[-empyre-] Hybrid worlds and notion of the hand


"Punching holes in the digital world"..."like texture in a painting"...
"the system that allows you to play in both worlds..."

Thanks to Sherry for joining us on empyre this month.

Here is an excerpt from an interview with Sherry Miller Hocking
Experimental Television Center

// interviewed by criticalartware

" As I said one of the things we are looking at now is this hybrid of the
new digital tools and the older analog devices, and one of the things that
we're seeing, which is really interesting, is that there is a lot young
makers that are very interested in the older tools and systems and the older
analog devices, and they're very smart and they get it. There was a long
period of time, kind of middle range in the field, when that wasn't the
case. There was a lot of chasing after the fanciest broadcast technology.
That's what everyone wanted. They wanted the high end editing. They wanted,
you know, three tube cameras, blah blah blah, and that's really not what we
were interested in at all and still aren't, and this younger generation of
people coming into it now, they get that. They understand that and they also
see the value of kind of punching holes in the digital world. That the
digital world is wonderful and it's very powerful, but I think there is
something there that's lacking that used in collaboration with those analog
tools this leads to a whole different image quality. And also I think
imagination is part of the vision. It allows people to really achieve a
vision that in the digital world is not achievable. I think that those
notion of hand made is also something that comes across in an analog tool,
that when people adjust a knob, no matter how hard you try to be even in
terms of turning it, you don't succeed, and part of the interest to me in
terms of all of these images is that you can see that; you can see the hand
of the artist making the work. It's like texture in a painting, there's a
hand there that touched that, even though with electronic tools you're at a
remove obviously, but the artifact is still there, and that's I think what's
interesting to me. A system that allows you to kind of play in both of those
worlds is, to me, more interesting then one that restricts you either to
either one or the other. I mean, I think that that's part of the concept of
art of a system, that we put together. As open-ended as we could possibly
make it. A broadcast situation is engineered and created with that idea of
being most efficient going from point A to point B. Ralph describes this
system as being least efficient in going from point A to point B, but by
that what he means is that it gives you the most choices. It is not the
quickest way to get from camera A to camera B, it takes you all over the
lot, but in that going all over the lot there are, you know, thousands and
millions of image possibilities that you might get side-tracked in and never
get to point B, but that is the whole concept of the design of this system.
If you want to be efficient, then maybe what you should do is think about
working with a TV lab. If you want to see as many possible image sets as you
can possibly see then maybe this is the place that you should come."


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