Call for Papers. Synaesthetic Syntax IV: The Ghost vs the Machine

Infinitely Yours,  Miwa Matreyek, Golden Nica winner, Prix Ars Electronica 2020

In this, our fourth symposium at the critical juncture of embodied, sensual perception and the processes and technologies of expanded animation, we turn our attention to kinaesthetic and physical presence. Our human senses of proprioception (detecting our own position in space) and the vestibular system (detecting gravity, movement and balance) allow us to map our surroundings, navigate through space and detect the proximity of others. In an age in which our city streets have become a film studio with our every movement tracked by surveillance cameras and our every thought, memory or social interaction mediated through the camera, GPS, microphone and motion sensors of our smart devices, what does it mean to have a body? In what ways can expanded animation explore the physical presence of the live human body in motion and what is the role of technology in relation to this?

Venue

The conference will be held at the Ars Electronica Festival in Linz, Austria. The media festival will take place on the 6th–10h of September 2023: https://ars.electronica.art/festival/en/.

Call for Papers

We are looking for thought-provoking proposals that present innovative perspectives on working in expanded animation with the live body in motion. The questions we are interested in include, but are not limited to:

  • How can we critically and creatively use live performance in animation and animation in live performance? 
  • What can the liveness of performance bring to animation in terms of improvisation, participation, spontaneity and unpredictability?
  • Since ancient times, thousands of years of performance practice have produced many different ways to move a body from stylised forms of dance to exaggerated clowning. What is ‘life-like’ motion and why does psychological realism remain a goal for animated characters who are, after all, not human? 
  • In what new ways can the properties of human kinaesthetics be applied to animation? How can balance, gravity, weight, movement patterns, spatial mapping and proximity detection be re-imagined and creatively explored?  
  • What are the ethics of capturing and re-appropriating a performer’s physical movement signature with mocap? How can we counter the algorithmic biases built into the fabric of motion capture systems and the under-representation of different demographics in motion capture libraries? 
  • How might the technologies of surveillance, motion detection and capture be subverted and used for new artistic purposes?
  • How can the space in which performance takes place be animated and what impact does this have on performer and audience experience?
  • Can animation be used in live performance to disrupt theatrical conventions such as the fourth wall and unity of time and space?
  • How can animation be used to create proximity and communal experience in connected audiences?
  • How can AI technology revolutionize/change the way we will animate human bodies?
  • What does it mean to have a body in interactive animated environments (metaverse, games, VR)?

Deadline

Submission deadline: Friday, 26th May 2023

How to Submit

We call for papers, presentations and responses to our themes above.

Submission is via Oxford Abstracts at this link: https://app.oxfordabstracts.com/stages/5966/submitter. You will be prompted to create a free account with Oxford Abstracts.

Your submission should include:

  • Title of your presentation
  • Abstract (brief summary of your proposed presentation) 500 words (including bibliographic references)
  • Short Biography – 200 words
  • Relevant links to moving image work/websites etc.

If the paper is practice-based, it should include reflection and contextualisation in addition to presenting the practice. We will not accept papers that propose to show the practice only.

Finally, we are unable to provide feedback on individual submissions.

Keynote: Ghislaine Boddington, body>data>space

Creative Director, body>data>space / Reader In Digital Immersion, School of Design, University of Greenwich 

Ghislaine Boddington is a curator, presenter and researcher, known for her pioneering work placing the body as the interface for digital technologies and exploring telepresence, digital intimacy and virtual physical blending since the early 1990s. Her research led practise, expert direction and curations include “Robots and Avatars” (EU/Nesta 2009-11), “me and my shadow” (National Theatre 2012), Nesta’s FutureFest 2015-18 and the recent exhibition/symposium Extended Senses and Embodying Technologies (UoG/UCA Sept 22). In 2017 Ghislaine was awarded the esteemed IX Immersion Experience International Visionary Pioneer Award for her long-term work on collective embodiment within digital immersion. She is an expert presenter for BBC World Service Digital Planet weekly radio show/podcast, a member of the DCMS College of Experts and a Trustee for Stemette Futures. Her websites can be found at Linktr.ee 

Committees

The symposium is jointly organized by Dr. Juergen Hagler, Ars Electronica, University of Applied Sciences Upper Austria, Hagenberg and Professor Dr. Birgitta Hosea, Animation Research Centre, University for the Creative Arts, Farnham, UK.

