Project Catalogue 路 The winners 路 Comments from the jury 路 Descriptions of all projects
Platform4 Awards 2011 Introduction This digital booklet contains descriptions of all the projects participating in the first annual Platform4 Awards.
Platform4 Platform4 is a non-profit organisation, in which users are invited to join in on shaping content within the art and technology frame - currently situated in a 300 sq. meter former warehouse in the Ă˜stre Havn harbour are in the center of the city of Aalborg.
Platform4 Awards Platform4 Awards 2011 was a prototype and the first attempt to give students, artists, designers and platformers the possibility to present, discuss and be honored for your technologically driven art & design projects. With more than 30 submitted projects, about 200 people visiting the exhibition in two days, more than 400 attending the Award Show and coverage in local television, radio and newspapers the Platform4 Awards showed itâ€™s relevance, opened Platform4 and the creative environment surrounding it to a lot people and created a fundament for network and inspiration.
Layout by Morten Jensen. Project images are in the rights of the project makers.
Project overview 4 Inside Out vol. II - Winner Platform4 Award 2011 6 Wolfram - Winner Peopleâ€™s Choice Award 8 Ragout Hero - Nominee Platform4 Award 2011 9 Midigame - Nominee Platform4 Award 2011 10 DMK - Nominee Platform4 Award 2011 11 Home - Land - Nominee Platform4 Award 2011 12 Bench 13 Stan - The Jelly Man 14 Homemade Solarpowered Bike Light 15 U-lamp 16 Wobble 17 Treax 18 Closed In 19 Real-time Light Animation Tool 20 Mutanimalz 21 LED Dome 22 Tunnel of Light 23 Sphere 24 Network 25 Triangular Stools 26 Generative Architectural Studio 27 Aero 28 Urban Wonder Map 29 Origami 30 Shrug Tide 31 Salma 32 The Backwater Gospel 33 The Flap Crashers 34 Last Fall 35 Mighty Antlers 36 The Saga of Biorn 37 Captain Awesome 38 The Space Between
Winner Platform4 Award 2011 InsideOut vol. II Jury comments Sometimes you meet a project that just has something inexplicable about it. Something that excites curiosity, and gives a desire to feel and explore. The feeling that it opens up. InsideOut Vol. II has it - that inexplicable thing. The twitch. InsideOut Vol. II possesses a good calm as well as many layers to explore, and one senses that a great effort has been put into the expression. The jury consisted of Anna Porse Nielsen (CEO Manto A/S, CPH), Christian Liljedahl (Artist, Illutron, CPH), Pia Burchardt (Manager, Kulturhus Ă…rhus, former member of the Danish Arts Council) and Claus Rosenstand (Professor, InDiMedia, Aalborg University).
Winner of the Platform4 Award 2012 Edit E. VIzer. (Photo by Charlotte Gottlieb)
Description InsideOut vol. II is a re-designed presentation of the previously realized real-time bio feedback performance InsideOut. This new work is more an experimental user experience design – though still includes performative elements, as it demands active participation of the users. InsideOut vol. II focuses on human data transmissions, which is understood as the activity that takes place in the body, including the heartbeat. In this way waves are created, which under normal circumstances are not to be seen – only with some electronic measurement instruments (e.g. medical equipment). These data are processed into visual and acoustic landscapes. The user is introduced to a platform that is able to make her/him sense the internal transmissions with other senses than usual, since the transmissions expressed audiovisually and fill the room with a certain intimacy. Thus it is illustrated how one’s inner conditions are affected and disturbed by the outside-inside and what it does to our perception of our surroundings, as well as our own individual body-and self-consciousness. Simultaneously some new ways of sensing arises at the
user – something close to the very intimate and hopefully surprising. Getting to know the signals of our own body and present mental state is crucial e.g. according to various aspects of social interaction. InsideOut vol. II takes a risk and calls for a conversation. Applied technology and description of installation: The user is exposed to an intimate bed-room OR similar everyday situation where by means of an open source pulse sensor and various DIY e-textile sensors (e.g. pressure, bend sensors) invisible data is caught and processed (in the softwares Arduino and MaxMSP). In this situation the user is an active participant and the installation is best suitable for one person at a time. The work is best experienced by having both speakers (for environmental influence) and headphones (individual experience) playing, though also can be displayed with only one of the mentioned. The project is created by Edit E. Vizer
Winner People's Choice Award Wolfram Jury comments Great to see how well this project works in practice. People passing through space, play intuitively with the installation. Simple and aesthetically complete. The winner of the Peopleâ€™s Choice Award was found through smsvoting at the exhibition.
