“玩吧”YOUNG to young国际联合设计教育工作坊,结课大回顾(上)
7月2日,历时25天的中国美术学院创新设计学院小学期——"YOUNG to young”国际联合教学工作坊落下帷幕。这是一场前所未有的集体教学实验,将“游戏—科幻—公社”投射到设计教学之中。在象山艺术公社的P区,400名大一学生与中外青年导师一起共同生活、共同创作、共同游戏、共同狂欢,并最终聚合成为创作集体。临别之时,我们拥抱道别,相约明年的再次团聚。
中国美术学院副院长高世名为创新设计学院小学期中外导师颁发授课聘书。并对同学们一个月来的学习成果表示祝贺。
中国美术学院院长助理、创新设计学院院长吴小华在结课展的开幕致辞中说道:能够见证同学们富于创造力的创作和实验,感到非常欣慰。
时间 2019.6.29-7.1
地点 浙江省杭州市西湖区象山艺术公社P区
主办/承办 中国美术学院/创新设计学院
总顾问 许江 高世名
总策划 吴小华
学术支持 韩绪 陈华沙 段卫斌 俞佳迪 姜珺
公务支持 金赛英
总执行 刘益红 胡晓琛 孙姝婕
让我们一起来回顾这珍贵的25天。
国际联合教学工作坊海报
6月3日 小学期开营啦
6月4日-6月5日 15场开营讲座
6月6日正式开课
9场露天电影
2场夜间课程站报
2场夜间Party
2场学术研讨会
周末出游上海+乌镇
6月29日小学期闭幕啦
课程一
寻常絮语 Common Story
展示区域:P77 F3
外方老师:Luis Cantillo
中方老师:谭彬
学生助教:濮仕珊
学生:徐耀烨 陈奕安 叶鑫雨 刘靖萱 张朝然 匡蓝羽 杨金荷 刘陈婧 倪恩慧 毛雨 李瑞妮 祝丽烨·王 武峻辉 余晓露 李涵 郭姝怡 姜奕舟 胡小瑶 陈乐莹 卢晨茜 林金汶 虞佳乐 金煜皓 李晓萌 施嘉越 徐佳
“Common Story” is an intermedia course that gives students the opportunity to collaborate and explore a wide range of creative media like photography, animation and performance. The sessions are a combination of theoretical and practical work that gives students some historical and contemporary background. The final project is a “Total Art” performance.
The course was divided in two parts. The first part was a series of game-like exercises building a connection with a plant (nature, our environment) and then we created a mask, a fictional character, a personaof a being in-between self and other, man and nature. After that we continue to explore each character’s world by creating a companion spirit or guarding angel using natural materials much like the traditional Beijing monkeys. For the last section by working in groups we created a stop motion animation of an imagined world inhabited by these characters.
The second part of the workshop was to take the previous experiences and try to take them to the next level and let our imagination fly and create a “Total Art” spectacle. By continuing to collaborate and working in groups. First we customized our own exhibition/performance space by creating a series of mural paintings using cut out paper. Each mural was inspired on a story or characters taken from daily live, movies, literature and our own imagination. We then explore a way to bring those new characters to life and “show” them interacting without using words but only movement, light, shadows and music.
The Colombian write Garcia Marquez once said “all human beings have three lives: public, private, and secret”, this last one, the secret one, the most mysterious and complex of all is the one we try to explore in each role using art, theatre and narrative.
“寻常絮语”是一门跨媒体课程,让学生有机会在摄影、动画和表演等多种创意媒体上进行合作和探索。课程通过理论和实践的结合,给学生提供一些来自历史和当代的语境。结课成果是一场总体艺术表演。
课程分为两部分:第一部分是一系列游戏式的练习,试图与植物(自然、我们的环境)建立联系。我们创造了一个面具、虚构了一个介乎自我与他者、人与自然之间的人物/角色。此后,我们以类似于制作“毛猴子”的方式,使用天然材料来创建一个精神伴侣,以此继续探索每个人物角色的世界。最后,我们以小组合作的方式制作了一个定格动画,描绘了一个这些角色生活其中的想象世界。
工作坊的第二部分是将前期的经验提升到一个新的维度,放飞我们的想象力,创造一个总体艺术剧场。小组将继续协作。首先,我们根据叙事内容布置了展/演空间,并创作了一系列关于表演内容的剪影壁画。每一幅壁画的源于一个故事或角色,它们取材于日常生活、电影、文学,甚至自己的想象。我们继续探索一种将这些新角色带入生活的可能性,“呈现/展示/表演”他们,以及这些角色相互之间的互动。在这个过程中,他们只能使用运动、光、影和音乐,而非语言词汇。
哥伦比亚作家加西亚·马尔克斯曾说过:“每个人都有三种生活:公开的、私人的和秘密的”,这最后一个最神秘而复杂,却正是我们试图在“寻常絮语”中用艺术、剧场和叙事的方式来捕捉的。
追逐影子的人,自己就是影子
漠
神人畅
硝烟舞曲
谢幕影片
https://url.cn/5M9yM32?sf=uri
5、展厅
课程二
欲知之地:空间游戏 Wonderland
欲知之地:空间游戏
那些访问“PLAYSHOP”的人梦想在那里找到理想的游戏。在众多原因中,人们去'PLAYSHOP'试图摆脱他们无聊的日常生活,从而进入他们日常生活中无法体验的另一个世界。那么,为什么我们不创造另一个我们自己的梦想游戏,使之成为真实的世界,而不是进入虚拟的游戏环境呢?你梦想的新世界是什么?在日常生活中激发你灵感的环境是什么?