Scientific committee: Professor Rose Bond, PNCA, USA; Andy Buchanan, independent scholar; Associate Professor Max Hattler, School of Creative Media, CityU, Hong Kong.

Synaesthetic Syntax: Gestures of Resistance

Synaesthetic Syntax is a one-day symposium on Sunday 11th September as part of the 10th Expanded Animation section of the Ars Electronica Festival. The event explores the complex relationship between sensory perception and expanded animation. In focussing on the primacy of the senses, the symposium aims to ask questions about the seduction of technology and how to maintain a discourse of what is fundamental about being human. This year’s theme is touch, gesture and physical movement. For more details about the presentations and how to view them online, go to the website for Expanded Animation.

We are delighted to welcome our keynote speaker and winner of a Golden Nica at this years Prix Ars Electronica: Rashaad Newsome. He will be giving his keynote presentation at 14.00 (CET) on Friday 9th Sept.

To be human, to be in a body, is to move and to feel; to move as it feels and to feel itself moving.[1] However, bodies do not exist in isolation. Bodies collide with one another in social contexts. They have the power to affect others or to be affected themselves. Bodies are structured by culture, but they can also resist. Motion and sensation felt in the body leads to change.[2]

At the time of organising the symposium, a line of tanks, armoured vehicles and troops 40 miles long were approaching Kyev: literally illustrating change in motion through technology. How can animation respond to this? How might technologies of gesture, proprioception and motion be used to create animation that goes beyond formalism and is able to reflect upon the forces that seek to contain movements towards change?

The sensation of touch can be brutal and violent or tender and loving. Through ‘haptic visuality’[3], a sense of touch can be evoked in animation by triggering physical memories of smell, touch and taste that engages the viewer bodily to convey cultural experience rather than through a use of language. How can touch be used in animation to create community or share memories?

Presentations:

The presentations respond to the following questions:

  • How to critically reflect on the tools and technologies of touch and movement used to create animation – motion capture, tablets and pens, sensors – and the data sets and libraries that they create?
  • How might the capture of motion, gesture and proprioception be used to innovate and tell stories of new communities?
  • What is the role of touch in conveying memory?
  • How might touch and biofeedback data be used in new ways to create animation?

[1] Paraphrase from p1. Brian Massumi, Parables for the Virtual: Movement, Affect, Sensation (2002, Duke University Press)
[2] Cf. Massumi, op. cit.
[3] Laura U Marks, The Skin of the Film: Intercultural Cinema, Embodiment and the Senses (2000, Duke University Press)

Synaesthetic Syntax II: Seeing Sound / Hearing Vision

In this second symposium for Expanded Animation at Ars Electronica, we continue our exploration of affect: how animation is felt through sensory information processed by the body. For the second year, this takes a focus on inter-relationships between hearing and seeing.

From the early pioneers, both the audio and the visual components of moving image have been intrinsic to the medium. According to experimental filmmaker Walter Ruttmann (1887-1941), the ‘music of light has always been and will remain the essence of cinema’. Another pioneering avant-garde filmmaker, Germaine Dulac (1882-1942), connected this with movement, ‘cinema and music have this in common: in both movement alone can create emotion by its rhythm and development’.

Our intention with this symposium is to go beyond superficial, formal connections between sound and animated images to think about how the senses are engaged and thus the central role of the body in engaging with perception and experience. Indeed, philosopher, Maurice Merleau Ponty argues that synaesthetic connections –  the cross-wiring between all our senses – is at the root of perception, how we understand the world. In using digital technology we are working with a synaesthetic medium in which all sense perceptions can be codified as inputs and expressed in a common language of zeros and ones that can be fluidly interchanged.

