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JAPAN MEDIA  ARTS
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JAPAN MEDIA ARTS FESTIVAL 


http://j-mediaarts.jp/
Program Entertainment & Animation Selection 2015 Description: This program comprise 13 works from award-winning works and jury selections of the Entertainment and Animation Division from the Japan Media Arts Festival 2014
Supervisor: KUBOTA Akihiro [Artist/ Professor, Tama Art University / Jury of Japan Media Arts Festival´s Entertainment Division 2012-2014] KOIDE Massashi Animation Researcher / Professor, Tokyo Zokei University / Jury of Japan Media Arts Festival´s Animation Division 2013-2014]
 
 

3RD

Hedwig Heinsman / Niki Smit / Simon van der Linden. Netherlands

Excellece Award

An interactive installation giving players a new perspective on reality 3RD is inspired by the increased use of social media in pyblic space, and the changing way we perceive the world around us. People are invited to put on wearable bird-like sculptures. Through a video screen inside these "helmets" people see themselves from a distance. They become their own digital alter ego. This creates a surreal sensation where reality starts to feel like a digital game environment. Furthermore, the anonymity of using helmets makes people search for physical contact, thereby linking the physical and virtual domain. Within 3RD a new social interaction starts to form.


 

KINTSUGI

Apotropia Antonella Mignone / Cristiano Panepuccia, Italy

Excellece Award

Kintsugi is a video-dance work based on an autobiographical story. In 2003, MIGNONE and PANEPUCCIA had a road accident, the serious consequences of wich drastically changed their lives. In order to create this dance-for.camera piece, MIGNONE used the crutches that had accompanied her for years. Kintsugi, the Japanese technique of mending broken ceramics with goldfilled resin, is used as a poetic metaphor for physical and emotional healing processes. This technique has its roots in the belief that the object is more valueble and beautiful with its history revealed. A girl faces her journey of healing through the search for a new balance. Her tears turn into golden resin that repairs her scars. The absorption and transformation of trauma leads to development of new possibilities. They decided to shoot the initial scenes near the head of the Mignone River and the final ones in a sunflower field near its mouth.



 

HANDIII

Kondo Genta / Yamaura Hiroshi / Konishi Tetsuya. Japan

Excellece Award

handiii is a myoelectric prosthetic hand designed to offer flexibility and choice. Myoelectric bionic arms are prosthetics that people who have lost limbs can control intuitively through faint electrical signals [myoelectric] in the muscles, which are measured on the skin remaining on the arm. The technology has been around since prewar days but its extremely high cost has limited its penetration of the market, handiii uses a 3D printer and smartphone in order to keep the cost of the materials under 30,000 yen. Whereas previous bionic limbs would attempt to conceal the loss of the hand by imitating human skin in the design, handiii offers a choice of look to match the environment in which it is being used or the feelings of the user, just like a watch or sneakers. By adding extendibility through IC chips and microphones in the fingertips, handiii is a bionic arm that aspires to be the envy of a large number of people. It is crurently being developed for commercialization in partnership with users.


 

INGRESS

Google´s Niantic labs [John Hanke, Founder]. USA

Grand Prize

Ingress is a mobile application which transforms the real world into a massive multiplayer mobile game based on real-world locations, including cultural landmarks such as public works of art, historical sites, and unique works of architecture. Ingress uses GPS and a global mappind database to merge a fictional world with the real world. Players explore the world around them using their mobile phomes seeking "Portals", mysterious rifts in the universe which are believed to be leaking a mysterious form of energy known as "Exotic Matter" into our world. This energy, which has been found throughour history at sites of human civilization, is believed to make humans mor intelligent and creative. It may also be the carrier of messages from some other intelligence outside of the known universe. Players in the game are divided into two groupsm the "Resistance", who oppose the mysterious "Shapers" responsible for the Portals and Exotic Matter, and the "Enlightened", who accept the Sappers. Players must woek together with their alies in order to increase their group´s territory. The Ingress experience is designed to motivate players to leave their homes, explore and interact with other players in the world. It is also designed to lead players to places of unexpected beauty or cultural significance no matter where they are in the world.


 

JAPANESE SCHOOL GIRL CHASE

Japanese School Girl Chase project team. Japan

Jury Selections

In this video work two perfectly ordinary female high school students race around all the corners of their town like ninja. These girls have breathtaking physical abilities and while chasing each other they perform lots of impressive action stunts. Produce as a Wen commercial, the footage is made to look like it was shot by the girls with a phone camera. It created a lor of buzz, achieving 6 million views in on month after it was published online.


