祝彩風祭

Festival Cornucopia

祝彩風祭

Festivals have always been a source of emotional support and life-giving strength for people. This work is a video installation based on the theme of the Tohoku region’s celebrations and festivals. The challenge here is to reconstruct the traditional customs of “Hare no Hi,” which are days that the people of Tohoku have considered to be special since ancient times, and imbue them with new perspectives and interpretations.

Discussion / Hiroyuki Takahashi (Indipendent Curator)

This is a work by the team that operates around Sendai where WOW was founded. Based on the concept of “rediscovering the wonders of Tohoku’s regional culture from a new perspective,” the Sendai team has previously created BAKERU, a work based on the theme of transformation in traditional folk entertainment, such as people dressing up as Namahage demons or wearing costumes for the Shishi-odori Dance, POPPO, a work based on the theme of Tohoku kokeshi dolls and local traditional toys from Yamagata, and Inori-no Katachi, a work based on the customs of worship and prayer. All these works were presented as video installations. The team had to reinterpret the local traditions and customs for these works in a process of “unlearning.”

 

For this exhibition marking the 25th anniversary of WOW, the team decided to base its work on the theme of “festive occasions.” There are many things in Tohoku that have been passed down through the generations since ancient times, symbolizing celebratory occasions, such as mikoshi portable shrines, fire festivals, lanterns, dances and visiting deities. All of these were blended to create a new “imaginary festival avenue.” The team paid particular attention to recreating the passion, gaiety, and auspicious atmosphere of festivals. Pushing aside the curtains to enter the venue, visitors will be greeted by images projected onto the walls on the sides and front in a space that is 15 m in depth. The images will depict the following eight scenes:

 

1.     Mikoshi portable shrines

2.     Suzume Odori Dance

3.     Nebuta Odori Dance

4.     Kanto Festival

5.     Nishimonai Bon Odori Dance

6.     Hiburi Kamakura

7.     Shishi-odori Dance

8.    Tairyobata flags, Koinobori carp streamers

 

The camera passes through the festival avenue, then a path leading up to a shrine, before arriving at the ocean. The wind blows constantly. This work does not attempt to recreate a real festival using CG. It aims to realize what can only be created on video; a rendering on a scale impossible to achieve in the real world. Moreover, the CG is generated in real time, as in a video game. It has not been rendered in advance (so the camera can be set up anywhere). These festivals are ones that the team members personally wanted to learn more about. They conducted field research on and recreated these festivals using digitalized motion capture footage of the real performers. 

Until now, actual images of local festivals have been captured for archiving on numerous occasions. But this installation is different in that the use of CG has resulted in creating “ideal festivals” that are impossible in the real world. Archives of actual images are important of course, but they may include images of, say, convenience stores in the background, or people other than the dancers. But CG allows the creation of ideal images eliminating all unnecessary elements. The power of fiction allows the recreation of reality.

 

When I saw this work, I felt it epitomized what WOW is all about. As I mentioned earlier, WOW began in Sendai in 1997, but today, it has expanded into diverse fields, including installations, art, architecture, user interfaces, user experiences, sound and products. Nevertheless, the company’s creative roots lie in videos. That’s what sets it apart from other creative studios. Video production is heavily dependent on straightforward study and experience. The abundance of know-how in video production is evident in this work. The work would have been very different if it had been inspired by an engineering idea. A unique difficulty of video works, which have a limited duration, is the portrayal of time.

 

Creative people tend to congregate in Tokyo, but glocalization (global + localization) is actually advancing on a global scale. Capital, technologies and information have currently spread beyond national borders, leading to homogeneity throughout the world, and people are beginning to realize the value of things that can only be found in localized regions. The cultural resources of a region cannot be created over a brief period of time. They are cultivated gradually and passed down through the generations over many months and years. Such resources cannot be transferred easily to other places.

 

Some people may believe it would be possible with the right technology and sufficient capital, but the fact is that no one had attempted to create this kind of work until now. It is hard to overstate the significance of taking on the challenge of doing something that anyone could do, but that no one actually has. In the world of advertising, entertainment and media art, people all too often place emphasis on technical advantages by claiming to be the brightest, fastest, biggest, most numerous, etc. However, such claims based on hardware specifications are inevitably superseded as time goes by, because of the relentless evolution of technology. Instead, it is works founded on concepts that stand the test of time. This feels like such an enduring work.