In raising issues about the senses and the body, we are also responding to these peculiar times of pandemic when so much of our interactions have been mediated through a screen rather than through direct experience and physical encounter. We have chosen a range of different speakers who responded to our themes in different ways and I do hope you find all of the talks thought provoking and inspiring.

For more information go to https://expandedanimation.com/#12-09-2021

All talks are archived on the Expanded Animation You Tube channel.

Birgitta Hosea/Juergen Hagler, co-organisers

CFP. Synaesthetic Syntax II : Seeing Sound / Hearing Vision, Expanded Animation symposium for Ars Electronica

Image: Refik Anadol, Machine Memoires: Space

Submission deadline: 30th June 2021
Symposium details: Sunday 12th September 2021, Ars Electronica, Linz, Austria (online)
Submit proposals here: https://easychair.org/conferences/?conf=ea2021

In the age of pandemic, our previously normal experiences of human touch and intimate proximity have become mediated by the screen rather than felt directly. We can no longer hear live music and feel the sonic vibrations; see a painting’s texture in close proximity; become immersed in the events of live theatre or engage in debate: these events are now bounded by the flat rectangular screen and limited by the extent of the pixels in our screen’s resolution.

Under these conditions, how can animation, in combination with music or audio art, re-engage us with bodily sensations received through the senses?

Coming together as a series of online events, this year’s Expanded Animation (http:/ /www.expandedanimation.com)symposium at Ars Electronica continues a dialogue about relationships between the senses, in particular the auditory and the visual. What are the rules, principles, and processes that govern correlations between sound and animation? How might these embodied sensations be explored, unpacked and reassembled in our age of virtual communication intensified by COVID-19?

Keynote Speaker: Refik Anadol

Our Keynote Speaker is media artist, director and pioneer in the aesthetics of data and machine intelligence, Refik Anadol. His body of work locates creativity at the intersection of humans and machines. In taking the data that flows around us as the primary material and the neural network of a computerized mind as a collaborator, Anadol paints with a thinking brush, offering us radical visualizations of our digitized memories and expanding the possibilities of architecture, narrative, and the body in motion. Anadol’s site-specific AI datasculptures, liveaudio/visual performances, and immersive installations take many forms, while encouraging us to rethink our engagement with the physical world, its temporal and spatial dimensions, and the creative potential of machines.

Submission Guidelines

In response to these themes, we call for academics and artists to propose 20-minute papers that bring the disciplines of music, audio art and animation together from a variety of perspectives: from historical, theoretical or critical perspectives to new and surprising practice. If the paper is practice-based, it should include reflection and contextualisation in addition to presenting the practice.

The proposal should include an abstract of no more than 500 words (including references) and a short biography of no more than 200 words. 

Submission is via Easy Chair at https://easychair.org/conferences/?conf=ea2021 where you will be prompted to set up a free Easy Chair account. 

In the field ‘Title and Abstract’ please enter the text for both your abstract and your bio. Do not submit a web link instead of a bio. This information can also be attached as a PDF document.

List of Topics

Suggested topics include:

Hearing Colour Seeing Sound
Can music become visual? How did pioneers of visual music such as Oskar Fischinger and Mary Ellen Bute translate melody, harmony and rhythm into the form of animation? And can moving drawings become music? How can historic and / or contemporary practice demonstrate synaesthetic syntax?

In front of your eyes and ears 
With a perceived disparity between the slow time taken to create animation and the instant time taken to perform music, how can animation be performed live? Can the audio and the visual be combined in improvised performance? How can live, hand scribing or music notation or coding or drawing be used to conjure spontaneous audio-visual performance? What is gained from real-time, instant creation in the present moment? What does it mean for ‘liveness’ to experience this at home through a screen rather than being fully present at the event?

Rhythmanalysis
Repetition and difference is at the heart of rhythm, at the heart of the algorithm, at the heart of animation, at the heart of lived experience. Rhythm is everywhere. From the natural – visceral, internal rhythms of the body breathing and the heart pumping or the slow changing of the seasons; to the artificial – externally imposed rhythms ordering us through the ticktock of mechanical  clock-time or the ebb and flow of economic cycles. How does rhythm connect audio and animation? What might animation learn from audio and music theory and vice versa?

