ИНТЕРАКТИВНО ГЕНЕРАТИВНИ ФОРМАЦИИ
Светослав Косев, Атанас Марков
ВЗАИМОДЕЙСТВИЕ С ТЕХНОЛОГИЧЕН ОРГАНИЗЪМ
Светослав Косев, Атанас Марков
ПРЕВЪПЛЪЩЕНИЯТА НА КНИГАТА
Светослав Косев, Симеон Желев
ВЗАИМОДЕЙСТВИЕ С ВЪОБРАЖАЕМА РЕАЛНОСТ
Светослав Косев, Атанас Марков
БОЖЕСТВЕНА КОМЕДИЯ
Светослав Косев, Симеон Желев, Атанас Марков

“Co-Interaction” is an Art group dedicated to the implementation of Hi-tech assisted artistic projects.

Members: Svetoslav Kosev, Atanas Markov, Simeon Jelev

INTERACTIVE GENERATIVE FORMATIONS

Svetoslav Kosev, Atanas Markov

 

The aim of the Interactive Generative Formations Project is to establish a dialog between the viewer and the artwork. It provides a virtual scene where the viewer appears on a display as a silhouette shaped by a web of multiple lines and is able to manipulate the artwork. The lines are connected through an algorithm which makes the artwork not only interactive, but also generative (hence the name of the project). The virtual space contains a web of points, which have definite physical attributes and are scattered using a pseudo random principle. The points are also connected between themselves by the same algorithm as the viewer's silhouette, producing a definite graphic effect. There are small points, which have gravity and fall down, but they can also interact when colliding with the viewer's silhouette or with themselves. And there are bigger, colored "balls", which also participate in the virtual scene with their own physical properties. The aim of these balls is to inspire the viewer into action and to involve him/her in the virtual space by introducing a game element.

BOOK EMBODIMENTS

Svetoslav Kosev, Simeon Zhelev

 

The exhibition comprises a series of items based on literature works, the majority of which were inspired by Dante Alighieri’s Divine Comedy, especially its part INFERNO.

The preliminary idea originated when I decided to give a 100 x 70 cm graphic print as a present to artist Petar Lazarov whom I consider a close friend of mine. Then he told me he did not have space to keep a work of this size and suggested that we make a book with specific fold and cut. Subsequently I decided to further develop this idea and combine two means of expression which appear to be quite contrary to each other at first sight. One of them is based on the classical printing technique “lithography” and the other is based on modern three-dimensional graphics. My predilection for lithography derives from the degree I have earned in Graphic Arts. Three-dimensional graphics is what I have been devoted to ever since I graduated from university. I have been interested in it since its dawn. Thus the idea emerged to intertwine several means of expression into one project, unified by literature.

As the basis for the artworks serve objects and images modeled through three-dimensional graphics software. On the other hand, they are interpreted differently in various types of artwork such as:

  • Graphic print created by means of the classical techniques of lithography;
  • Handmade book;
  • Three-dimensional printed sculptured image;
  • Digital print, etc.

The graphic prints incorporate verses from the literature works which they illustrate.

The exhibition displays also the calligraphy examples which are part of the lithographic prints along with ones which were not used in the compositions.

The handmade books created by Simeon Zhelev, which include lithographic prints cut in a particular manner, offer yet another opportunity to expose. The boxes created especially for each work further enrich the idea. Therefore, they are the conclusive final touch to the preliminary concept of this book-based project. It presents other works related to the topic of this project.

Since the models included in the two-dimensional graphic prints are indeed three-dimensional modeled objects, this allows treating them in a merely digital way. For this reason the dragon from Canto 34 is represented in a virtual scene facilitating the exertion of different impact.

In this way, one and the same work is displayed in several ways completely different from one another. This allows the viewer to gain various impressions of the same object in different visual forms.

Svetoslav Kosev

 

INTERACTION WITH A TECHNOLOGICAL ORGANISM

Svetoslav Kosev, Atanas Markov

 

This art installation is a natural corollary to two former interactive projects, namely “INTERACTIVE GENERATIVE FORMATIONS” and “VIRTUAL ARENA”

The essential difference between the new project and the previous ones is that in the former action takes place on a two-dimensional plane, on which images are being projected. The objects’ aesthetics is pre-defined and the movement of both viewers and participants in the installation is detected by a sensor. Thus, the viewers alter the appearance of the dynamic images on the go and become active part in their construction and perception.