Winner of the Peopleâ€™s Choice Award 2012 TS Collective. (Photo by Charlotte Gottlieb)
Description Wolfram is an interactive light installation made by TS A 12V car battery supplies the installation with power, Collective, as a part of Platform4’s “In A Box” programme. and it is fully “plug and play”; it’s mounted, connected to power, and then it just works :) The installation consists of 70 lightbulbs, set up in a 7x10 grid, where each bulb individually responds to motion. The project is created by Every lightbulb is connected to a infrared sensor, a Alex Birklykke, Martin Lynge & relay, and electronics assembled on a printboard that is Yngve Stensaker from TS Collective designed and crafted specifically for the installation. The electronics is made with optional expansion in mind, - it can easily be upgraded with microcontrollers (f.ex. arduino), which allows computer control for playing with sensor input / light output.
Platform4 Award 2011 Nominee
Description Ragout.. What? Ragout Hero is a small prototype game created in Unity3D during a gamejam called Indie9000 in Denmark on the 9th-11th of April, 2010 . The theme was bunnies, and so, Ragout Hero was born. It is a puzzlegame inspired by games like The Incredible Machine. Everything in the game was developed in 48 hours. Storyline The local carrot provider, farmer Joe, has had enough. For too long the rabbits have tormented him and his precious crops. For too long society has been helpless as the bunnies evade authorities, poop everywhere, and eat carrots... But no more! Farmer Joe has vowed to end the bunny infestation ONCE AND FOR ALL.
Jury comments Well done, especially when you know it was created in 48 hours. The idea is good and the game is easy to go to and play, without any instruction whatsoever. The graphics are also nice and fresh.
Gameplay The plan is simple: Turn the rabbits into ragout. In order to do this, you have to create the deathtraps which will turn REBELLIOUS RABBITS into delicious RABBIT RAGOUT™ - and become a true Ragout Hero! If Ragout Hero wins the Platform4 Award the money will be used for further development and the launching of the game on desktops, iOS and Android. The money will mainly be used for a Unity-license and the rest of it on the cola and snacks needed during the development. The project is created by Alexander Birke, Bjørn Højlund Rasmussen, Emil Kjæhr, Jesper Vandborg & Tim Garbos
Platform4 Award 2011 Nominee
Description Anyone who has seen an electronic musician perform on a computer has probably noticed the unusually strong presence of the laptop in front of him or her. Unlike a guitar or similar instrument, the laptop requires the performer to look at it while playing, which creates a kind of barrier between the audience and the artist. The artist cannot be fully aware of the audience, and the audience sees no direct relation between what the artist is doing, and the sound they are hearing. We (the authors of the software, bandname Chillbots) play as an improvisational electronic duo, and have experienced this problem first-hand: we have to be very aware of what we are doing musically, meaning that we have a tendency to block out the audience while playing. We wish to incorporate the audience into our improvisations â€“ the problem is that there are not enough instruments (and musical know-how) to go around. We have tried to solve this problem with a game. midiGame is an attempt to create a collaboration between musical artists and an audience. The game does this in two ways:
1. Since game events are triggered by the music, the game is visually synchronized with the music, and acts as visualization. The audience becomes are their own VJ. 2. Some player events trigger notes and effects in the music, which the artists have to respond to. This gives the audience a chance to influence the music directly, without the need for actual instruments or musical skills. The game is controlled with a standard Xbox 360 game controller: D-pad: Move in a direction Select: Stop music (only for demonstration purposes) Start: Start music (only for demonstration purposes) The aim of the game is to collect pickups while avoiding explosions. The character of the sound changes continuously, but gathering pickups keeps the sound clean of effects. Getting hit by an explosion significantly alters the sound, until pickups have been gathered. The project is created by Christopher Aaby & Frederik Hoejlund
Jury comments Enormously interesting that the creators of the project has taken up the issue with laptop DJs hiding behind the screen. The interesting part in this project was the playful and experimental ways to overcome this problem.
