Figure 1:This is an off-line/online interactive
multimedia presentation
that combines computer fixed and moving
graphics, audio,
and viewer participation components, with a parallel
Web-site presentation,
based on the discovery and excavation, by
Professor Peter Detev,
of an ancient Cult Center near today's Muldava,
a Bulgarian village
in the Plovdiv region of Bulgaria.
Created by Jordan Detev, the son of Professor
Detev.
Abstract
This is a story of
how Jordan Detev, a Bulgarian, created a novel artistic multi-media
presentation based on his father=s
excavation, in the second half of the 1960s, of a remarkably well preserved
ancient Thracian settlement in Southern Bulgaria, that is probably about 8,000
years old. By sharing this creation, Jordan Detev is not only taking viewers on
a figurative sentimental journey through his father's exciting professional
archeological discovery but also enabling them simultaneously to experience
much of the excitement of the making of that discovery through a work of art
that is innovative for both its subject matter and its novel combination of new
media.
Between 1965 and 1967, Professor Peter Detev,
a Bulgarian archeologist, excavated the entire remains of an ancient settlement
near the village of Muldava, in the Plovdiv region of southern Bulgaria, which
he quickly realized was an ancient Thracian Cult Center. In the central edifice
(the Temple) and two adjoining subsidiary buildings, he found a unique ensemble
of sacred cult objects. They included an imposing zoomorphic pottery Rhiton
vessel, 65 sm. wide and 55 sm. high, in the form of a stag, with the amazing
capacity of 10-12 litres; a cup with three hemispheric protrusions; a
three-dimensional T-shaped figurative altar with a hollow stem; a collection of
nine altars and a ritual tray; and many table bowls and cups splendidly
decorated with white paint.
Later, at
excavations 200 meters from this initial find, Professor Detev discovered the
apparent mother settlement. Upon analyzing the total find, he noticed the
compelling similarity between both groups of objects found in them. But the
secondary settlement appeared to function independently in light of the full
complement of the objects found there.
In his publication
about the total find, Professor Detev mentioned their relation to the Sun God,
the mythic Holy Stag, and beliefs in the fertility influence of the Sacred
Spring. And then, he saw a very interesting connection between these ancient
items and current Bulgarian folkloric ceremonies in honor of the revival of
nature in the Spring, between Syrni Zagovezni and St George's Day. He
identified one especially charming legend I discuss below.
Figure 2:
The Uniqueness
and Significance of the Discovery
No archeological discovery similar to that
at Muldava has been made since. Thus, that Cult Center is the oldest spiritual
hearth of civilization known not only in Bulgaria but even in all of Europe. It
is noteworthy that the stem "mulda" in the name of today's village
meant a fortified sanctuary in the Thracian language.
There were castles and sanctuaries in this area since time immemorial.
For example, there is a third still unresearched prehistoric site near Muldava
that is a Roman sanctuary built on the location of the oldest Cult center with
its castle, monastery, and the like.
Professor Detev confirms that the Cult Center
was fully excavated. He recorded that his first goal was to determine the
parameters of the site. The artifacts are preserved in the Museums of
Archeology of Plovdiv and Assenovgrad.
Keywords
Design, multimedia - offline-online, digital art, interactive video, workshop, plain, script, cultural heritage, new technologies, Internet
Figure 3:
Introduction…..
I have been tempted to ask why the oldest cultural heritage of Bulgaria
has not intrigued and inspired
art creators other than myself. I suspect that it has not because it does not
lend itself particularly to unusual representation by traditional art media. My
interest in it turns out to be unique because of my personal position vis-à-vis
both the subject matter and the novel advanced art media that caught my
attention.
In
particular, it provided me with the opportunity to reconsider the fascinating life
work of my archeologist father, Professor Peter Detev. My first attention was
drawn to the Thracian legend that he described in his article about the Muldava
excavation. This legend is very popular today, with many variations in the
area:
The mythic
image of a stag that mediated
between the Sun God and the people
existed
among the most ancient pagan
people
of the Bulgarian Lands.
Our ancestors believed that, by offering him up as a
sacrifice
in
honor of nature's renewal in the Spring, they would send his soul to the Sun
God
in
conjunction with their prayers for fertility.
Relics of that rite still can be found in our folklore,
in
a legend about the impact of a prehistoric settlement on the Bulgarian soul.
People believe that an ancient temple of fertility existed
there.
A stag used to come every spring on St. George's Day and
mingle
voluntarily among the people.
After being welcomed, fed, and enabled to rest,
he
was offered up as a sacrifice.