A Return to the Material
In an age of digital synthesis and screen-based connections is there a craving for a return to the material? Do we long for haptic feedback and analogue experience: the touch of guitar strings, the feel of charcoal smearing under the fingers, banging a drum, painting on film? Is this simply a form of nostalgia or might it be thought through in new ways? How can it be brought together in the audio-visual?

Organising Committee

The symposium is jointly organised by Dr Juergen Hagler, Ars Electronica, University of Applied Sciences Upper Austria, Hagenberg and Professor Dr Birgitta Hosea, Animation Research Centre, University for the Creative Arts, Farnham, UK.

Scientific committee:

  • Professor Rose Bond, PNCA, USA
  • Dr Max Hattler, School of Creative Media, CityU, Hong Kong
  • Laura Lee, Audio Research Cluster, UCA
  • Dr Vicky Smith, Animation Research Centre, UCA 
  • Dr Harry Whalley, Audio Research Cluster, UCA

Venue

The conference will be held online as part of Ars Electronica Festival in Linz, Austria. The media festival will take place on 8th-12th of September 2021 under the motto “A New Digital Deal – How the Digital World Could Work” (https://ars.electronica.art/newdigitaldeal/en/).

Contact

All questions about submissions should be emailed to animationresearch@uca.ac.uk.

___________________________________________________________________________________

Synaesthetic Syntax ‘Watch Party’ at IKLEKTIK London

[All of the events from this year’s Expanded Animation strand at Ars Electronica are now available to view online on their You Tube Channel.]

Come together on Sun 13th Sept for a Synaesthetic Syntax ‘Watch Party’ at IKLEKTIK London. At this socially distanced event, a small group of attendees can watch the online symposium from the final day of the Expanded Animation events for Ars Electronica on a big screen together. The presentations explore the interrelationships between audio and animation, between sound and vision. It is hosted by co-organiser Birgitta Hosea of the Animation Research Centre and a few of the UK speakers will be in attendance. This event is supported by the University for the Creative Arts. For more information and to book a free place, go to: https://synaesthetic-syntax-watchparty.eventbrite.co.uk.

Synaesthetic Syntax: Sounding Animation / Visualising Audio is a one-day symposium that brings together animators, musicians, artists, technologists and academics to discuss the interrelationships between audio and animation. Papers cover topics such as synaesthetic connections between sound and image, the role of gesture, improvisation and presence in live performance and the creative use of geometric and algorithmic patterns.

Our Keynote speaker is media artist, Rose Bond, who produces work at the juncture of cinema, animation and experiential design. She will be presenting her latest animated collaboration with the Oregon Symphony Orchestra on a live performance of Luciano Berio’s Sinfonia.

Due to the COVID-19 pandemic, the Ars Electronica festival is mainly taking place online this year with a number of small events taking place at different associated venues around the world. The Expanded Animation strand will have a series of small, socially distanced Watch Parties in Linz, London and Portland.

Synaesthetic Syntax Symposium Schedule:

 10:15–10:45    Keynote: Rose Bond (CA/US), Sounding Together – Choreographing the Unpredictable

11:00–11:05    Welcome: Birgitta Hosea (UK), Juergen Hagler (AT), Harry Whalley (UK)

 11:05–12:40    Panel I: Hearing Colour Seeing Sound
11:05–11:10    Introduction: Birgitta Hosea (UK)
11:10–11:30    Vicky Smith (UK), Expanded Cinema and Para Animation: More than Audio and Visual
11:30–11:50    Alexander Stublic (DE), Presence and interaction in synaesthetic space
11:50–12:10    Sama Mara (UK), A Hidden Order – Revealing connections between geometry and music through harmony and mathematics
12:10–12:40    Panel Discussion (Chaired by Birgitta Hosea)