Platform4 Award 2011 Nominee
Description I dagligdagen er vi omgivet af mange lyde. Nogle er rare lyde, andre er irriterende eller måske direkte ubehagelige. Nogle opfordrer os til at lytte bedre efter. Andre igen optager dagligdagens lyde og laver musik eller lydlandskaber ud af dem. I DMK har jeg tilladt mig bogstaveligt at gøre hverdagens lyde til musik og lader beskueren agere komponist på en simpel trommemaskine hvor lydgiveren er almindelige køkkenredskaber. The project is created by Sune Pedersen
Jury comments Fun idea to play with kitchen equipment sounds that way. Simple and not too much explanation. It invites us to create our own stories.
Home - Land
Platform4 Award 2011 Nominee
Description The project “Home / Land” is based on a 10 minute, Cutout and Drawn Animation film of the same title. The film is a Danish/French Co-production and is produced at The Animation Workshop, Viborg. The animation film is about immigration, integration and at its core is the story of a relationship: How a loving couple deals with a demanding situation. It is a commentary about displacement and the pursuit of a ‘promised land’. The proposed experimental interactive installation is a co-production with Carte Blanche Theater, Viborg. The target audience is youth and adults alike. It is laboratory of unconventional storytelling. By using selected segments of animation in a spacial and
exceptional manner, the participant is drawn into a maze of experiences; a reactive playground of emotions and behaviors. For example: In the film, disillusionment and pressures of conformity lead to a great, gladiator-style battle between the characters. In the instillation, the drawn projection of a coliseum including a roaring crowd of thousands, is projected 360⁰ in a spherical arena. The participants themselves are animated by this powerful and absurd situation. They create a personalized storyline by activating various projections and by making individual choices. The project is created by Michelle & Uri Kranot
Jury comments Wracking to combine animation with interaction! The idea to create interactive animation is what makes this project stand out from the others.
Bench Description The project is for a bench based on combining simple techniques with complex structural movement. The bench is created out of wood lamels and wires. The lamels apparently have a regular rectangular section, but when looking close, it can be seen that the lamel section varies, it isnâ€™t always a rectangle. In some of the lamels, the corners are cut off, according to different angles, resulting in different irregular hexagons. Two wires go throught the lamels and by pulling the wires, the lamels compress into each other and start to move. The lamels adjust to each other, according to their angles, resulting in the shape of the bench. The complete movement from down to up-rised is made by adjusting the tension in each wire, during the movement.
Created by using simple materials and techniques, being innovative, functional and inspiring, I believe the project is in the spirit of Platform 4. The bench is now built in 1:5 scale, but I would like to make it in 1:1 scale, not only to be used as a bench, but also as a moving functional sculpture. I have the drawings ready and have the contact for two companies which are interrested in helping with its creation. If this project wins, I would like it to be placed in Platform 4, both to be showed and suggest how urban furniture could be designed in the future. The project is created by Jesper Hildebrandt Andersen
Stan - The Jelly Man Description The idea of this creature is that this is a remote control little robot that looks like jellyfish. Stan-is it’s name- has two propellers from old boat toy attached to his “body” and can be moved by remote control used from other toy car. Stan is waterproof and can swim in the water just like a real jelly fish! And it better be, because there is like a kilo of glue, I think that we even broke one glue gun by fixing up Stan-ups! But this is all for the sake of our beloved Stan :) Stan is a beautiful jellyfish because when ever he moveshe shines like no other jelly- he has led bars in each of his five tentacles (plastic tubes) that shines pink except for one tentacle that shines blueish,but this makes Stan special :)
And all of Stans brain is protected under his plastic dome scull on an transparent orange plastic plate. Stan is one of a kind jelly man and has the right to compete for the Platform 4 award! If Stan wins the Platform4 Award the money,would go to making him bigger and more advanced. More control over light and movements as well as improving the overall look and make it more jelly fish like. The project is created by Thomas Helbæk Petersen & Kristina Serovaite
Homemade Solarpowered Bike Light Description A quick and dirty hack, to avoid run down batteries on my bicycle. The entire project was done in an evening, and is based on my original bicycle lights, and a solar powered lawn lamp from biltema. The lights work by charging batteries during the day, for safe travel at night. The project is created by Jesper Brix Rosenkilde
U-lamp Description The ULamp is a battery powered underwater lamp that, like a submarine, is able to dive and surface vertically in water. Lakes, harbors and other water basins are interesting. They have a depth and a spatial dimension that we normally cannot perceive - Especially in the night time where water basins only seem like a big black surface and nothing is visible to the the human eye. However, by adding underwater lighted points a whole new dimension and world will be present. A jellyfish is experienced in a whole new way when it is backlit and it is suddenly not only possible to perceive the depth, but also the darkness, in a new way that was not possible before. In that way the light emphasizes darkness. Without light there is no darkness. And without darkness there is no light.
