if you want to go through my projects, click on the edges of the boxes and drag them around
or check out my book about a jazz concept
During the last century a digital revolution has spread amongst a myriad of industries, which has changed their conditions radically. This revolution is starting to effect the movie industry globally, as well as in Denmark, where the traditional analogue trajectory is about to be replaced by the disruptive digital technology in the next five to ten years.
Therefore big investments of the industry's infrastructure will be required mostly at the expense of the exhibitioners, and an inequality between the cinemas investments, and the expenditure cut the already financial strong distributors gains will occur. Another problem is, that it is a governmental supported industry where only 20% of the cinemas are producing 80% of the turnover, and therefore the distributors' interest in co-financing the digitalization only concerns the largest cinemas, which will force the small cinemas to obtain alternative financing or close down. If you analyze the issue from a game theoretical angle, the distributors are the ones with the win out because they are economically strong, more homogeneous, and have credible means of exerting pressure, and therefore the cinemas will have to implicate thirds parties to gain a better position in the negotiations e.g. the Danish Film Institute.
Because of the dilemma between commercial interests and cultural politics, most likely a comprehensive agreement between the distributors and the largest cinemas will be made, and afterwards the small and local cinemas will find individual ways to fund their own investments either through the Danish Film Institute, the municipalities, or community networks.
Digital media, and specifically social media technologies, have brought about significant transformations in the practices and relations of political campaigning. President-Elect Barack Obama's victory is historic for many reasons, one of which is Obama's extensive use of digital media and technologies. Simultaneously, the almost cult-like media coverage of Obama went far beyond what we have experienced earlier.
By focusing on the concept of the imagined community that formed around Barack Obama in the 2008 US presidential election, this article examines how the formation and maintenance of the imagined community came about. Specifically, this article addresses the role and implications of social media technologies in the context of the election.
The article concludes that the imagined community was to a great extent reinforced by the way the electorate identified themselves with the candidate, and that this connection was driven by the use of social media as a means of communication between Obama and the people.
The amount of information is increasing, though no one seems to be able to answer the question of, how the information should be archived to be beneficial in the future?
Recently, there has been an increasing amount of digital archiving projects. Among these, national
broadcasting organisations have begun offering digital content free to the public. Given the financial cost and
legal practices such as copyright, digitalisation has been discussed and addressed from various angles, still
organisations don't appear to focus on the users end of the process.
The paper explores the relevance of cultural content in relation to information overload and perpetual content creation and how this can become valuable to online users. We introduce ideas for distributing large sums of qualitative data to the public. Furthermore, we discuss methods of making information accessible and useful in public service context. The concept offers suggestions for creating user inspired digital archives, and calls for innovation in the standards of digital archiving.
The Internet's increasing focus on functionality and technology to the detriment of content, quality and unexpected experiences, leaves virtual space lacking in certain unexpected experiences when compared to the physical, urban realm. Digital technology is enabling graffiti and art to take on new forms, and has created alternatives for proliferation. Few attempts, though, have been made to integrate subcultural expression of graffiti into virtual life. Digital graffiti artists are still adjusting to the norms of the Internet; the art form is loosing the spontaneity and confrontational attitude it traditionally has in the urban landscape. Consequently the public is being both protected from and deprived of exposure to local, urban subculture. This paper envisions a future web through a concept that transfers the expressions and impressions from the streets to virtual reality. A comparative study of urban and virtual space and observations of current digital graffiti are used to develop our concept manifesting subculture in mainstream websites. We aim to enrich digital art culture, drawing inspiration from the art form and culture surrounding graffiti, making it visible to mainstream Internet user and creative expression. Intricacies in subcultures are lost to culture mainstreaming.
Der spilles der op til dans indenfor bestemte genrer, allerede nu er der country, 90'er hits, italienske sjælere og afrikansk beatmusik på programmet. Det bliver aftener i temaets tegn, hvor dresscoden er udklædning eller kom som du er! De bliver helt sikkert belønnet med de bedste numre indenfor genren.
Founded by Negerprinsessen aka Mercedes van der Costa (49'ers Golden Days of Jazz) & Keith McJagger (Palermo Bandits) in cooperation with cafe, bar and restaurant Gefãhrlich
The concept, the Mobile Jazz Guide, introduces a digital strategy that aims at increasing the accessibility of a Jazz Festival for young potential users. By launching mobile digital media as new navigation tools for accessing the festival program the service provides easy access to information about relevant upcoming jazz concerts. By including a new target audience in our focus, our !ndings indicate a potential for increasing the share of participants taking part in the festival. The target group in our focus consists of young people who have no or very little previous experience with the jazz genre or Jazz Festival.
We have addressed some of the obstacles related to the modest engagement of this group. Despite a genuine interest in keeping updated when it comes to cultural events in Copenhagen they find it hard to overview the many options in the program. The Mobile Jazz Guide attempts overcoming this challenge. To take advantage of the Mobile Jazz Guide all you need to do is follow three easy steps.
Is a virtual interactive map of Copenhagen that enhances the positive events of the city instead of the negative. The purpose of the map is to stimulate the citizens' responsibility for the city and create and conserve the stories of the different neighbourhoods. The content of the map are pictures, audio files, and video added by the users blogging from the city instead of in front of the computer. Like the city itself the virtual BetaCity is constantly changing and becoming the scenery of new stories.
The interactive gravestone is an interactive design project in the field of seniors and new technology, based on research, prototyping and sketching.
The interactive gravestone creates a space for memory sharing. When using the interactive gravestone people who have lost someone can write memories about the deceased, share it and read others memories as well.
Due to the fact that the proportion of seniors is steadily increasing worldwide the group of students behind the project decided to use the seniors as an inspiration for new design rather than a boundary for development of new technology, and through this remove the barriers between the seniors and the younger generations. The idea was to develop a concept design to increase the social life of seniors inspired by Paul Dourish theory on Embodied Interaction.
The main inspiration of the project is the graffiti at cemetery wall of Assistens Kirkegård in Copenhagen. Given its location in a vibrant and young neighborhood the wall is a symbol of a continuously battle between the municipality and the local youngsters - every time the municipality paints the wall the youngsters vandalize it with political statements and graffiti. We like the idea about the dynamic of the wall, everyone can paint with their hands and express feelings however the subsequent users will be the ones determining whether or not the expressions should be preserved, destroyed or commented.
More info coming up...
The aim is to make a more fun and physical experience linked to google street view, where the user through movement controls the direction and view of the web service. Furthermore we wanted to stir away from the traditional keys and make a dynamic and fun way to see new parts of the world: Tokyo, Los Angeles, Paris, you decide where to go!
After few different concept ideas, we created an interactive controller for Google Maps. It consists of an Arduino board, an old keyboard, two kinds of sensors; accelerometer sensor, which measures tilt and motion, ultrasonic sensors, which measure distance and eight switches. Basically, the programme reads the values from the sensors and these control the keyboards pre-defined keys. The accelerometer controls the camera pan and tilt keys(w,a,s,d), whereas, two different sensors (Ping))) ultrasonic sensor) control the horizontal movement in the the street (arrow keys).