I am working on to models right now. They are still in their conceptual phase, but hope they lead to something cool. The first, is the planning stage for a potential board game (inspired by “catan”) – i am working to try understand all the rules and regulation. The second is the start of a model that highlights perception. The model can be looked at from opposite ends. The foreground for one becomes the background for the other etc. They are changes in scale and narrative to. Through my research i kept coming across that to abolish the subjectivity in the POV, we must engage with the environment as we do with art. Thus, maybe i can place these objects on a plinth and set up my presentation as a gallery space.
I have also attached some text that i am still working on:
My name is Amar Mehta, and my project begins to explore the transformation of the Point of View, from a medium of experiencing into a platform for creating.
The inhabitable environment as we experience it exists in the realm between reality and perception. We engage our existence in a constant condition of adaptive ignorance, whereby we sieve out the background, and frame only that which is of vital importance. Therefore, the POV not only provides the observer with the framework in which to engage the world with, but at the same time, it highlights the incompleteness of our experience of what we continually call reality.
Looking at precedents ranging from Marshal McLuhan to William Turner, it becomes clear that the entirety of the human environment can be arranged and experienced as a work of art; whereby environments are no longer passive facades, but, are rather sequences of active processes that begin to “massage and manipulate” an individual’s faculty to perceive. As a result, the POV is not the objective representation of what is real, but is the careful assemblage of a new reality – a visual construct, configured through the piecing together of that which is perceived, against that which actually exists.
As with the POV, the island is to be seen as an artificial construct, an unmapped territory that is seen through the eyes of our protagonists. It bares no coordinates, and exists on the grounds of possibility and imagination. Here, the constraints of time and space are abandoned, and instead, the architect must function in a realm where the past is fused with the future, and where the real dissolves into the imaginary.
In an attempt to isolate reality from perception, the protagonists are abandoned on the desert island, each with a set of tools and objects. Abandoning their vessels on arrival, they cautiously carry us forward through the deserted planes, shifting and sieving through the landscape of past experiences. Not only do they begin to map and reveal the untraveled sites, a frame at a time, but in doing do, begin to conceive new environments by re-contextualizing the various fragments of their juxtaposed experiences. Thus, if the POV becomes the medium for experience, the island can be seen as the platform for its spatial contextualization…