The first model has been tested and the concept is working. It is fascinating to watch the mystical light appear from the seabed to the surface and then again disappear in the depths of the dark water. Urban water areas and festivals are a perfect home for the ULamp in where it will mystify arouse curiosity and add a whole new dimension to the surroundings. The project is created by Asger Risborg Jakobsen & Thomas HelbĂŚk Petersen
Wobble Description Field studies of new parents and their children have revealed that although children show a great interest in images they rarely get the opportunity to explore the family’s digital photos. The photos are stored out of the reach of the child and on equipment not suitable for creating a pleasant set up for reliving the memories. Children need a product that supports their desire to benefit from family photos. Wobble – a new product that brings the family’s personal photos into the child’s reach. Wobble uses the digital family photos to stimulate children’s development of speech, motor skills and cognitive abilities. In contrast
to traditional digital photo frames, the display of photos is controlled by motion – creating a rich and fun way of interacting with the product. Wobble is designed to withstand children’s play and to create a comfortable photo viewing situation for parent and child. If the project won the Platform4 Awards 2011 the money will be used on transfering the concept to different tablet and smart phone devices. The project is created by Mads Busk Larsen & Morten Jensen
Treax Description The TREAX pads are a tool for application in the process of rehabilitation following Brain Injuries. The pads enable the therapists conducting the rehabilitative training to compose a wide range of exercises challenging both perception, cognition and motor skills. An approach to Brain Injury rehabilitation that is recommeneded by the newest research on the area. Through the exploitation of simple technologies The TREAX Pads add flexibility, playfulness and motivation to the very serious and intensive task of Brain Injury rehabilitation. The TREAX Pads is the result of a Master Thesis project at the Industrial Design Speciality of the School of Architecture, Design And Planning, Aalborg University. The Project is created by student Tanja Aabo in collaboration
with INNOVAID ApS - who are developing and selling tools for rehabilitation - and Hammel Neuro Centre - one of two national centres for rehabilitation of Brain Injuries. The Pads have been developed through a User Centred process, actively involving brain injured patients and physio- and occupational therapists at more stages of the development process. The project is created by Tanja Aabo Pedersen
Closed In Description Joy, pain, wisdom. In this live performance you will see the struggles of an individual who is born into a new, yet unknown environment. He is forced to face his own nature in order to gain freedom of this reality. An experience through light and darkness. The project is created by Andras Koczka, Laszlo Szabo & Bjorn Thorlacius
Real-time Light Animation Tool Description RLAT was developed as an artist tool to take traditional light paintings and light animations further. Traditionally light painting was shoot with a digital SLR camera with no live preview possibilities thus leaving the artist to only imagine the process. RLAT makes the process of painting with light and making animations with this technique less tedious, fun and more intuitive with a live preview of the painting process and automatic and immediate compilation of the animation. The tool can be used with a built in or external webcamera and only MAC compatible. Further development of the tool includes the possibility to use it as a post-
production tool making it possible for the artist to shoot high quality animations with a digital SLR camera while being able to see a live preview and the use the tool to automatically compile the animation. RLAT has been exhibited at Platformation and Tricks on Tracks and has been used in workshops on light painting/ animation by the TS Collective. The project is created by TS Collective
Mutanimalz Description Our project is a pc game named “Mutanimalz” initially made for Indie9000, 2011. Since then we have kept developing and polishing the game. The game is a 2-4 multiplayer platform battle extravaganza. The main feature is the player’s ability to change the form of his game character. The three different forms have different battle skills, strengths and weaknesses. The player must always consider which form will give an advantage at any given point! The game is designed to be easy accessible for new players. Anyone can learn to play immediately. A player can also join a running game anytime simply by selecting his favourite controls and pressing the “A” button.
