Exhibitions, Projects

El-Astrocade
Yuta Kozaki (JP), Felix Dollack (DE), Takeshi Ozu (JP), Rina Katsube (JP)
Childhood obesity is a worldwide public health issue. It is reported that overweight children and young adults are more likely to stay obese during their life. To tackle this issue, we made use of gamified exercise and proposed the large projection game *El-Astrocade*. This game was originally implemented in the world’s largest virtual reality system at the University of Tsukuba. It encourages players to be more active, while showing us how physical activity is enjoyable and fosters teamwork and communication.

Triality
Julia Del Rio (ES), Jeon Hess (KR), Sergio Lecuona (ES), Matthias Schäfer (DE), Qian Ye (CN), Julian Reil (AT), Kevan Croton (US), Jürgen Ropp (AT), Tamiko Thiel (US), Stefanie Brayer (AT), Fabian Pointecker (AT), Markus Maureder (AT), Peter Haas (AT), Horst Grobner (AT), Oscar Ablinger (AT), Dominik Heigl (AT), Christoph Muellner (AT), Elias Wipfler (AT), Christoph Anthes (AT/DE)
In a mysterious laboratory, three participants have to synchronize to solve pending tasks. Each player perceives only one sense of the same virtual character and controls it: touch, hearing and sight. To solve the problems, the players must work together as one unit to gain a complete understanding of what is happening in the virtual world. Triality is an unconventional exploration of VR technologies that challenges the limits of our perception.

A small small mannerism and the top of an egg
Jerry Galle (BE)
A small small mannerism and the top of an egg are part of the project A.I. object recognition, Infrathin. It explores the use of language that is co-created with artificially intelligent algorithms. Galle used machine learning image recognition to describe 3D printed objects such as a urinal. The resulting descriptions resemble the writings of a deranged art critic trying to pin down an artwork using a poetic approach.

Pretext
Jerry Galle (BE)
Pretext is a software that analyses a database of existing texts and rewrites them using similar linguistic patterns. In the site-specific installation of the project, a printer prints out every 50 minutes the texts re-created by the software, which eventually will be bundled into one unique book after the show.

VR in Wonderland#1
Bàlint Budai (HU), Maša Jazbec (SLO), Aleksandra Mitic (SR), Jürgen Ropp (AT), Vanessa Vozzo (IT), Martìn Nadal (ES)
With the help of VR tools and devices for consumers integrated into our VR in Wonderland#1 system, the perception of the body of the participants in another room can be directed to a new perspective. Consequently, the VR in Wonderland#1 research setting actually makes it possible to manipulate the participants’ physical perception through self-localization. The natural view of the participants is replaced by the vision of a small robotic device running in an abstract city labyrinth model. While wearing head mounted displays and looking around, users can observe themselves from the perspective of the third person from below and above, leading to confusion about self-localization. This is a common approach where bodily illusions influence bodily self-awareness.

Immersify
Poznan Supercomputing and Networking Center (PL), Spin Digital Video Technologies GmbH (DE), Ars Electronica Futurelab (AT), Marché du Film – Festival de Cannes (FR), Visualization Center C (SE)
Immersify is a European Research & Development consortium funded by the EU’s Horizon 2020 program, connecting the Ars Electronica Futurelab with four other European partners to research the next generation of immersive media. At the 2019 Ars Electronica Festival, Immersify presents selected works at Deep Space 8K.

Calle 22
Julius von Bismarck (DE)
Calle 22 is Julius von Bismarck’s documentation of the street of the same name in Bogota, Colombia. With a high-speed camera and a spotlight, he shoots over 2500 frames per second during a car ride at high speed along the southern side of Calle 22 at night, thus capturing the varied life on the road with a powerful light. As this leads from the prosperous parts of the city to the poor quarters, he presents the urban development in a very small space and reflects the political process of a city based on one road.

SELLOUT
Onur Olgaç (TR)
SELLOUT is a real-time game for two players. It is designed around the concept and dynamics of the Prisoner’s Dilemma. Whether the players will cooperate with each other or sell the other one out is the core mechanic behind each round.

Panel: Theatre in the Digital Age
How can digital technology add to the magical, theatrical moment? Digital theatre entails a multitude of approaches and perspectives.

Journey on the Tongue
Ayako Suwa (JP), Evala (JP), Yasuaki Kakehi (JP)
Journey on the Tongue is a totally new taste and sound installation which invites you on a spectacular multi-sensory journey. Realized by the three artists Ayako Suwa, the pursuer of "Expressive food," sound artist Evala, the founder of “See by Your Ears,” and media artist Yasuaki Kakehi, who explores new haptic experiences. This work is a new perception of sound and taste.