With the project “INTERACTION WITH A TECHNOLOGICAL ORGANISM”, we leave the two-dimensional plane and venture into three-dimensional space. The dimensions of the installation “event box” are 500х500х350 см. While discussing the project we came up with the idea to imitate a living organism that is able to react to “the threat” of approaching viewers. This idea is modeled over a behavioral reaction of a group of plants depicted in the movie “Avatar”. In the movie the protagonist touches a plant which triggers an instant reaction by all other members of the group of plants which withdraw within their roots. To design an installation of the desired scale within the viewers’ step-in zone however is quite risky. That is why we decided to raise the whole installation and the objects above viewers’ heads, which, of course, is much more complicated as an engineering solution and necessitates the involvement of an expert in the respective field. The other problem that we had to solve concerned the nature of the object that was supposed to react to the participants’ presence and what type of reaction to model. It was at this point that I was reminded of a game children play on the beach. It involved throwing of a small spherical ball that expands in flight but contracts upon impact and squeeze. Later on it turned out that this toy was known in the scientific circles as the “Hoberman sphere”. We made a couple of experiments with “the ball” and it turned out that it can be made to expand and contract to pre-defined parameters with the aid of servo mechanisms. Then, on the basis of all the initially considered elements, the whole construction for the installation was designed. Naturally there were some problems within the process of construction. These were primarily related to the electronic circuits and Atanas had to solve them on the spot, which he masterfully did.

All in all, our cooperation in which I contributed with the conceptual and the visual part, Atanas was entirely engaged with the technical part, and engineer Anton Krustev contributed with the construction design, lead to the completion of the project and the new installation.

The inaugural presentation of the project will be held on the 15th of March in “Raphael Michailov” Exhibition Center, Veliko Tarnovo.

Svetoslav Kosev

INTERACTION WITH IMAGINARY REALITY

Svetoslav Kosev, Atanas Markov

 

We, Svetoslav Kosev and Atanas Markov, are two members of Art Group CoInteraction who participate in the event named Interaction with Imaginary Reality. We had planned this to happen a year earlier, but it was delayed due to the COVID-19 pandemic. What we present here are two of our interactive installations created in the last few years. The first one is called Interactive Generative Formations, it was designed in 2014 and was then first shown at VIVACOM Art Hall in Sofia, under the auspices of the exhibition Teachers and Students organized by our colleagues from Sofia University. It was henceforth presented several times in Bulgaria, as well as in the Serbian city of Nis, and in Murcia, Spain. What is characteristic for this installation is that the display is observed on the two-dimensional surface of a screen. It reflects the silhouettes of the volunteering people who play with the virtual objects we have provided and by means of their actions the volunteers become part of the work.

The next installation we present here is called Interaction with a Technological Organism, and it was devised on the basis of the installation mentioned earlier. However, what we aim to achieve in it is to shift the action away from the two-dimensional space and bring it down on the real ground. We decided to extend it on a surface of ​​500x500x350 cm, and make the installation imitate the behavior of a living organism. A group of helicoradian plants serve as an impellent – an idea we have borrowed from the movie Avatar where the protagonist touches the plant and it provokes an instant reaction from the whole group of the same species to vanish shrinking at their base. On the other hand, it is risky to make an installation of the scale we desired covering ​​the observers' footstep area. Therefore, we decided to raise the moving objects above the heads of visitors, which is certainly more complicated from the engineering perspective. And thus, it became inevitable for an expert in that field such as Engineer Anton Krastev to join our team. We faced another problem asking ourselves "What object shall react to the presence of the observer and how exactly will all this take place?" Then I thought of a toy I had seen on the beach. It was a telescopic ball stretching up when you throw it and shrinking inwards when you catch it. As it later turned out, this toy is known in scientific circles as the "Hoberman Sphere", named after its inventor. After several experiments with it, it turned out that it could be opened and closed by means of servo motors. Having already encountered various vicissitudes in our work, we came to its end by adding musical background composed by Georgi Mlyachkov. Currently our works of Augmented Reality are accompanied by his short sound composition; it is the latest component which significantly expands the originally intended scope of the exhibition Interaction with Imaginary Reality. A while ago I mentioned that we overcame numerous challenges, particularly when Nasko had to solve problems mostly in relation to the electronics, but eventually we managed to come to an end.

In order to amplify what we have previously shown, we decided to add another technological component to the exhibition Interaction with Imaginary Reality. That technology is known as Augmented Reality or AR. We came up with this idea rather at the spur of the moment, but it is a perfectly logical continuation to the overall concept of our viewpoints. Adding such elements to the composition is another way to enhance the possibilities for perceiving a graphic image, which anyhow would be attributed independent aesthetic presence in the exhibition area. This technology opens up broad opportunities for the visual arts, provides new directions in their development, and it can change the manifestation of classical art forms.