The game also features: * Original hand pixeled graphics * Four original tunes * Numerous sound effects * Fast and fun gameplay * Option to use Xbox controllers If Mutanimalz wins the Platform4 Award the money will go to the licenses needed to launch the game on Xbox live and additional money on promotion and further development. The project is created by Michael Kortegaard Lynge, Mads Dancker-Jensen & Jan Jensen
LED Dome Description Denne dome består af 2 forskellige størrelser trekanter, der sammensat danner en halvkugle. Domen er en struktur som bruges i talrige konstruktioner og figurer. Den kan indgå i alt fra bold til bolig. LED-belysningen giver mulighed for at undersøge og sammensætte mønstre i domens struktur.LED Domen ændrer udtryk og karakter ved at skifte farven på stængerne. Det giver mulighed for leg med lys og mønstre i domen. LEDbelysningen består af en række lysdioder, som hver kan lyse rødt, grønt eller blåt. Ved at sammensætte farverne i forskellige mængder (RGB-farvesystem) dannes alle farver i spektret. The project is created by Jørgen S. Mortensen
Tunnel of Light Description Tunnel of Light is an illusion of a rainbow colored light tunnel. The project is created by Asger Risborg Jakobsen
Sphere Description Over gulvet hænger et kugleformet spejllegeme. Legemet gengiver lyset fra det omkringværende miljø i et sfærisk forvrænget hele, hvorved tilsyneladende adskilte genstande, individer og begivenheder fremstår som ét på spejlkuglens overflade. Lyde i nærheden opfanges af sfæren og gengives igennem en modellering af Jordens “rumklang”, som er baseret på seismiske målinger af jordklodens subsoniske efterklang fra et gigantisk jordskælv i Bolivia i 1994.
Værket, som fysisk objekt - en genstand af træ, spejlfolie og elektronik, er ideelt set uvæsentligt. The project is created by Kristian Ross
Network Description The installation â€?Networkâ€? discusses the nature of our network. A tent for one, that lies like a filter between the inhabitant and the world and thus filtrating impressions as well as expressions. Parchment paper cuttings give the installation a crisp and translucent appearance, fragility, and yet it is vibrantly present. A tent, yet no real protection from the forces of nature. A camp you always take with you. No shelter; closer to an embrace. A set off point for exploring the world. Comfort? Trying to give our relations a physical appearance. A discussion of the meaning and consequences of networks for any person and for our interactions with the world. The project is created by Belinda Nors
Triangular Stools Description This project is made for Platform4 in Aalborg. The stools is made to fit into this environment, which means the concept has to be easy and flexible to use. The stools can be individually used, but also assembled into larger units, as a modular system. An individual stool contains five surfaces, that can be used either to sit on or up against. One of the main guidelines in the project was to make it transportable, and represent Platform4 around the country. Thatâ€™s why we choose to work with a modular system that is easy to assemble and transport around.
What if you could hear what people are telling the triangle? You can make the triangles interact with each other (by adding microphones and speakers in some of the stools) What if the light is more intensive or the music is more loud the more stools is assembled. What if one clap on each stools will make you order one beer in the bar. By including microphones, speakers, sensors or light the possibilities are endless.
At the moment the stools are interactive because of their shape. people are already using them in different ways. As building blocks and individually.
