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Techno/Cultural Consciousness Across the Digital Divide
2002
D'Agostino, Peter and David I. Tafler. Techno/Cultural Consciousness Across the Digital Divide In Concisousness Reframed, Curtin: Curtin University, 2002.
Public Communication Sculpture
2001
Fujimura, Noriyuki. Public Communication Sculpture In CAST01 Conference Bonn, Bonn, DE: 2001.
Game On: Head Games
2002
Pesce, Mark et. al.. Game On: Head Games. London: Barbican Center Books, 2002.
The Playful World: How Technology Is Transforming Our Imagination
2000
Pesce, Mark. The Playful World: How Technology Is Transforming Our Imagination. New York: Ballantine Books, 2000.
Cathedrals of Light
2000
Pesce, Mark. Cathedrals of Light In The Playful World: How Technology is Transforming Our Imagination, edited by Mark Pesce, 248-255; 267. New York: Ballentine Books, 2000.
Traces: Embodied Immersive Interaction with Semi-Autonomous Avatars
2001
Penny, Simon and Bernhardt et. al. Schulte. Traces: Embodied Immersive Interaction with Semi-Autonomous Avatars Convergence (Summer 2001).
2000 Years of Virtual Reality
1993
Penny, Simon. 2000 Years of Virtual Reality In Through the Looking Glass, edited by Janine Cirincione and Brian D´AmatoNew York: Jack Tilton Gallery, NY, 1993.
Das aleatorische Spiel. Erkundung und Anwendung der nichtintentionalen Werkgenese im 20. Jahrhundert
2000
Schulze, Holger. Das aleatorische Spiel. Erkundung und Anwendung der nichtintentionalen Werkgenese im 20. Jahrhundert. München, DE: Wilhelm Fink Verlag, 2000.
Für eine Ästhetik des Spiels
2000
Sondereggerer, Ruth. Für eine Ästhetik des Spiels. Frankfurt/Main: Suhrkamp Verlag, 2000.
Das Kunst-Gen
2000
Schmundt, Hilmar. Das Kunst-Gen Der Spiegel 26 (June 26th 2000): 114.
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