尽管你很难在理想的生活中清楚地认识到它,但我们总是受到日常生活环境的启发。如果你还记得你受到启发的环境,你将能够记住你当时感受到的五种感官。五感包括听觉,嗅觉,味觉,触觉,视觉,这对你来说都很熟悉,并和你的经历密切相关。因此,我们的教学工作坊重点关注人的五感,并创造一个可以激发你灵感的新游戏世界。
Wonderland : The games of Space Exploration
Those who visit 'PLAYSHOP' dream of finding the ideal game there.
Among many reasons, people go to 'PLAYSHOP' to get away from their boring everyday life and into another world they cannot experienced in their daily lives.
So, instead of going into a game environment, why don't we create another world in which our own dream game will come true?
What is the new world you dream of?
What was the environment that stimulated you in your daily life?
Even though it is hard for you to recognize it clearly in your ideal life, we are always inspired by the environment of everyday life.
If you remember the environment in which you were stimulated, you will be able to remember the five senses you felt at that time. Your five senses Hearing, smell, taste, touch, vision will be familiar to you and inform you of your experiences.
So our workshop focuses on the five senses and creates a new game world that can inspire you.
我们的工作坊课程分为两部分。在第一周,学生每天探索一种感觉,通过老师介绍和小组讨论,同学们可以看到每种感觉的可能性和局限性。头脑风暴的过程每次都是通过不同的小组完成的,学生们有机会找到他们更感兴趣的感觉。每个小组专注于通过使用该感觉的属性来创建游戏发生的空间。因此,P59的展览将呈现描绘游戏空间的模型,这些模型将集中关注五种感觉和游戏的有机结合。
Our workshop has been divided into two parts.
In the first week, the students explored one sense per day and had time to see the possibilities and limitations of each sense. This brainstorming process was done through different groups each time, and students had the opportunity to find the sense they were more interested in.
From the second week on, students were assigned to small groups of two or three, and each group selected their main sense. The group focused on creating the space in which the game takes place by using the properties of that sense.
So the exhibition on P59 will consist of models depicting a game space focused on one sense of each of the 10 groups of students and panels explaining the space.
Group Hearing 2
Group Touch 1
Group Taste
Group Smell
Group Touch 2
课程三
游·戏:电玩与戏剧之间的疯狂空间 Immersive theatre : The crazy space between game and theatre
人物组的虚构设计
数字内容组道具小队的机关制作
空间组的施工现场
各空间全景图
排演现场
全家福
https://v.qq.com/x/page/l08927hllxe.html
课程四:
乐艺工坊:我们生活中的游戏 Playshop:The Game of Our Lives
张婷:此次课程从游戏的发展演变和观念逻辑出发,探讨其在社会、历史、经济、传统、文化、教育等等领域的影响,并聚焦同学们的成长背景和生活体验,辅以小组创作模式,以观念艺术实践作品来完成课程目标。前期以逻辑拓展训练配合头脑风暴,同学们解读各自对于游戏精神和其社会属性的理解,并在P35教室的三楼里创作出近百幅风格迥异的手绘草图。随后,全班以“生活--游戏--艺术--游戏--生活”为思维回路,从生存法则、人际关系、自我认知、娱乐休闲等关键词出发,设置游戏规则,均分物理空间,并在二楼展区打造一个完整贯通的抽象艺术现场。在这个生活和游戏的艺术“预演”场里,我们拾级而上,因看生思,萌发短暂而又快乐的楼梯日记;面对个体社会,我们独处、协作并面对社群关系;我们用一根线走向未知,展开集体的人生景观;我们在文字中进退维谷,生活的迷局可能还意味着另一个狭路相逢的生命。在这个整合了图形、符号、文字、代码的视像游戏系统当中,同学们逐一提炼和敏感、释怀、启发、探究、交流、协助、独处、失败、服从、逃避、穿越、邂逅...等等有关的各种生活触点。这些触点,代表了我们每一个平常的抉择瞬间。荷兰学者约翰·赫伊津哈(Johan Huizinga)认为,每个人天生都是游戏的人。加拿大理论家马歇尔·麦克卢汉(Marshall McLuhan)则认为,游戏是一种延伸,但不只是个体的延伸,而是每一个社会自我的延伸。中国的美学大师朱光潜也曾提到,艺术的雏形就是游戏。在这段以艺术观游戏,以游戏察生活的课程里,我们期待同学们在生活中,能将正在流逝着的生命瞬间串联在一起,并因此看见游戏的诗意,艺术的寻常和人生之美。
Marjan Laaper:The question: “what if your life is a game?” was the starting point for an artistic research period and curriculum made for the “Young to Young “program at the School of design and innovation of the China Academy of Art.
