B.A. Collection: Screen
I questioned myself about the different representations of a picture, from reality to digital, from our memory to its digitization. I wanted to show the ambiguity of our "analog" experiment and the veracity of its backup.
My work was made of three different textile collections creating a journey inside the screen:
• “Abyss of Pixels” : collection inspired by my childhood experiments with game consoles
• “Next stop: Kodaira” : collection inspired by my pilgrimage during a trip to Tokyo, its suburb and how this I experienced it digitally thanks to Internet.
• “Glitch : a new reality” : collection inspired by the transformation of my two collections thanks to "glitch", an electronic/digital failure.
Abyss of Pixels
Here we are immersed inside the imaginary video game abyss, reflect of my two favorite games: Ecco the Dauphin and Ice&Fire. Those two games has strong story and are symbols of their respective game consoles: Sega's Megadrive for Ecco and Atari's ST for Ice&Fire. They both represents two different way to symbolize aquatic universe, at two different image time/resolutions, that's why I gathered them.
Seabed is a universe largely available on video game. Those pixelated representations are pure fantasy, reflect the abyss mystery, secretive obscure deepness where human like me know anything.
This collection creation has been a way to enter the TV screen into those abyss: I started by dying the water surface to weave into the sea depths.
1/ From water surface, a moving screen
I first started manipulating plastic to obtain visual effects similar to the reflects of water surface in movement. Those manipulated screens are possible attempts of game console screens if they were alive.
Screens,
plastic manipulations
2/ Dyeing: from real to digital
As continuum with my plastic manipulations, I created a dyed collection representing the water shimmers. When selecting strong plain weave fabric, I obtained "digital" pixels, as the dying pervade differently while tied.
Extract from a dyed collection
Coton plain weave, dyeing.
3/ Thin stripes: the other side of the screen
It's only starting year 94-95 that we can play 3D video game. Before that revolution, video games were flat, where "level" meant the different steps of success during the play. That's during this decade where pixel has its apogee. Pixel is a simple geometric square and reminds me of the weaving rules logic.
By using multi-colored stripes, I wanted to show this strong pixelated retro-game, representing a digital representation of the IRL (in real life) world. In the first place, the warp stripes are thin and represent the first step into falling into the sea, a "flat" painting of what's going on behind the screen.
Extract from a weaved collection
Simple warp, stripes warp drawing
4/ Color blocks: live inside the pixel
I also wanted to work as a researcher, looking on my microscope to glimpse live inside the pixel. To do so, I enlarged the warp/weft stripes, like zooming into pixels.
Extract from a weaved collection,
Simple warp, stripes warp drawing.
Following my B.A (bachelor in Arts), I continued my dyeing researches in the aim to obtain optimum results and as a way to sell my process, work to professionals. I ended up working 2 full months on it, changing the chemicals and the fabric supports to work on a collaborative project: having my diploma textile into a fashion and lifestyle accessories.
1/ Aristide Collection
Aristide Collection is a glove-maker based in France. Bertrand, owner and crafter selects the finest leather to create geometric-inspired collections of gloves for women and men. We worked on a micro-collection of two pairs of gloves where our two techniques would join perfectly.
Plunged lambskin, dyed cotton gabardine, silk lining.
www.aristide-collection.com
2/ Upholstery make-over
Thanks to the vocational school I attended, I'm able to repair furniture and give them a full make-over, now including textile design as well.
Dyed cotton gabardine.