0.2:KOLLISION

09.03.2002
KOLLISION: 09.03.2002 0.2:KOLLISION
Client
charlottenborg www.kunsthalcharlottenborg.dk
PROJECT PARTNER
peter skaarup www.piparum.dk
ADDITIONAL MATERIAL
Index
Manual
Concept
CHARLOTTENBORG SPRING EXHIBITION
In 2002, Kollision applied for the Charlottenborg Spring Exhibition in 2003. For the exhibition, we expanded on a previous project, the planning game [6400:kollision], creating a new, more open-ended version named [0.2:kollision]. The project was developed in collaboration with Peter Skaarup and was exhibited for a month at Kunsthal Charlottenborg as part of the Spring Exhibition.
DYNAMIC PLANNING
The aim of the game was to show how the presence or introduction of new planning categories affected the context. The game could be played in four different stereotypical contexts, which in different ways resisted or assisted new functional interventions. The functional operation was divided into several interrelated categories, e.g. infrastructure had a positive effect on industry, but a more negative effect on recreational areas. During the game, players could switch context and thereby investigate the consequences of their planning moves in a new context, and how this affected the overall planning. The game was not directly usable as a planning tool, but gave the visitors a general idea of the complex issues involved in planning processes in a dynamic setting.
TECHNICAL SET-UP
The physical game board and playing pieces were monitored by a webcam. A computer then analysed the video signal from the webcam and recognised each playing piece and was able to compute the categories in play in different contexts. These data were overlaid digitally as 3D-models related to the categories and their mutual influence on each other.
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