12:40–14:00    Break            

14:00–15:30    Panel II: In front of your eyes and ears
14:00–14:05    Introduction: Harry Whalley (UK)
14:05–14:25    Giusy Caruso, Bavo Van Kerrebroeck, Pieter Jan Maes (BE), PIANO PHASE for two pianists in VR
14:25–14:45    Umut Eldem (BE), Towards a “Live Synaesthetic Visualisation”? Considerations in Artistically Visualised Sound
14:45–15:05    Jānis Garančs (LV), Algorithmic conflation and re-configuration of audiovisual space and movement in the series of experiments with financial data audio-visualisations as immersive artworks.
15:05–15:30    Panel Discussion (Chaired by Harry Whalley)

15:30–16:00    Break            

16:00–17:30    Panel III: The Kinaesthetics of Music and Vision
16:00–16:05    Introduction: Juergen Hagler (AT)
16:05–16:25    João Pedro Oliveira (US), Gesture Interaction Between Sound and Image
16:25–16:45    Fred Collopy (US), A hypothesis-based approach to visual synthesizer design
16:45–17:05    Eric Dyer (US) Physical Presence and Material Desire: Eric Dyer’s sculptural and performative animation art practice
17:05–17:30    Panel Discussion (Chaired by Juergen Hagler)

17.30-18.00    Closing Note: Rose Bond (CA/US), Birgitta Hosea (UK), Juergen Hagler (AT),

Further information: 

Expanded Animation events at Ars Electronica: www.expandedanimation.com

Animation Research Centre at UCA: https://www.uca.ac.uk/research/arc

Audio Research Cluster at UCA: https://www.audio-research.com

Research Degrees at UCA: https://www.uca.ac.uk/research/research-degrees

 

 

Call for papers: Synaesthetic Syntax

Expanded Animation 2020 –
Synaesthetic Syntax: Sounding Animation / Visualising Audio


[Image from Oregon Symphony Orchestra’s performance of Luciano Berio’s Sinfonia, courtesy of Rose Bond, 2020]

Submission deadline: 17th May 2020
Symposium details: Sunday 13th September 2020, Ars Electronica, Linz, Austria.
Submission link: https://easychair.org/conferences/?conf=ea2020

Faced with the infinite possibilities of faking through digital production, might there be a craving to return to that which is material and sensible: work that is improvised, spontaneous and can be experienced fully with all the senses? A move away from simulated, synthetic perfection to the handcrafted and the imperfect, which evidences the trace of human touch and intimate presence?

This year the Expanded Animation events at Ars Electronica extend into a dialogue about relationships between the senses, in particular the auditory and the visual. What are the rules, principles, and processes that govern correlations between sound and animation? How might these be explored, unpacked and reassembled?

Keynote Speaker


Our Keynote Speaker is media artist, Rose Bond, who produces work at the juncture of cinema, animation and experiential design. She will be presenting her latest animated collaboration with the Oregon Symphony Orchestra on a live performance of Luciano Berio’s Sinfonia.

Submission Guidelines


In response to these themes, we call for academics and artists to propose 20-minute papers that bring the disciplines of music, audio art and animation together from a variety of perspectives: from historical or theoretical analysis to new and surprising practice.

The proposal should include an abstract of no more than 500 words (including references) and a short biography of no more than 200 words.

Submission is via Easy Chair at https://easychair.org/conferences/?conf=ea2020 where you will be prompted to set up a free Easy Chair account.

All selected speakers will be given a free pass to the 2020 Ars Electronica Festival.

List of Topics


Suggested topics include:

Hearing Colour Seeing Sound
Can music become visual? How did pioneers of visual music such as Oskar Fischinger and Mary Ellen Bute translate melody, harmony and rhythm into the form of animation? And can moving drawings become music? Is Oramics, Daphne Oram’s drawn sound machine, a form of animation? How can historic and / or contemporary practice demonstrate synaesthetic syntax?

In front of your eyes and ears
With a perceived disparity between the slow time taken to create animation and the instant time taken to perform music, how can animation be performed live? Can the audio and the visual be combined in improvised performance? How can live, hand scribing or music notation or coding or drawing be used to conjure spontaneous audio-visual performance? What is gained from real-time, instant creation in the present moment?