 

ARCHIVE DEPT

Katsuki Kohichi. Japan

New Face Award

This project preserves and communicates scenery and culture for the next generation through video. It is produced by Fukuoka´s KBC as a TV show promoting the local region on the theme of "traditional sound". The sounds of traditional crafts ["playing" fibers on a Halata-ori loom, making Japanese paper, planing wood chips] were recorder and edited to become the introduction for the song GARNET, by Kyushu idol group LinQ, who then performed it in a Hakata-ori studio. The title refers to a "department" that saves thos fifth-dimensional data, a combination of the fourth [space-time] and first [sound] dimensions. The story goes that the beautiful young girl Hibiki Garnet has come from the future to this fictional department to film sounds, scenery and people´s ideas, and preserve them for ñater generations. It is a video archive of traditional technology mixed with contemporary sensibilities.



 

NORAMOJI PROJECT

Shimohama Rintaro / Nishimura Naoki / Wakaoka Shinya. Japan

Excellence Award

The old fonts used on the signs of local stores may not be as sophisticated as a precisely designed commercial font, bur these "stray lethers" [Noramoji] still have their own unique charms. This project´s starting point was the desire to rediscover and archive the charms of these signs, from their antique-like craftsmanship and the aging of materials. The "stray letters" discovered through the project are analyzed and then converted into usable computer fonts. By then distributing the font data online, more people can learn about the fonts on the old signs. The profits generated by the sales are given back to the owners of the owners of the original signs, helping to support their maintenance for future generations, passing on the scenery of regional towns and cities, and creating what we might call a typographic folk art movement.


 

POKER

Mizue Mirai / Nakauchi Yukie. Japan

Jury Selections

This is a music video for a song by Japanese musician TOMALUMARU Shugo, who in 2014 celebrated ten years since his debut. It is also a homage to Norman MCLAREN, making the centenary of the father of experimental animation. It realizes the festiveness that creates music and animation through an exuberant metamorphosis of dynamic animation and organic graphics.


 

BOUNDARY LINE

Nakata Ayaka. Japan

Jury Selections

This work expresses the concept of a boundary as a quadrangle that changes shape and size. A boundary is something arising from the position of a certain subject, and wich influences the way we see or think. In this work, a young girl in red clothes is sleeping in a space surrounded by boundaries. When she awakes, she feels confined. The work was partly used in ONODERA Shuji´s performance The Wiewer [2013]


 

MY MILK CUP COW

Zhu Yantong. China

New Face Award

A father lies to his daughter Nunu that there is a cow inside her cup of milk. She believes him but when she has finished her milk, there is no cow. Nunu gradually stops trusting her father since he is always lying. This animated short film is based on the childhood memories of ZHU´s father. The film depicts the father from the point of view of the child, scooping up the various lies that appear in everyday life. Hand-drawn on paper, the vibrant animation utilizing soft pastel textures recreates the atmosphere of a small town in Jiangnan in China in the 1980s.


 

PADRE

Santiago "Bou" Grasso. Argentina

Excellence Award

Argentina, 1983. While the military dictatorship comes to an end and democracy starts to awaken, a solitary woman dedicates her existence to taking care of her sick father, a former military commander. Although the outside world pushes for action and change, the woman sticks to her daily routine, driven by the pendulum of a clock. She increasingly encloses herself inside her house, solely dedicated to the nursing of her father, refusing to face the imminent social changes. But the world is changing out there, forcing her to hear the calling of external reality and to decide whether she will act or not. The film was made over a period of three years using stop motion animation and 3D computer graphics. Intricate models of people and props were also photographed and then processed digitally, adding a distinctive texture to the imagery. It is a beautiful potrayal of the everyday through richly expressive animation.


 

THE WOUND

Anna Budanova. Russia

Grand Prize

A little girl suffers from an emotional wound. In her imagination, the "wound" takes on a life of its own, in the form of a shaggy creature that becomes her best friend. They grow up together and, firmly ensconced in the mind of the girl, the wound starts to control her life completely. Based on impressions from the author´s own childhood, the starting point for the film was the creation of a shaggy black creature. The Wound, which increasingly gains presence and becomens the girl´s closest companion. Anna BUDANOVA made this film with a small team of friends, especially dedicating efforts to the sound production: "The most enjoyable moment was maling sound and noise. For some parts, we used water pipes in order to create a peculiar sondtrack" This animation portrays the relationship between the girl and the wound in pictures that are simultaneouslu both nightmarish and hauntingly beautiful.