The question tries to stimulate, students to investigate their own life through the different elements used in games. So how did it begin, what happened on the way, what is there to win and what to lose, what would you like it to be in future, what elements are important, whaet rules are applied and how can it be visualized? Students explored aspects of your own life, their history, their dreams, and fascinations, etc. Analysing their own life according to the elements that are used in games.
During the “Playshop”: The game of our lives” students explored different aspects of what a game is and what it can be. By examining what kind of aspects are part of a game, how games were historically played and designed and what possibilities there are nowadays.
Another aspect that was explored was the influence of a space on a game. What is the influence of a location on developing, designing, presenting and playing a game?
The students were introduced with several creative (thinking) techniques that were applied in various phases of the design process. During the developing process the focus was primarily be on forming original ideas and a personal vision
The final goal was to develop individual ideas and bring them together into one communal presentation or communal game/artwork. Exploring individual interests but also looking for connection, interaction, the collective, and expansion of the imaginative powers.
In the final exhibition titled: “The game of our lives” the explorations of the students from the last four weeks can be seen. Themes like: goals, character, the path, interaction, challenges in live, self-awareness, and social relationships were individually explored.
Due to their explorations in the first period and the thematically interests they showed in their previous work the class was divided into 4 groups with 4 different themes. The first group focused on the theme; “Interaction, social relations and team working”. The second group explored the theme: “survival, escaping, competition, and the challenges in live”. The third theme was; “self-awareness/ self-recognition” and the last theme was: “enjoyment, leisure, and just having fun”.
Each group had to apply their theme to a specific part of the final exhibition space on the second floor of classroom 35.
Each group developed a work for a specific part of the exhibition space with their groups theme in mind. The works are turned into one communal presentation. The visitors are invited to get an inside into the student’s explorations and explore their own live by participating in their work.
优秀作品-视频+GIF
个体社会Individual Society - 地面组
https://v.qq.com/x/page/o0892vfxlib.html
拾日记Stair Diary - 楼梯组
丝缕复命Lifeline - 墙面组
https://v.qq.com/x/page/k0893rupl6b.html
邂逅Between Words - 玻璃组
个人作品
tml
课程五
Senses Luring in Hybrid Objects迷物磁场——混合对象的感知诱惑
Ziv: Through technical demos, and critical production, students will integrate kinetics, light, sound and other technological processes into the material and spatial realm of games. Working with an open set of materials, students will engage objects, materials, and tech related interfaces as a means to develop forms of games under conceptual considerations. This course will incorporate a variety of hands-on techniques including analog and digital fabrication, electronics, micro-controllers and sensors, approaching sculpture and technology from multiple vantage points. These practices will be employed as analytical devices and tools to use the physical user environment in the world.
The class will be divided into twelve teams of two students each, each team will develop their own unique project based on the class theme. The team projects will be set up at the elected space in an exhibition format. Student will show their final developed idea by using Light, Motion or Sound. And by fallowing the rolls of smart designed objects and critical thinking of material and space. They will combine these elements to make a playful object that will address the observer’s sensorial systems. As a part of the show, students will present their research development starting from an abstract Idea trough manipulating technique and materials all the way till there final object.