Once, however, they did not wait for the holy animal to rest
before they offered him up, and they were
punished for that.
Next year, instead of a stag, a whirlwind appeared and blew
away the most beautiful lass.
The people then buried their Temple and left it that way in
the hope that one day the stag, a symbol of fertility, would return.
The Temple of Fertility of Muldava retained the cult objects
of
the ceremony while symbolizing the principle that,
without
morality, even a religious rite
will
be nullified and misfortune will strike its practitioners.
Figure 4:
…to digital art
This Thracian legend provided an ideal
foundation for my script for the multimedia show that includes music, ballet
(the ensemble "Arabesque"),
digital video, viewer interaction, and light FX.
In composing this
work, I used authentic music of ancient Thrace. I made one arrangement with
archaic intensification, but using electronic sound as FX and the environment
gave me the suggestion for the program, which is characteristic for art
productions that treat a literary subject. Picking a theme for a Stag as the
basic engine of the action was a problem. My imagination had to search for an
analogy for that sound for only a sublimated moment--the
moment when the human perception is incarnated in music from the sounds of the
flora and fauna of Nature. I happened upon an audiocassette of intonation
exercises for speech therapy. It was a record of
"polyphony"
practiced by a group of educated Greek students. My task was to work with intonations of
laughter, crying, jitters, grumbling, horror, and the like. My musical ear
caught the aesthetic for this
"score" I sampled the separate voices and decided to imitate
the intonations through computer control of an ensemble of instruments. The
material for a theme for the Stag was then ready. Its accompaniment of the
events and emotional levels reflected the action. Later, I had the famous
artist of the ballet Arabesque perform this complex, which plays an important
role in the show.
I also had to
conduct research for the very beginning of the show. I concluded that the
audience should not be plunged abruptly from today back to a mythical ancient
time. Hence, I searched for material for an introduction that would represent
all of a cult of the Sun, zoomorphism, a cult of a holy animal, and beliefs in
the sacredness of the Spring. I looked at more than 65 films that had scenes of
nature, actors, and
actions. From them, I selected more than an hour of film material and subjected
it to morphing, animation, and video editing, with transitions, soundtracks,
and the like. The result was an 8-minute video replete with nature and
symbolism. The video material ended in an ancient Roman Amphitheater, where the
show begins. It is unfortunate that my lack of funds prevented me from carrying
out many of my ideas by live camera, TV bridge, real time mix, and the like.
Thus, I was unable to achieve all my real-time ideas. Instead, I was able only
to simulate with my original SW "Music Vision Incarnation" (MVI). MVI
converted my live music in real time into live animation.
The introduction
was produced directly at the restored remains of a remarkable Roman
Amphitheater on the side of a hill in Plovdiv, and MVI commentaries also were
made during that show. This was very good
for the computer controls of light and light FX. The show was performed
as a part of the Bulgarian European Month of Culture.
There, "The Mystery From Ancient Thrace" was born.
Figure 5:
Design
My interest in Ancient Muldava justaposed with new technology
continued into the next year. I returned to my parent's home and got my father's
complete archives. I scanned all his records, photographs, cards, drawings,
illustrations, and the like. I was able to recall all the work he performed as
a pre-historian, illustrator, restorer, and writer. I read and reread all the
material, which included rough drafts, observations, and experiments. Then, I
began to work with them in earnest. My first step was to use a wide array of
graphic design techniques that
included image processing, virtual environments and reconstruction,
simple gif-animation, 3D modeling, animation, and digital video processing. In
the process, I performed many virtual roles, such as a visitor to museum
exhibitions, a curator of exhibitions, an explorer, and an interpreter. These
kinds of interaction are indispensable for using the modern forms of electronic
creation and publishing. Of course, a finished multimedia script is the
culmination of an exercise in simulation. For this reason, I conducted my
little adventure from unlimited perspectives.
Figure 6:
Evaluation
I performed two types of evaluation of my
multimedia script in a virtual reality environment. I did this for the entire presentation,
covering every object in the archeological find, including working implements,
pottery, the interiors and exteriors of buildings, and the like. While I used a
global conception for interaction, on the concrete level, simulation helped me
create extremely useful workshops. My problem to explore was: What are the games
archeologists play as they practice their profession?
Figure 7:
The Multimedia of the Muldava Site and Story
I divided the multimedia story into twelve
parts that were accessible from the vantage points of any time and any place. I
began by designing the record of the work I was creating, much like a log book.
