EXHIBITION SHARE PRIZE

Emanuel Andel (Austria), “Knife.Hand.Chop.Bot”
http://www.5voltcore.com/index.html?/content/output.html
Emanuel Andel has created a “terrifying” installation that plays with the user’s perception and senses, and the machine’s sensors and processes. A robot holds a blade that it uses in the famous ”Five Finger Fillet” knife game. The user places his/her hand in the machine and the game begins: the machine stabs the blade between the user’s fingers, slowly at first then more quickly.

D3D (Italy), “Virtual Identity Process”
http://www.master-naba-d3d.net/index.php?option=com_wrapper&Itemid=64
By interacting with the surface of a touch-sensitive table the users generate a hyperbody composed of a dynamic flow of communicating sounds and particles. The graphic visualisation of the group recalls, in a metaphorical sense, the concept of a social network. The spectators soon realise how they can operate the machine and, in most cases, begin performing choreographed dance-like movements and create a musical composition.

Yamada Kentaro (Japan), “Tampopo”
http://www.kentaroyamada.com/toshare
“Tampopo” means dandelion in Japanese.
The video installation allows visitors to interact with the screen by blowing on giant dandelion heads. This simple action, often carried out to express a wish, brings back a flood of childhood emotions and memories.

OWL PROJECT (United Kingdom), “Sound Lathe workshop”
http://variableg.org.uk/owlweb/soundlatheworkshop.htm
A carpenter’s workshop transforms the sounds of working wood (cutting, sawing, and fixing together) into genuine small objects with the help of a “sound lathe”. This machine records audio data coming from real hand-working processes and mixes them with the dust, sawdust and sounds of the workshop to produce unique, one-off, often flawed objects that become a sort of material souvenir of how we construct furniture.

Scenocosme (France), “SphèrAléas”
http://www.spheraleas.com
This curious semisphere is capable of making the user interact with images and sounds to produce audio-visual forms. Designed as a home for real-time musical and visual interaction, the igloo contains a full-emersion chamber serving as a screen for a large projection. Visitors can sit and lie beneath the domed roof, where they are able to manipulate the sensors with their hands to create, or just lay back and dream.

Christine Sugrue (U.S.A.), “ Delicate Boundaries”
http://csugrue.com/db_Share/
Digital technologies are integrating more and more with our everyday lives as the boundaries between virtual and real get closer. This installation creates a space where the goings-on within our digital devices are capable of stepping out into the physical world: small insects made of light jump out of the screen towards the spectators and make contact. As the two systems try to fathom each other out, they create a new realm of responsibilities, intimacy and boundaries between virtual and real.