(通过技术样机和关键性产品,我们将动力、光线、声音等技术过程融入到游戏的材料和空间场域之中。利用物体、材料和与技术相关的硬界面等开放性载体作为考量开发游戏形式的可能性。本课程结合多种实际上手操作的技术,包括模拟物、数字制造、电子电路、微控制器和传感器,充分结合它们的优势让我们更接近造型与技术的重混。我们所开展的这些实践练习作为可被分析的设备和工具来诠释世间存在的物理用户环境。
在课程中由每2名学生自由成组,一共分为12个小组,每个小组将根据迷物磁场为主题开发自己独特的主题性项目,同时选取特定场景和场地设立作品并以展览的方式呈现。我们将使用光线、运动或声音来展示由迷物磁场发散出的最终宣言,并通过对新物种的设想的和对材料和空间的批判性思考,结合多样化的元素,形成一个可玩的有趣对象,直击观者或用户的感官系统。)
马川:起初我们将课程的英文名称译为迷物磁场时,名副其实是迷惑的;当我们被问到有多少人在利用艺术与科技进行创作时,不可否认是犹豫的。我们还没有意识到是我们在使用技术还是技术在使用我们,是人创造的技术还是技术创造了人。这次课程我们尝试了各种传感器、开关、马达等各种机械结构和电子电路,只想简单的聚焦在日常生活中自身的感觉上。当这一切都可以被技术所感测时,我们可以在已有的数据和元件中发现新的规律和模式,利用我们的感觉、联觉和幻觉,试图将没有意识到物质按特定的方式重混组合在一起。
当我们用笔画着图或者比划着手中的材料或者结构的时候,不论是英语流利还是羞于开口,都能相互地心领神会,似乎抽象的语言和具象的物体在多种文化的碰撞之中都能引刃而解。当真正的问题一个一个又一个的接连发生时候,甚至模型的完成才是问题开始的时候,我们用四周的时间一次又一次的尝试失败,发现问题,解决问题,发现新的问题,解决新的问题,似乎每一次的问题都被看作是一种庆祝。在这个过程中,我们希望发挥每个人在遇到问题时的判断力和自主解决问题的行动力,并且,努力发掘自身与众不同的天才部分,启发和激励每一种个人的直觉力,并借助电脑和程序的力量去实验和证明这种珍贵的个人直觉力。
《鲸语Language of Whale》作者:叶子航 Zihang Ye 陶亮洁 Liangjie Tao
《西西弗斯传说 Myth of Sisyphus》
《害羞的海胆 A Shy Sea Urchin》
《1.2》
《不听 Keep Quiet》作者:吴润曦Runxi Wu 余胤羲Yinxi Yu
《免费拥抱 Free Hug》
课程六
从无到有——视觉语言的游戏 Growing From Nothing——A Game of Visual Language
课程七
疯人痴梦 Madhouse: 叙事性和所有事物的设计
展示区域:P53 F1
外方老师:Brad Mcdonald
中方老师:邬春妮(Katherine Wu)
学生助教:沈源源
学生:左学美莲 凌嘉萱 沙馨然 黄欣欣 叶丹阳
龙会雨 周沛瑜 张玉婷 史雯瑞 张丽雯 鲁冰霜
刘薇薇 徐浩强 张谭盛 方华颖 傅雨晨 易飞瞳
武新新 徐星濡 臧雨南 张书宁 罗雨琪 王钰欢
王婧 张恬 姜越
前言:我们每天都负担着因为要成为正常的一员而因此带来的压力。总是在努力融入。但是当你不再关心别人对你的看法时会发生什么?当你放胆去梦想的时候,你会梦到什么?当你释放控制权并且任自己有点疯狂的时候,你会成为谁? 这次工作室的主题是检验叙事性设计机制与各种媒体的混合,开发新媒体,技术,和叙事性体验的联系。参与者定义了自己的故事,并确定了这些项目应采取的形式。成果是多种媒体的混合,但它们有几个共同点:它们都是叙事驱动的,它们都是实验性的,它们都在探索放手,拥抱疯狂,创造性痒和疯狂的想法。
Everyday we all experience the pressure to be normal. To blend in. But what happens when you no longer care what people think about you? What do you see when you dare to dream? Who do you become when you release control and go a little crazy?
This workshop examined the mechanics of storytelling across media, exploring connections between new media, technology, and narrative experience. Workshop participants defined their own stories and determined what form those projects should take. The result is a mix of themes and media but they have several things in common: they are all narratively driven, they are all experimental and they all explore the idea of letting go and embracing the crazy, creative itch and going a little crazy.
执行团队 |李轶军 、 舒怀 、 向逸、 杨可、 邬春妮、 范敏、 罗永进、 郑超、 曾翔立、 黄晓望、 张斌斌 、 苏雅婷、 谭彬、 张婷、 孙姝婕、 俞同舟、 马川、 范佳敏、 何峰 、 李阳、 倪晓静、 张鼎力、 王楠
外事支持 |陆君霞 、 张韵韵
编辑 |吴晓莉、 邹来旺
文字整理 |刘益红
图片整理 |刘益红、 谢丝琪
校对 |刘益红
审核 |俞佳迪、 丁剑锋