At the moment the chairs are interactive in a very nontechnological way. This is an interesting interaction. But it could be interesting to test other technology based kinds of interactions.
By including technology, the stools can be interactive in other ways. The surfaces are easy to remove and different kinds of electronics can be added to the objects.
The project is created by Madebywho - Terkel Skou Steffensen & Hans Toft Hornemann
Generative Architectural Studio Description The Generative Architectural Studio introduces computerbased strategies for generative systems within an environmental oriented architectural framework.
The studio is organized by Mads Brath and Isak Worre Foged at the Department of Architecture, Design & Media Technology, Aalborg University.
Programming skills are developed and inserted into a design methodology that investigates the organization of a membrane connecting the Platform 4 building in Aalborg with the climatic environment.
The projects are created by Andreas Larsen, Chris Strunck Christian Malte Iversen & Kenneth Glasdam
Aero Description The Aero Pavillon creates a circular airflow stream perpendicular to its openings developing an upward draught at the inner side facing the wind and a downward draught on the opponent side. The invisible environment becomes a constructive element and emphasize the immediate understanding of the airflow, which again define the perceptive characteristics of internal space. Environmental conditions of wind combined with the penetration of light through the structure is thereby utilized as means for architectural
articulation. The simplicity of the form is created from the controlled complexity of planar plywood plates in digital parametric models for simple and fast production and assembly. Structural integrity is maintained through an interlocking system created of three types of elements â€“ horizontal plates, vertical plates and dowels. The project is created by Jonas Nielsen, David Thomsen, Mads Skak, Henrik Jacobsen, Phillip Klausen, Laura Bogstad
Urban Wonder Map Description Urban Wonder Map reveals the hidden treasures of the city and invite you to explore the urban space from new and unexpected angels. The project wants to focus on the small interruptions and wonderments in the streetscape, which will make forgotten stories, new experiences, hidden artwork and oases accessible for you. Urban Wonder Map places itself in the nexus between mapping, street art and gameification and together it creates a playful, experience-based exploration of the many layers in the city. Urban Wonder Map is build around an App, which gives you access to new dimensions of the city (either in a visual or narrative form) when you are out exploring it. For instance you can se old pictures of the location you are on which gives you the opportunity to look back
in time to e.g. the 1920ies or just a week ago when there was this awesome graffiti work on the wall. Or the App can tell you secret stories of things that have happened on the location. This way the App is a portal to a collective memory of the city. By uploading your own photo or story from a location you earn “street creds”, which are points you can use to gain access to even more layers of the hidden treasures in the city. The more content you contribute to the Urban Wonder Map, the more wonders of the cityscape you gain access to. At the moment the App isn’t fully developed, but at the Platform 4 Exhibition you can see a muck-up of the concept. The project is created by Urban/Goods
Origami Description Theme: Art & technology Question in focus: â€œWhat is art and technology?â€? Element in focus: Origami - The art (and technology) of paper folding Why origami? The word art is part of the common description + paper is an essential tool (and technology) in communication, education and science - but also very low tech. The project is created by Niels Peter Hvillum
Shrug Tide Description My objective in developing this imaginary world of the Shrugs and their island is to create a tale of essential beings as image of our own relationship to the nature inside and outside of us. My wish is to share Shrug films as poetic introductions to more serious discussions around our own relationship to nature, for example as first part to documentaries on integrating natural living in our present society, or discussing the issues of Natureâ€™s changes. It could specifically be used in schools or various programs with children to approach these subjects. This film is conceived as a common narrative space where people of all ages and backgrounds can find identification. It is a useful tool to bridge through short stories, into important discussions of more tangible reality. The Shrugs are a personal interpretation on many metaphors at the base of human idealism. The main ones include the constancy and mystery of change, the paradox of individual and multiple, and the power of adaptation.