This was a single virtual book with snapshot illustrations. In it, I included
all original materials, such as photographs, cards, drawings, and the like. It
was not a problem to attach Professor Detev's original article. In fact, I
prepared this part of the multimedia creation very meticulously for scientific
use.
After relatively
this easy work, my problems and the doubts started to arise. For example, what
is the real nature and potential of the new technologies that are available?
Can I use the great computer possibilities for image processing? And I had to
recognize that the scientific archeological audience is very unique and
demanding. This audience was more interested in the authenticity of the
artifacts than in the details of their restoration and the like. In contrast,
the computers can create remarkable restorations from data, include very
discrete depictions of any component, including its form, ornamental
composition, and the like.
I was fortunate to
learn the art of discovery from my father, Professor Detev. He taught me to investigate
the separate items of ornamentation, to dissect the composition of the
ornamentation, and to look for and see the functionality of the object for its
graphic incarnation. My studio for virtual restoration bears the trademark and
imprint of "Peter Detev" because of his pervasive influence on me. Of
course, my work is not signed by the him as the Master, but rather, I hope,
reflects his influence as my Teacher and my inspiration. (Professor Detev was a
true master of Bulgarian archeological illustration). Also, my work with young
painters in the Bulgarian MultiMediaArt Society influenced my approach to
design.
But skill in
design might jeopardize one's search for scientific truth. I had to find a
balance. It was not easy to learn the delicate balance between computer art and
scientific authenticity. I find that only one's own skilled eyes can evaluate
the proper balance between an original and a 3D modeling representation.
The time finally
arrived to begin a serious trial of
animation of the archeological digs, including the squaring of the plan, the
samples discovered, and the methods of excavation. I built into my animation
Professor Detev=s
original description. But my initial success raised a question. Can I present a
single, complete picture of prehistoric life in the Cult center? How I can
present all its aspects? I knew that I had to treat the artifacts in terms of
their description, their location, and their purpose. For that purpose, I
designed this series of elements:
1. The Excavation, being a birdseye view of
the Center
2. The Working Tools and Implements
3. The Common Overviews (the Complex's exterior)
3.1. The Complex's
Interior
4. The Everyday Life
5. The Kitchen and Its Pottery
5.1. The
Functionality of the Pottery and the Ways it was Used
6. The Myth
7. The Art of the Forms of Table Pottery
7.1. The Decoration
of the Table Pottery
8. The Cult Vessels and Objects
9. The Ritual
10. The Cultural and Economic Links
11. Professor Detev's Register and Originals
Figure 8:
The Working Tools
and Implements
The scientific experiments and drawings of
Professor Detev were of inestimable help in my rendering the 3D modeling. His
description and specification of the functionality of implements helped me
determine that, at the Muldava Cult Center, there were no implements, objects,
or adornments made of deer's horns or bones. However, at the same time, in
every settlement on the Maritza riverside there were implements, objects, and
adornment made from this valuable, rare material! I simulated in 3D the
different methods by which axes and other implements were made, and I showed
the stone products, the bone instruments for sewing, mortars and pestles, 64
clay beads, and the like. The great success of my animation gave me courage to
experiment with other similar prehistoric activities and situations. At first,
I began with simple gif-animation, which is an easy, quick usable technology
for this type of material, to treat a human object-using environment. My
creating scene after scene gradually enriched my conception of a full
description of the artifacts discovered in Muldava. This part of my work then
resulted in a multimedia
depiction of everyday life.
Figure 9:
The Complex Overview
My reconstruction
of an entire complex as a 3D model revealed three pyramids, which Professor
Detev identified as "piles of gravel and stones made by ancient builders
while they prepared the space for the settlement." He described them as
being very high, having been pilings in the ground that came out of surface of
the hill. (The cultural pilings are 1.5 m. high.) They look only like pyramids.
Unfortunately, Professor Detev did not reach this hypothesis and speculate
further about the piles. But he did record meticulously many details that
enabled me to reconstruct the pyramids. These piles surrounded the inside
court, whose height we can only guess, because the surface of hill was leveled
many times. I made a full 3D model of the Temple's complex.
Figure
10:
The Interior
The virtual model
of the interior shows the location of the shelf on which some of the objects probably
sat. This clarifies to some extent the functionality of the buildings. The
central building, the Temple, was unique. It had auxiliary premises at which
were located the kitchen boxes and vessels for food preservation, but the
identity of the secondary zoomorphic figure remains unclear. The computer's programs do not help me learn
this. I wanted very much to prove that this is a little copy of a famous stag
vessel, but I cannot.
