emo & tick (2010)

Emo & Tick are an Internet based project - 10 short animated episodes - that aim to ironically analyze the compression of language and self-expression. They’re also intended as a democratic animation system that anyone can replicate and recreate since typing instead of drawing does the animation method.

The two characters are based on Japanese emoticons, and engage in different conversations related to this new condition: short instant and condensed messaging as a way of communicating. They’re in fact a bridge between how social interactions used to be and how they are now.

The short 10 episodes approach different aspects of this fairly new communication system and are presented in a video format. The characters however, communicate through written text as seen on comics, despite the fact that they’re animated. This is intended as a facilitator to anyone who wishes to do their own emoticon animation. The music in the ...

Full Description

Emo & Tick are an Internet based project - 10 short animated episodes - that aim to ironically analyze the compression of language and self-expression. They’re also intended as a democratic animation system that anyone can replicate and recreate since typing instead of drawing does the animation method.

The two characters are based on Japanese emoticons, and engage in different conversations related to this new condition: short instant and condensed messaging as a way of communicating. They’re in fact a bridge between how social interactions used to be and how they are now.

The short 10 episodes approach different aspects of this fairly new communication system and are presented in a video format. The characters however, communicate through written text as seen on comics, despite the fact that they’re animated. This is intended as a facilitator to anyone who wishes to do their own emoticon animation. The music in the animations is generally referent to commercial adds of hardware and mobile devices, and the sound of the characters is taken from virtual environments and mobile devices such as cell phone dials, chat rooms, instant messaging systems and Second Life.

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