Erika Katalina Pásztor


Erika Katalina Pásztor (HU)
Erika Katalina Pasztor is an artist-entrepreneur building up concepts, projects, teams and organisations alongside multidisciplinary creative work related to social and communication issues. She is a cyber-knitter connecting thoughts, people and methods using new technologies. Studying several genres like architecture, visual and business communication as well as intermedia art; her artistic research focuses on revealing new forms and methods to represent abstract interconnections and processes. She started and realized projects like Story generator (1999) - a new visualization approach of film dramaturgy; Public Interludes (2004) - a simulation concept for city development based on the social inter-player's motivation patterns; 15 years transit (2004-2006) - a three channel audiovisual installation about architecture and architects; Reality_Resonance, (2004-2006) - an interactive video installation of pseudo semantic video archive of mobile phone videos; Verba-Signa Popularia (2006-2008) - a large scale, custom designed LED display visualizing e-mail archive data of the Corvinus University in Budapest. Her works were shown several collective exhibitions and festivals across Europe. She owned Rubik Scholarship (1989), George Soros Scholarship (1999), EMARE European Media Arts Scholarship (1998, 2000), with her Gate video installation she won the SUB VOCE (Palace of Exhibitions, Budapest, 1991), international media art exhibition's 2nd prize. In 2006 she won the first prize of the Art Universitas programme's art competition with a large scale data-visualization wall design. She is one of the founder (2000) of online cultural news - now market leader - site about contemporary architecture, urban and visual culture. She currently works as an independent artist/researcher and as an art & architecture related journalist. As a designer she contributed a lot with broadcast and audiovisual communication designs to televisions, corporations and institutions. Now she has commissions as a design and communication expert, publishes articles, studies, interviews and holds lectures, initiates and moderates events, symposia and talk shows. She taught at the Moholy-Nagy Art University in Budapest (1989-2007), and as the head of the video department she introduced new hybrid educational programme (2003-2006) as well as she co-designed the curriculum of the Media Design programme launched in 2007. She earned DLA (Doctor of Liberal Arts equivalent to PhD) degree in intermedia arts at the Hungarian University of Fine Arts in 2007. (, 6.10.2014)
Nothing Special Happened

THE OLD STORY: My formal video works are based on audio-visual expressivity using the special effects what video post-production ever could offer. “Joz, Ek & Lili” is almost a traditional filmstory but using a lot of image and sound manipulation. It “reconstructed” the well-known myths of Paris and the three goddesses in contemporary scenes. The story of the Golden Apple is pre-destined. (The choice of Paris leads definitely to war.) It is mirroring the importance of key-points in linear structure, including possible human participation. The story’s causal line is a certain development, indepent from the actual players. Sometimes we call this “destiny”. The key figure’s-character is formed by the necessity to fit in.
THE LAST UPDATED VERSION: This video is an experiment to create new links between the different players, rebuilding the old story inlets say like “hypertext” language. The last updated version of the Golden Apple story would be different when the goddesses do not participate in any competition the whole story ends immediately. There is no anger, no jealousy what leads to war, nothing to tell anymore: no news! However Paris, our hero in this version says somewhere: everything happens in the background, even if it exposed I know: nothing. Anything can happen if all exists in this made up present and nothing is coming to be again.

  • © Thomas Bruns

The concept of the Story Generator is based on the supposition that every linear line of events described by time and space can be transformed into a certain 3 dimensional space where time fragments are becoming visible as continuous and simultaneous space. Therefore the different parts of the story (movie, personal perception, etc.) change to be the segments of the space what we (the viewer) entirely can see and control. This 3 dimensional observation of linear and dependent line of events opens up the logical connection between simultaneous happenings in different spaces. This method works perfectly for examining and processing complex structures having complicated interconnections between its elements. (In our research we found similar examples in scientific research of social network structures: Strategies for Visualizing Network Structure, Lothar Krempel, Max-Planck-Institut fuer Gesellschaftsforschung)

We started to analyze action movies in this project. The action movie features events in every minute. Usually the story is basically simple, but - as the evolution of the action films show - it is becoming more and more sophisticated. First we created diagrams (graphs) of the structures of several action movies' story. In these graphs the players were the nodes and we drew the different types of the connections between the nodes as different paths. In the second stage of the project we created a special combination of the different type of action movies.

We created the program based on this structure and it became the prototype story for the Story Generator. The program was written on Linux systems, but should be pretty easy to port to other unix-like systems and even to Windows once the necessary libraries will be ready. The program uses the free 3D library Coin (which in turn uses OpenGL) for 3D rendering. Currently it needs a Linux system with OpenGL, X11, and Coin installed to run. The models used were made in the freeware modeler/renderer Blender, exported as VRML models, which Coin is able to import. Everything on the screen is calculated real-time, thus the user has absolute freedom to go wherever he decides to go during the course of the movie. However, the events are currently "prerecorded" meaning there's no variation of the different events, they always happen in the same order and at the same place. An obvious place for improvement would be to make the happenings "independent" from the program (currently they're pretty much tied to the program unfortunately), allowing the "playback" of different scenarios/scripts. The ultimate goal would be implementing the 'story generator' part, which would make it possible to generate scripts based on user input (e.g. number and sex of enemies, heroes, policemen, number of kills, etc.), thus allowing a practically infinite number of scenarios.

Budapest, May 23, 2000


Erika Katalina Pásztor (research, concept development, visualization)
Ákos Balázs (software engineer)
Anita Sárosi (co-designer)