Research programme for Animation and Visualisation

We study animation, CG Arts, and graphic/digital storytelling. We drive innovation for the digital visual industry and other professions based on technologies, skills, and knowledge.

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We look at current needs and future potential

Our projects are based on both stated needs and identified potentials and carried out in partnership with companies and industry leaders. Our goal is to inspire business development through research and innovation. 

Immersive Storytelling with AR/VR/XR technology 

Immersive Storytelling is a research and artistic development project with a focus on immersive storytelling and interactive technologies. The project will develop new technological tools and document, produce and disseminate immersive storytelling and animation practices as a method to engage audiences and create impactful experiences in the public space. 
One of the projects, Hangman at Home, won The Grand Jury Award at the 2020 Venice Biennale. 
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Human Impact – sustainability, green transition, and behaviour

Human Impact focuses on the dissemination of facts, positive opportunities, effective communication and changing ideas about solutions, rather than dystopian horror scenarios, fake news, and fear. With different perspectives on present and future climate and environmental agendas, we develop narratives that attract attention and that will make companies, consumers, politicians, and citizens change their behaviour or take action.

Sci-Vi: Animation and Visualisation in Science

Sci-Vi explores, develops and expands science and research communication through visualisation and animation. The initiative strengthens the collaboration between researchers and visual storytellers and investigates potentials and opportunities through developing a community, hosting conferences, and presenting cases.
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ANIDOX

ANIDOX is an education, production, and research platform for animated and new media nonfiction projects. ANIDOX programs include training courses, VR and animated film production, a residency program, youth programs, and masterclasses and workshops.
Read more about ANIDOX

How we work

  • Our areas of expertise include:

    • Applied Animation and Comics as forms of communication. For example, how animation or cartoons can convey science or health-related messages effectively.
    • Implementation of new digital technologies in DVI processes. For example, how real-time rendering can make animation production more efficient.
    • Practice-based creative learning processes. For example, how learning can be made more efficient through the production of animation films in the classroom.
    • Processes for IP development and immersive storytelling. For example, how processes for team-based artistic content production can strengthen the business aspects of a product.
  • We develop practice-based projects, network-building activities, and community-based innovation. Our projects are based on both stated needs and identified potentials, and they are carried out in partnership with companies and industry leaders.

    Due to our focus on effective communication and dissemination, we are a strong partner for current and future activities within other programmes – inspiring business development through research and innovation.

Our researchers 

Jakob Borrits Sabra
Michelle Kranot
Sandra Brunkow Simonsen
Ditte Lundsgaard
Laura Søndergaard Isaksen
Anne-Marie Kristensen
birgitte-johansen
Hannibal Glaser
Bue Holmsgaard Fyhn