Within the project framework Svetoslav Kosev presents 10 of his graphic works, which are accompanied by Augmented Reality implemented by Atanas Markov.

Although they appeared spontaneously as a component of the exhibition Interaction with Imaginary Reality they have proved to be one of the main attractions at its showing in Sofia.

 

DIVINA COMMEDIA

 

На 15-ти декември 2021 от 18 часа в Арт Галерия Ларго се откри изложба - графика с добавена реалност „Божествена комедия“ на търновския художник Светослав Косев. Събитието се реализира под патронажа на г-н Антонио Таркуинио, Почетен Консул на Република Италия във Варна и с финансовата подкрепа на студио за игри "Зариба". С изложбата се отбеляза годината на Данте. През 2021-ва година се навършват 700 години от смъртта на италианския поет Данте Алегиери и годишнината се отбелязва с различни културни събития не само в неговата родина, но и по цял свят. Експозицията в галерия Ларго представя графики, вдъхновени от безсмъртната творба на Данте „Божествена Комедия“. Включени са 16 литографии, осем от които са посветени на песни от „Ад“, пет на „Чистилище“ и три на „Рай“.
Особеното в настоящата изложба е, че напускаме зоната на двуизмерното и преминаваме в триизмерното пространство. На практика всяка от творбите има две състояния – реално, което зрителите ще могат да видят окачено на стените в галерията и виртуално – което ще могат да видят чрез специално приложение през своите телефони или таблети. Това става възможно, благодарение на колаборацията на автора с двама негови колеги - Атанас Марков и Симеон Желев. Тримата създават преди няколко години арт групата Co-Interaction, чиято дейност е насочена към създаването на проекти, които включват използването на високо технологични средства. Светослав Косев е двигател на артистичната, концептуалната и визуална част на проектите, техническата и технологичната част е поета от Атанас Марков, който е автор и на приложението за добавена реалност, чрез което се визуализират интерактивно проектите. Третият член на групата Симеон Желев разработва калиграфията, като неговата работа зрителите ще могат да видят в творбите от цикъла „Божествена комедия“.
За настоящия проект Светослав Косев споделя: „Това са творби с добавена или обогатена реалност (Augmented reality AR). Това е още един начин да бъде надграден моделът на възприемане на едно графично изображение, което така или иначе има самостоятелно естетическо присъствие в експозиционната площ, с допълнителни композиционни елементи. Възможностите, които тази технология разкрива пред визуалните изкуства, дават нова насока в тяхното развитие и смятам, че добавената реалност може да промени облика на класическите художествени форми. Реших да доразвия тази идея и да съчетая две напълно противоположни на пръв поглед изразни средства. Едното от тях е базирано на класическата графична техника „литография“, а другото на съвременната триизмерна графика. Симпатиите ми към литографията се базират на завършеното ми образование със специалност графика. Триизмерната графика е нещо, с което се занимавам от дипломирането си в университета. Тя представлявала интерес за мен още от възникването си. По този начин се зароди идеята за вплитане на няколко изразни средства в един общ проект, обединен от литературата. За основа на творбите са използвани, моделирани в софтуер за триизмерна графика обекти и персонажи. В графичните отпечатъци са вплетени стихове от литературните произведения, които те илюстрират. Тъй като моделите, които са включени в двуизмерните графични отпечатъци всъщност са триизмерно моделирани обекти, това позволява третирането им и по чисто електронен способ. По този начин едно и също произведение е представено по няколко коренно различни начина. Това позволява на наблюдателя да получи различно впечатление за един и същи обект в различна визуална форма.“
В изложбата естетическите въздействия върху зрителя ще идват от няколко посоки. Всяка от избраните шестнайсет песни от поемата на великия Данте, които са вдъхновили Косев, той е интерпретирал върху графичния лист със средствата на класическата графика. Ще открием интерпретирани образа на дявола, на любовта в Песен 21, на светлината и надеждата в Песен 20. Но всеки един от образите е представен и във виртуална сцена, което дава възможност за добиване на различно въздействие. Така сюжетът не само се развива и дообогатява, но и създава у зрителя пълнокръвно усещане за присъствие на героите от творбите толкова близо, че сякаш могат да бъдат докоснати.
Добавената реалност в графиките на Светослав Косев може да бъде видяна и на екраните на компютъра от всеки, който изтегли на своя телефон приложението, създадено от Атанас Марков от тук: http://www.co-interaction.com/co-interaction/app/ и сканира чрез него снимките на творбите в сайта.