One of the
buildings differs dramatically from the traditional Neolithic style, because
the fireplace and the oven were missing but the objects found suggest its
function. They were many pitos and a group of nine altars. I named this
building the Winter Camp. The Muldava complex is very modest, having only three buildings and
about 60 vessels, but many of them for storage have a capacity of more than two
tons. Maybe this is a common situation for people in some settlements that
practice the Spring Ritual?
The third building
also reveals its function, because it had only a stag vessel, one pitos, one
typical vessel for holding liquids, one pouring bowl, and a table bowl. It had
one fireplace and axes. I called this building
the Wine Cellar.
Figure 11:
The Everyday Life
I depicted the
everyday life of the people with gif-animation, based in part on the working
implements. This approach tends to show that our remote forebears were
woodcutters, woodworkers, builders, weavers, tailors, hunters, herdsmen,
farmers, and the like. My animated portrayal presents a vision of an entire
complex. Moreover, the multimedia technique makes it possible to shift the
movement and location of the figures in accordance with the user's opinion.
Figure 12:
The Pottery
The multimedia
depiction of the pottery shows
specialists present They could measure the objects precisely, draw their
outlines, and scale them as they desired. Everyday life here reflects the
activity in the Neolithic kitchen. The hostess prepared the food, did the
cooking, carried the water, arranged the table, and the like. And, as in a true
workshop, everyone there could give her advice.
Figure
13:
The Legend
At this point, the
myth has a firm foundation through the design, soundtrack, and storytelling.
Figure 14:
The Art of Ceramic
Clicking on this
icon presents a cheerful picture on the screen, in which cups, bowls, and trays all
dance, in virtual hands, to say Acheers,
while they reveal their particular characteristics. In the process, each object
shows its spread out ornamental composition. Do you want details? That's no
problem. Make your choice to satisfy your whim and desire. Gaze with awe at
this decorative art of 8,000 years
ago.
Figure
15:
The
Ornamental Compositions
Now you have a new
workshop in which you can perform ornamental composition. We are in the era of
multimedia. You pick your object, look at it right before your very eyes, dip
the brush you are holding into the paint you select, and decorate it. Although
God says that not all people have this talent, I provide you the patterns of
any ornamental composition you might prefer. You can, as an ancient "Logo" create a
composition either from patterns I provide or by combining those patterns with
your own composition. But remember that, when you go create a scene in free
Muldavan style, your work is the equivalent to that of the ancient masters.
Figure 16:
The Cult Objects
Why have I heard so
much praise for this famous cup with three hemispheric protrusions like a
woman's charming figure? Probably because of its remarkable suggestion of
femaleness through that number of them
And this famous
stag is not only unique, it also is amazing for its realistic plastic design
and expression that is replete with suggestiveness.. And its use is obvious. It
was found in a Neolithic complex that existed for over 500 years. Yet, painted
pottery masterpieces such as this cannot be created today. In order to do that,
it would be necessary to undergo cultural processing over hundreds of years to
achieve such genius to express the mystery of the Spring, of a holy animal, and
of a belief and happiness. What is the essence of this torch, this three
dimensional altar with a hollow stem, and this tray and bowl?
Of all this Cult's objects, the
cup with the three protrusions reaches the highest level of abstraction. Is
this a pregnant woman big with child? Only in such an object would a third
hemisphere be a part of the symbolism. Did our remote ancestors use cult
objects for storytelling in their ritual? I believe that they used such
powerful original plastic representations for that purpose. But, you draw your
own conclusions!
Figure 17:
The
Ritual
The Ritual of a
Sacred Spring. The Ritual to the God Sun. The Ritual sacrifice of a Holy Stag.
The societies of ancient farmers had such rituals. In their beliefs in them lay
their hopes for fertility and their efforts to contact and influence supreme
cosmic forces and control nature. Judge for yourself if we find this in Muldava
through this famous Muldava find? Isn't this find an ideal exemplar of its
time?
Figure 18:
The Cultural
and Economics Links
But many questions
remain. Who were the participants in the ancient Muldavan society? Where did they
originate? Concurrently, on the Maritza riverside, there were 44 functioning
settlements, five near Muldava. There are also questions about the thoroughness
of the digs. Maybe there still are objects in the Muldava area. What about the
layout? The prehistoric settlement is a 200 sm.
Is this only the mother settlement? Could it really be part of a much
larger complex? Or is this a complete settlement with its cult center? Too many
questions arise. But of one thing we can be sure: the creator of the famous
Stag object is the father of our present plastic sculptural art.