The Shrug projects seek influences in their conception, visual design and sound environment in the worldâ€™s native cultures and older traditions, This is because I have found that one finds there the essence of human dreaming, human nature and life cycle linked and depending on its surrounding environment. The strong parallels and similarities in these traditions throughout the world speak to the richness of their vocabulary of human inner life. Therefore it is important to me to use them as the grounds on which to grow my stories, and reflect them in elements of Shrug living, and the sounds and melodies that make up their world. They are also With this film I want to bring forth a message of possibility in a light poetic form suitable to many. The possibility in our levels of interconnectedness, in unification from micro to macro. The unification of the individual with itself, its community and environment through the inclusion of differences, the strong necessity to work together for a common goal, and the possibility of it being a liberating thing. The project is created by Alina Constantin
Salma Description Salma is a film about a girl living in a land recovering from war. One day her father dies in a cluster bomb accident. This tragic event shrouds her mind and leaves her desperate and lost in a world she does no longer recognize. The project is created by Anders Friis Christiansen, Martin Sand Vallespir, Kirsten R. Grann, Michael Nielsen, Astrid M. Lauritsen & Rikke Skovgaard.
The Backwater Gospel Description As long as anyone can remember, the coming of the Undertaker has meant the coming of death. Until one day the grim promise fails and tension builds as the God fearing townsfolk of Backwater wait for someone to die. The project is created by Bo Mathorne, Tue T. SĂ¸rensen, Arthur Gil Larsen, Rie C. Nymand, Mads Simonsen, Thomas H. GrĂ¸nlund, Esben Jacob Sloth, Martin Holm-Grevy.
The Flap책Crashers Description Three young birds long to experience what is beyond the high mountains of the valley. Flap must overcome his fear of flying after a terrible accident, if he is to migrate out of the valley with his two friends. The project is created by John Mallett, Karina Posborg, Steffen Lyhne, Lars Kristian Sunde, Maria L. Poulsen, Steffen Hansson.
Last Fall Description When an accidental plane crash causes a devoted father to lose his little daughter, he follows her into death and discovers a mechanical Afterlife. This uncompromising, robot-controlled system presents him with both danger and hope. The project is created by Andreas Thomsen, Esben Andersen, Louie Ishii, Ole Christian Gulbrandsen.
Mighty Antlers Description A man drives his car furiously down a narrow road, surrounded by a vast forest. When he encounters a deer in the middle of the road he makes a villainous attempt to ram it. However this particular hit and run has jaw crushing, battering consequences. The project is created by Sune Reinhardt, Mikael IlnĂŚs, Michael L. Fonsholt, Jouko Keskitalo.
The Saga of Biorn Description Biôrn, an old Viking is determined to reach Valhalla, the warrior’s afterlife full of excessive drinking and debauchery. To Gain entry he has to die honorably in battle, but he discovers the right death isn’t so easy to come by. The project is created by Benjamin J. Kousholt, Mads Lundgaard Christensen, Jesper A. Jensen, Jonas K. Doctor, Steffen Lyhne, Pernille Ørum Jensen, Daniel D. Christensen, Frederik Bjerre-Poulsen, Jonas Georgakakis.
Captain Awesome Description Captain Awesome is about to save the day once again, when an upset stomach threatens to ruin it all. A story of a superhero’s race against time to save his image or humanity before it all goes down the drain! The project is created by Ercan Bozdogan, Ninni Pettersson, Mikkel Aa. Sørensen, Andreas Husballe, Jonas Mølgaard Jensen, Lars Krømhoft.
The Space Between Description The space between is alluring because you do not know how to deal with something you cannot describe in words. The project contains a political, anthropological and sociological element, but the most important element is the form. I have recorded several conversations I had with frequent guests at different pubs in Aalborg. I have transcribed the conversations without my comments, so the dialogs are transformed into monologs. Every time I said something in the original conversation, there is a gap for about 10 seconds. There is no audible transition between the persons and the spaces in the monologs. The monologs are recorded by Kristian Ravn-Ellestad. The voice appear slowly and monotone through the recording, which has a length on 3 hours. It is my hope that the form is able to reach out to the space between the spaces, behind the unspoken, behind the thoughts that is created by words. I have constructed a completely dark room to enter into a dialogue with the monotony â€“ all meaning and symbols is cut out. It is considered as the closest way to make a non-existing room where opinions arise. The project is created by Johanne Merke