communication

Mood to Commmunicate
Bettina Gangl (AT), Birgit Pölz (AT), Helmut Doblhofer (AT), participants in Virtual Office FAB Linz (AT)
The young people of the Virtual Office have thought about alternative forms of communication and asked themselves how humans can communicate with their environment. From the questions relevant to them, an installation was developed that you can explore today.

Tweakr.io - Drop your file, improve your work
Antonia Beck, Tobias Gruber, Clemens Makoschitz, Tobias Micko, Sebastian Schreibmaier (AT)
Tweakr is an online plattform to make visual collaboration between a client and a designer faster, collaborative and more pricise. Share the Tweakr link over the existing ways you communicate and Tweakr simply extends your creative workflow.

The World in 24 Hours
Robert Adrian X (CA/AT)
In 1982 this telecommunications program attempted to combine SSTV, computer communication and telefacsimile in a global multimedia telecommunication project. The conceptual intention of The World in 24 Hours focused on demonstrating the global nature of electronic networks—as well as the fact that most of the globe was missing from the network (all of Africa and South America and most of Eastern Europe and Asia), and to challenge the hegemony of the one-to-many broadcast media by using the telephone system for one-to-one multimedia interaction. Another aspect was the attempt to make a statement about a new role for the artist in the age of electronic media as a creator of the space for art rather than as a mere a producer of objects. During the project artists around the world connected in a non-stop series of dialogues beginning at 12 noon on September 27 and ending at 12 noon on September 28, 1982 (Central European Time).

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.

Infusing Empathy in Self Driving Cars Through Anime Expressions
Yuki Moriyama (JP), Eiji Kawata (JP), Ryohei Fukushi (JP)
In collaboration with Japanese animation studio Polygon Pictures, Mercedes-Benz has designed animations of different scenarios in which autonomous vehicles could build informed trust with humans. The basic idea when designing animes is that a lot of emotion is expressed in a few strokes. The key issue that this project concerns itself with is therefore: How can these basic principles be used for intuitive communication between human and machine?

Groove – Motion as a Language
Studio 7.5 (DE)
This project investigates the communicative potential of reactive surfaces and focuses on the collaboration between humans and autonomous vehicles. The membrane perceives and reacts to the environment like a sea anemone. The aim of the project is to use these expressive possibilities to transmit processes and intentions of an autonomous system to the environment.

Spatial Turn – Interactive Portfolio
FH JOANNEUM Institute of Design & Communication (AT)
The installation Spatial Turn shows numerous projects created by students in the fields of communication design, exhibition design, interaction design, media design and sound design from recent graduates of the Institute of Design & Communication of the University of Applied Sciences Graz as an interactive media portfolio experience.

Smartphone Archeology
Anna Miklavic (AT), Vanessa Pichorner (AT)
How will we look back on our smartphone in 100 years? What could an analogue long-term archive time capsule of our smartphones look like?

Lichtzeichen
Lars Schrodberger (DE)
Language is the key to human communication. Ever since the invention of letterpress and book printing, humans have been fascinated by type and language. However, the written language has lost its magic over the years. That’s why I want to bring back life to the magic and mysticism of type and language. In order to achieve this, I created a machine for translating and interpreting written words, texts or single letters into emotional and abstract light signals.

FUNGUAGE ROOM
Koichi Araake (JP), Eiji Iwata (JP), Michinari Kono (JP), Norio Sasaki (JP), Asa Ichinozuka (JP), BANDAI NAMCO Research Inc. (JP), Hakuhodo Inc. (JP), Ars Electronica Futurelab (AT)
How could a language between humans and objects look like? Maye like FUNGAUGE - a new form of language enabling humans and non-living material to communicate more effectively with each other. BANDAI NAMCO Group, a globally leading entertainment company, and Hakuhodo have been researching this question since 2017, together with the Ars Electronica Futurelab, building on the idea that FUN could be a universal language that transcends cultural boundaries. The current research progress and background is shown in a FUNGUAGE ROOM, where the new language is installed in a real-life environment.