Figure 19:
The Originals
The originals shown
here are mine. They include the original record and entire illustrative
material, such as the
photographs of the overviews, the discovered objects, and the drawings with the
authors' evaluations and commentaries.
Figure 20:
What comes after my Muldava multimedia creation?
Frequently asked questions
I find that when I
finish a multimedia project and am about to start my vacation, I receive many
questions that show me that I have to start over from the beginning of my
project. I discover each time that I had only slightly raised the horizon. Like
other Bulgarian specialists, I am at fault. It is ironic that, even though
people claimed for a long time to be expecting the multimedia art form, when it
finally did arrive, they didn't recognize it, let alone its great array of
features. Those people are just like the characters in
"Waiting for Godot", the Samuel Becket play, who did not
arrive while others waited. But then, when they no longer expected multimedia,
it did turn up, but to many questions about its nature and capabilities.
Probably, the major question has been the utterly superficial one of "How
long is the film?"
Originally, I
began to create films essentially as a lark. But the situation soon changed,
when I was able to master the technique. I found my particular metier in my own
unique material, and then I needed only good video-editing. Our now old "friend", Adobe
Premier, enabled me to master that. My first idea was to make only one clip for
my multimedia creations. But I quickly abandoned this idea. Discovering the
interests of potential viewers, I was stimulated to produce works between three
and eleven minutes, in order for the multimedia material to have an impact.
With this technical decision and my creative inspiration, I could see that this
production I am presenting is the second Bulgarian film produced by a computer.
(The first such film, my 1995 "The Virgin Panhimnitos," brought me
twelve international prizes). I had some moments when I feared that this film's
duration would make it tedious and that I had not achieved the quality I
wanted. But I had moments of pleasant surprises over the 3-4 tracks's mix, the
effects of some good filters, the transparency of one track in a mixing,
transitions, FXs, adding light, changing tempos, stopping frames, morph
simulations, and the like.
My writing the accompanying text solved other types of problems. I
attribute my ability to do that to the genes I got from my mother, who was an
author. Also, the new media gave me an opportunity to get pleasure from
archeology. Thus, this literary experience is very important, because
archeology is not a self-satisfying science for me. Many people are interested
in their discoveries, and most archaeologists probably deprecate the new
electronic media. Using this media could not yet be a popular activity because
it is so novel and requires a very specific type of computer-oriented thinking,
along with a new approach to publication design with new tools for a truly new
technology.
The editing of the text took me much time for mixing between the
speaker and the soundtrack. That struggle continued for months. At one time,
the film would pull the multimedia in forward and then it would do the reverse.
I even had moments when I thought that I could not complete the production.
Figure 21:
Interactive
video
But, when
Macromedia Director's Version 8.5 with user interaction with 3D models became
available, I recognized that I could, and would, finish my production. As a
practical matter, without some outside financial support, I couldn't develop my
own SW system. But maybe I can in my next project, which is essentially ready.
The film about Muldava runs for 25 minutes
and is interactive. In creating it, I first displayed it on an ancient wall,
separated it into twelve parts, arranged it around virtual screen icons as
buttons tied to its various parts, and prepared soundtracks with my original
music and Bulgarian-English speakers. The multimedia parts were related to
their corresponding video parts. As the last step, I made the multimedia
elements interactive with the 3D models.
When the work was
fully integrated, I was able to pay my deep respect to the remarkably inspired
people who built this oldest known spiritual settlement in Muldava, which,
although it was located in ancient Thrace, in Europe, is actually entirely
equivalent to Asia Minor's Chatal Huyouck! Thus, I was able to offer "At the Dawn of European
Civilization" as a fitting memento to Peter Detev.
I also want to
acknowledge that the high evaluation specialists gave the previous version of "At the Dawn" at the
Milano ichim01 in turn gave me the boost I needed to complete the work.
Figure 22:
The
Internet - The global
presentation
I presented a
simple version of this work on the Internet to introduce it. But by that step,
I also enabled people who already had a CD of it to enrich their imaginations.
With this parallel approach, I provided the enjoyment of the same multimedia
work both off-line and on-line. I am certain that you can picture this
interesting novel phenomenon of enhancement. I believe that this final step of
this presentation completes the current cycle of modern electronic multimedia
development and paves the way for even greater adventures in the technology, in
which I aspire to participate.
And I am delighted
that I can make my production available globally through my Web site, which is:
http://detev.spedia.net My personal
e-mail address to which you can send me feedback, which I would appreciate
deeply, is detev@mail.sokerov.com