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Automata: Seeing Cyborg Through the Eyes of Popular Culture, Computer-Generated Imagery, and Contemporary Theory
1998
Bostic, Adam I.. Automata: Seeing Cyborg Through the Eyes of Popular Culture, Computer-Generated Imagery, and Contemporary Theory Leonardo 31, no. 5 (1998).
Interactive Modelling and Animation of Branching Botanical Structures
1996
Lintermann, Bernd and Oliver Deussen. Interactive Modelling and Animation of Branching Botanical Structures In Computer Animation and Simulation ´96, , 139-151. Wien, New York: Springer, 1996.
Day Dawns, Light Appears, Let us open our eyes...
1986
Courchesne, Luc. Day Dawns, Light Appears, Let us open our eyes... In Lumières, Perception-Projection, Les Cent jours d´art comtemporain, , 35-48. Montréal, CAN: Centre international d´art contemporain, Montréal, 1986.
Mimikry und Simulation - Strategien der Evolution?
1991
Weibel, Peter. Mimikry und Simulation - Strategien der Evolution? In Strategien des Scheins. Kunst, Computer, Medien, edited by Florian Rötzer and Peter Weibel, 290-297. München: 1991.
Family Portrait
1991
Courchesne, Luc. Family Portrait In Computer Graphics Visual Proceedings, , 118-119. Anaheim: 1991.
L´exposition comme oeuvre
1992
Courchesne, Luc. L´exposition comme oeuvre In Muséo-séduction, Muséo-réflexion, , 163-168. Quebec City, CAN: Musée de la civilisation and Service canadien des parcs, 1992.
The HUMANOID Environment for Interactive Animation of Multiple Deformable Human Characters
1995
Boulic, Ronan and Tolga K. Capin and Zhiyong Huang and Prem et. al. Kalra. The HUMANOID Environment for Interactive Animation of Multiple Deformable Human Characters In Proceeding Computer Graphics Forum ´95, edited by Computer Graphics
Metamedia and Cyberspace: Advanced Computers and the Future of Art, Technology and Creativity
1990
Brown, Paul. Metamedia and Cyberspace: Advanced Computers and the Future of Art, Technology and Creativity In Culture, Technology and Creativity, edited by Philip HaywardLondon: John Libbey and Arts Council, 1990.
Aus der Vorgeschichte des Mediums Computer
1994
Coy, Wolfgang. Aus der Vorgeschichte des Mediums Computer In Computer als Medium, edited by Norbert Bolz and Friedrich Kittler and Christoph Tholen, 19-37. München: Wilhelm Fink Verlag, 1994.
Exploiting Interactivity, Influence, Space and Time to Explore Non-linear Drama in Virtual Worlds
2001
Craven, Mike and Ian Taylor and Adam Drozd and Jim et. al. Purbrick. Exploiting Interactivity, Influence, Space and Time to Explore Non-linear Drama in Virtual Worlds In CHI´01 Proceedings of the SIGCHI Conference on Human Factors in Computing
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