Rhythmanalysis
Repetition and difference is at the heart of rhythm, at the heart of the algorithm, at the heart of animation, at the heart of lived experience. Rhythm is everywhere. From the natural – visceral, internal rhythms of the body breathing and the heart pumping or the slow changing of the seasons; to the artificial – externally imposed rhythms ordering us through the ticktock of mechanical  clock-time or the ebb and flow of economic cycles. How does rhythm connect audio and animation? What might animation learn from audio and music theory and vice versa?

A Return to the Material
In an age of digital synthesis is there a craving for a return to the material? Do we long for haptic feedback and analogue experience: the touch of guitar strings, the feel of charcoal smearing under the fingers, banging a drum, painting on film? Is this simply a form of nostalgia or might it be thought through in new ways? How can it be brought together in the audio-visual?

Movement and Gesture
Whether performing an instrument or making marks for drawing, the gestural is a core part of human expression. How can kinaesthetic gesture be explored to create new kinds of audio-visual experiences?

Organising Committee


The organisation is a collaboration between:

Venue


The conference will be held as part of Ars Electronica in Linz, Austria.

[Disclaimer – we are operating under the assumption that social distancing will no longer be required in September and ‘normality’ has been restored].

Contact


All questions about submissions should be emailed to <animationresearch@uca.ac.uk>

Judging Prix Ars Electronica (Computer Animation) 2019

Here is the text of a presentation I gave at the Expanded Animation symposium about the judging process for the Computer Animation category at Prix Ars Electronica this year.

Initial discussions

Introducing the jury

I’m here on behalf of the 2019 Prix Ars Electronica Computer Animation jury – Ferdi Alici, Ina Conradi, Nobuaki Doi, Birgitta Hosea, Alex Verhaest.

We come from Turkey, Singapore, Japan, UK and Belgium. Our joint expertise ranges from artist, animator, curator to animation theorist and most of us are involved in a mixture of all of those activities.

I thought I’d start off by talking about how the judging process works. It was actually very difficult.

The judging process

There were (I believe) 828 entries in the Computer Animation category this year including 5 nominations by each of the jury members. The type of work varied enormously from very slick CGI productions by professional top-end agencies to less polished works from students and emerging artists. It was thrilling to watch the variety on offer and we really felt like we were getting a snapshot of what is cutting edge in computer animation in 2019.

The process of selection takes several stages. Before the judging starts in Linz, each juror watches films at home in order to get familiar with the entries. After the initial preselection, there are three full days of further discussion and voting by the jury. The idea is to first narrow down the entries under consideration and then to select the final fifteen. Sometimes there was a consensus of opinions while we were doing this and we were in total agreement and at other times we had quite heated disagreements. When this happened, decisions were taken by majority vote. At all times, the jury was very mindful of the impact and exposure that winning an award can have on the recipient’s profile and future career. It could change someone’s life. Because of this, we tried to recognise independent artists and small studios over major industry players.

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Coming up with judging criteria

At all times we felt a very strong sense of responsibility about who would be chosen and why. We wanted to be very fair. Although you could argue that all animation, however it is made, is computer animation these days, we particularly wanted to make a strong statement about what we thought the Computer Animation category at Ars Electronica in its 40th anniversary should represent. We realised that computer animation encompasses many different forms. It is no longer simply a category for short films. It can be installation, It can be VR, AR, MR. It might be sculpture. it might be on the web. It might be software or a game or a visualisation of data.

We mainly watched the entries on screen, but we also spent time experiencing immersive works from inside VR headsets. Since computer animation can take so many different forms, we were very concerned that our selection would represent the variety of different approaches that animation can take.  That was something we talked about a lot. We thought a lot about how people are playing games, how people are communicating through animation, how animation can visualise ecological issues, gender issues, all kind of different social and political themes.  And how this can be communicated to the viewer.

In our judgements we really wanted to reward works that weren’t just dealing with aesthetics or form, or clever new techniques. We wanted to see ideas, thinking and investigation, so we selected works that demonstrated individual authorship, independence of vision and thoughtfulness. Even more than technical prowess, we valued meaning, daring and emotional risk.

