Space Waste Mission from Natalia Dovhalionok on Vimeo.

SPACE WASTE MISSION

SPACE WASTE MISSION (2019)  provides you with an opportunity to become an orbital trailblazer, deorbiting defunct satellites and maintaining an essential pathway for outer space pioneers. Accompanied by an artificially intelligent bot, you will finally have time and space to contemplate your existence.

Space Waste is the name for millions of spent objects orbiting the Earth. Inoperable spacecraft, pieces splayed by collisions and disintegration, old satellites no one cares about anymore. The rising population of space debris increases the potential danger to all space vehicles.

Space waste mission is a video game that draw's a line in between players self - contemplation and the real issue of human made waste in space. A conversational bot is the main character, supervising the player on their journey through the clattered orbits of waste. The game offers a slow-paced environment allowing the player to explore the features of the bot and debris information uncovered in the process. 

Show 2019, Royal College of Art.

Theses are examples of props designed in the process of a project's path development:short introductory book A5, posters, logo and visual Identity experimentations.









Voice-over: Luke Riches
Soundtrack: Adragante - Space Heart
Special Thanks to Ken Hollings,Thomas Deacon, Halim Lais

Mark

NOW IS THE TIME  (2016)

Two-day participatory workshop led by DASHNDEM, Camila Gonzalez with support of Natalia Dovhalionok for 16-21 year olds. For those who are interested in politics performance and technology.




“Take a speculative leap in time of a recent Brexit victory that has shaken deeply divided and forever changed the future of the UK. The workshop will bring tactical creativity of international student movements to the workshop, hailing the rise of new young people’s Political Language. The event in part will be inspired by 2011-13 Chilean Student Movement that combined urgent Political Speech and entertainment in their fight for the right to free education.  ”



My role in this collaboration was to assist the creation of the speculative Post-Brexit future in particular content creation and visual Identification of the artefacts designed to guide participants through the narrative of the project.


Screenshot; “Independence day” reforms. Presented by the fictional
education minister in the year 2020.



Artefacts included a short documentary, Series of video responses from a fake minister of education, as well as over 70 newspaper headlines.



Photograph; test print of designed for the event newspaper front pages.


https://timelinelarp.tumblr.com/ link to online blog containing sketches (work in progress) of newspaper headlines, as well as other media for fictional events from the future.  

           
Blog , animated gif.

List of films made on the terrritory of the
Old Royal Naval College

“FILM IN THE CITY” (2017)



This research driven project investigates the different ways in which cinematic representation impacts on the perception of real spaces and places. The Old Royal Naval College in Greenwich, London has appeared as the location and backdrop for over ninety films. My project posits that spatial identity is created through a complex mix of media representation and lived experience. 






My question is; what is at risk when commercialising spaces for cinematic use?

Greenwich and the Royal Naval College are key British heritage sites, utilising funding from the film industry to aid the upkeep and investment of the site. But how is the cultural perception maintained and managed? This project brings the local community together to share their hopes and fears for their Borough. By designing a series of models, props, films and workshops, this project aims to provide tools for collective dialogue around the question of what the film industry brings into the area. As well as how it takes control of what I am tentatively calling, the ‘Psychic Heritage’ of  space, at the Old Royal Naval College.


Show “Hyphen”  2017, Trumans Brewery 


The essential part of the project was a reconstruction of the cinematic identity of the old Royal Naval College and the Greenwich area. Through the revision of films made on site, as well as close communication with location managers, the vulnerability of the spaces’ visual perception, became evident. Results of the interviews conducted with local residents highlighted the urgency and the need to review authorisation of specific scenarios that  in future might negatively affect the image of the site, therefore affecting those who permanently share the location.


Selected commentary from the community interviews.

Research material became a perfect ground for a series of workshops: "the green man" and "the worst-case scenario."


The first stage of the workshop series “The green man”, was an ice breaker exercise based on public intervention activity. Bystanders and visitors of the site were asked to participate in the alien invasion film. The role of the workshop participants was to film and complete all necessary negotiations in the process.



                                                            Behind the scenes.

Worksop outcome: intervention film. 



"The worst-case scenario" second stage  workshop, involved giving  partisipants access to interview results  and then encouraging them to create the worst-case scenario for the site of the Old Royal Naval College. 





Final outcome ;  “The chase” short horror film.





Special Thanks to Old Royal Naval College visitor centre staff
Workshop participants:  James Barclay,  Raoni Azevedo, Maria Der,  David Jones, Tegan Mills, Jean Luc Ambridge Lavelle.
Actors:  James Barclay,  Maria Der,  David Jones.
















Other Projects



                   A series of collaborative academical projects and small scale self-directed work. 




2017 “The Feed”


“Chanel Van Eeden, Natalia Dovhalionok, and Petra Ritzer designed and built a retro arcade game. The game involved retweeting and rapidly scrolling a live twitter feed by pressing a foot pedal while making a sandwich. The food was delivered via a set of trapdoors. These then removed the food if retweeting was not completed in the required time.

The group did exceptionally well to make such a sophisticated and integrated arrangement of elements, all working using live data. A very ambitious undertaking. The topic of continuous partial attention where people never give their full concentration to any single task or activity is a very current concern. This project, engaged participants in a physical and mental task that taxed their abilities to concentrate...”




Mark