Showcase

Selected student projects

The list will continuously update on the online version.

MiniX[1]: RunMe and ReadMe

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Work by Jane Clausen, 2020

MiniX[2]: Geometric emoji

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Work by Andreas Frederiksen, 2020

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Work by Clara Josefine Jassan Lassen, 2020

MiniX[3]: Designing a throbber

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Work by Amanda Hansen, 2020

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Work by Magnus Bak Nielsen, 2020

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Work by Line Stampe-Degn Møller, 2020

MiniX[4]: Capture ALL

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We know everything by Sophia McCulloch, 2020

MiniX[5]: A Generative Program

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ANT LIFE by Mikkel Dahlin, 2020

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Work by Torvald Pockel and Pernille P.W. Johansen, 2020

MiniX[6]: Games with objects

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Work by Andreas Frederiksen, 2020

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Work by Mads Marschall, 2020

MiniX[7]: E-lit

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Recipe by Olivia Smedegaard Peray and Stine Mygind, 2020

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Words_ by Simon Van Nguyen and Torvald Pockel, 2020

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wordsOfMyFeelings by Annika Hoffmann and Helene Boeriis, 2020

MiniX[8]: Working with APIs

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Corona bar by Anne Nielsen, Simon Van Nguyen, Pernille P.W. Johansen, and Torvald Pockel, 2020

MiniX[10]: Final Project

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4-card Monte by Jonas Paaske Ditlevsen, Sophia McCulloch, Mads Lindgaard, 2020 (Selected work for Ars Electronia Festival 2020)

Description

4-Card Monte is an interactive project that finds its aesthetics from the Windows 98 desktop where three windows are open: a game, Instagram, and the Notepad. The participant is invited to play the game. The goal is to locate one of the two red cards out of four cards that face-down. If the participant locates a red card, he/she wins that round and moves onto the next. If not, he/she loses. The first screen in the game is a set of instructions for the participant to follow, where it is stated that the chance to win a round is 50/50. But then, something (or someone) takes over the control of the desktop, as posts, followers, and followings start to disappear from the Instagram window, the cursor moves without interaction from the participant, and messages appear in the Notepad as if something (or someone) is writing.

On the surface it appears to be a simple card game, however it is quickly revealed that something darker is at play and that the card game is ultimately rigged.

This project is a comment on the control that technology has on us and our society. The power relations that are obfuscated in the incorporeal, virtual world become apparent and tangible, and thus the project invites the participant to feel what usually is actively concealed.