We had to make some very difficult choices. For example, there were some very accomplished traditionally made animations that we rated highly as animated films, but we did not think they fitted a category called ‘Computer Animation’. There were some technically brilliant examples of animation techniques that we greatly admired, but lacked content and we just did not feel moved by. And there were also examples of very innovative and engaging cutting edge short films that we just could not consider as being examples of animation.

Trends we saw this year

As I said earlier, seeing the range of selections is like watching a software fashion show. Technical trends that we observed included processes such as algorithmic generation; point clouds that present a machine view of the world; artful photographic manipulation with Touch Designer; impossible Octane objects that show cartoon reality in CGI rather than the known laws of the physical universe; stylish graphic combinations of 3d mo-cap and 2D rendering; machinima animations that use existing game engines and various inventive methods to render live data. Common themes in terms of content that emerged from the works included personal issues – such as gender, sexuality, relationships, social inclusion, body image and mental health – as well as wider social and geo-political issues – such as migration, the impact of mass communication networks, ecological devastation and impending extinction.

The VR entries become more sophisticated year upon year. We noted how this year’s entries really play with point of view, misdirection, voyeurism and empathy to enhance storytelling and emotional affect. In addition, some of the entries played particular attention to the viewers experience in the world outside the headset by creating sensory experiences in the physical environments in which the VR was encountered that complemented the effect of the work.

Further thoughts/conclusion

Before introducing you to the winner and the two special mentions, I just wanted to end on a few concluding thoughts:

As animators we can conjure powerful visions through our fingertips and we must take responsibility for the messages we portray. We should be careful to avoid becoming totally absorbed by the technology and to remember that we are communicating ideas to an audience, not just showcasing the latest clever techniques. As a jury, we hope to continue to see animation that does more than technically innovate, but has the vision and bravery to engage with the complexity of topical issues in contemporary society and the sensitivity to portray intimate, personal, human experience.

EA_2019-01Juergen Hagler presents the Expanded Animation book.

Golden Nica

Kalina Bertin, Sandra Rodriguez, Nicolas S. Roy, Fred Casia (CA): MANIC VR

EA_2019-02EA_2019-0348691695188_8fd8755b09_o

Mental illness is too often a shameful and misunderstood topic that people do not want to talk about in public. It can be hard to understand if you have not personally experienced it. Although we were not without cynicism for the cliché of VR as an empathy machine, as several jury members had personal knowledge of friends or family with a bipolar disorder, we found it moving to be taken through the experiences of the filmmaker’s brother and sister and to hear them talk about it through first-hand accounts left as messages on her voicemail. Scenarios such as being trapped in a small room and then flying through the ceiling to touch the stars served as a metaphor for the rush of mania after a depressive episode. Above all, we applauded the work’s ambition to use expanded animation technology to seek understanding for a debilitating condition.

Awards of Distinction

Ruini Shi (CN): Strings

EA_2019-04EA_2019-0548691971801_dd129e6b2b_o48691631598_f6d9834bd0_o

With a clever script that mixes chat messaging with programming language in a nostalgic retro gaming aesthetic, Strings addresses online gaming and the loneliness of remote communication. Chasing ghostly algorithms within a discarded game, the narrator searches through data banks for traces of a lost cyber, femme fatale who has once caressed him pixel by pixel, but can no longer be found. The jury was enamoured with the highly poetic treatment of this story of lost love and the loneliness of social media. They also found the idea of a lost world of forgotten games to be moving and thought provoking.

Cindy Coutant (FR): Undershoot, sensitive data: Cristiano

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Inspired by her love for the famous soccer player Renaldo, in this installation the artist Cindy Coutant has created a virtual character with whom she can have a deep personal relationship. Undershoot pays tribute to the deeply personal need to connect through all of the senses – sound, touch, and smell – with the image on the screen and real person. The animation is emotionally charged and enhanced by the physical installation.  The jury was moved by the honesty of the piece. Undershoot provokes the social, cultural, and ethical standards of the current technology, screen-based and social media infatuation. We are in constant communication with everything around us through machines. As such, it is a tribute to lost emotional connection, intimacy, and materiality.