — From these fragments I have selected four moments that were both emotionally and architecturally significant to the child’s daily experience of the home. the bedroom corridor bathroom and kitchen Acknowledging the fragments as the basic framework for what a child sees and experiences, I have designed into them - disturbing and augmenting, their meaning to provoke a visceral reading of emotional-material dialogues within the home.

Unfolded Bedroom — This animation looks at all the interactions made within the first twelve seconds of getting out of bed in the morning. The objects and materials that are inviting and make this space comfortable clash with those that tell the child they need to be elsewhere, and that the bedroom is only a place of temporary respite from the world outside.

Unfolded Corridor — The space outside of the bedroom is one that can be likened to the public thoroughfare of the home. The space here is spliced with that of a school. The language of the school hallways is included here to evoke the change in scale, and level of comfort. The soft surfaces of the home clash with the hard and utilitarian geometry and texture of a school.

Unfolded Bathroom — The idea here is that the bathroom in school and home differ radically. In the home this space is a haven, one place where it is perfectly acceptable to lock the door and escape. Though it is still publicly accessible to all household members. It is often the cleanest of all spaces, despite its function. The school bathroom on the other hand is the space in which elicit activity would occur, this is a space of escape from the rules. But it is not a place of comfort. It is one of disorder, vandalism and shit covers the walls.

The animation attempts to evoke the different ways in which children experience the home through animation software. Rather than merely describing the spaces, the animations concentrate on the visceral relationship between emotion and physical materials.

The animation try to evoke considerably significant moments and spaces within a child's daily experience. Though each animation is about 1minute in length, the real time they represent ranges from a second experience to one that lasts 8 hours.

Medium:

Animation and Rendering

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