SPACE AS A SCORE:
CORPORATE UNCONSCIOUS AND THE VIDEOWALK FORMAT


1. Introduction
1.1 Background and Context
1.2 Research Question
1.3 Objectives and Scope
1.4 Structure of the Thesis


2. Corporate Unconscious 2.1 Credits
2.2 Description
2.3 Video Documentation
2.4 Synopsis
2.5 Full Text

3. Theoretical framework 3.1 Videowalk: Exploring the Format
3.1.1. Walking as a type of art.3.1.2 Audiowalks
3.1.3 The emergence of Videowalk
3.1.4 Choosing the format
3.2 Site-Specific Art and Spatial Narratives
3.3 Engaging Audiences in a Constructed Reality
3.3.1 Illusion and Engagement: The Rubber Hand Effect in Theater
3.3.2 We should invent reality before filming it
3.3.3 Simul Entertainment GmbH3.4 Meta-Score

4. Creative process 4.1 Concept Development
4.1.1 Synchronicity and simultaneity.
4.1.2 Corporate Language as a Narrative Tool
4.2 Space research
4.3 Development of visual, auditory and performative identity
4.3.1 Corporate Identity
4.3.2 Art Direction and Stage Design
4.3.3 Performativity
4.3.4 Costumes
4.3.5 Music composition
4.3.6 Cinematography
4.4 Dramaturgy and Script Development
4.4.1 Narrative Layers
4.4.2 Storytelling
4.4.3 Dramaturgical arc
4.4.4 Space Score and Timing
4.5 Videowalk Production phases
4.5.1 Creation of Fake Historical Footage
4.5.2 Videowalk Filming
4.5.3 3D Modeling and Scanning of the Space
4.5.4 VFX Development and 3D Animated Scenes
4.5.5 Documentary Development
4.6 Performance and Participation4.6.1 Installations & self-reflective moments
4.6.2 Leveled performances
4.6.3 Fake participants and recursive participation
4.6.4 Easter eggs
4.7 Multimedia Techniques
4.7.1 LiDAR Scanning and As-build modeling
4.7.2 On-site shading and texturing
4.7.3 Character and animations
4.7.4 Camera tracking and VFX compositing
4.7.5 Virtual production and "inverse virtual production"
4.7.6 Video Game development
4.7.7 Spatial audio
4.7.8 AI text models
4.7.9 iOS playback app


5. Conclusion
6. Acknowledgments
7. References

4.5.1 Creation of Fake Historical Footage

The  creation of fake historical footage was a pivotal element in grounding the narrative of Corporate Unconscious. After finishing the concept behind Simul and the company's fictitious content, we embarked on producing original "found footage". 

We were inspired by the concept of  "Experimental Archeology" or "Reconstructional Archeology", a field of study which attempts to test archaeological hypotheses by replicating how ancient cultures performed certain tasks. For instance, Butser Ancient Farm is a non-profit organization that reconstructs stone-age houses based on archeological excavations and the usage of ancient technology. In our case, we wanted to use the techniques of video production that Simul would have used to produce their material. 

We selected specific areas within the HfMT that fit better in being perceived as original material. Along with a team of five performers, we staged short scenes, no longer than 30 seconds each, showcasing the Simul workers, a mix of real performers and mannequins, performing synchronous yet cryptic tasks in uniform. The intention was to build scenes whose purposes were open to interpretation by the audience. These scenes were captured using an old VHS camera, significantly limiting our filming capabilities but simultaneously imbuing the footage with an unmistakable air of another era. 

Concurrently, we developed commercials, appropriating material from old technology programs filled with grandiloquent language, as well as ads from Microsoft and corporate tours from tech companies. This blend of self-produced videos and borrowed content created a cohesive corporate image.

Behind the scenes picture when shooting the fake historical footage. 
© Marianne Harlé