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Digital Art / Public Art: Governance and Agency in the Networked Commons
2008
Christiane Paul. Digital Art / Public Art: Governance and Agency in the Networked Commons In Interface Cultures - Artistic Aspects of Interaction, edited by Christa Sommerer and Laurent Mignoneau and Dorothee KingVienna/London: Springer Verlag,
Neural Networks vs. Computer-Networked Environments. Cognition and Communication in Digital Art
2003
Paul, Christiane. Neural Networks vs. Computer-Networked Environments. Cognition and Communication in Digital Art http://www.artbrain.org/neural-networks-vs-computer-networked-environments-cognition-and-communication-in-digital-art/ [21.10.2014].
0 oder1? Computerkünstlerische Spiele mit dem binären Zufall
2011
Reisinger, Gunther. 0 oder1? Computerkünstlerische Spiele mit dem binären Zufall In SpielKunstGlück. Die Wette als Leitlinie der Entscheidung, edited by Johann Konrad Eberlein, 181-192. Wien/Berlin: Lit-Verlag, 2011.
The
Des
ign of the Connection Machine
1994
...Thiel, Tamiko. The
Des
ign of the Connection Machine...
The
Des
ign of the Connection Machine
2010
...Thiel, Tamiko. The
Des
ign of the Connection Machine In...
Multigraphical Membrane Systems Revisited
2013
Obtulowicz, Adam. Multigraphical Membrane Systems Revisited In Conference Proceedings for International Conference on Membrane Computing (CMC 2012), edited by Erzsébet Csuhaj-Varjú, 311-322. Berlin/Heidelberg: Springer, 2013.
Critical Play: Radical Game
Des
ign
2009
... Radical Game
Des
ign. Cambridge, MA:...
Decidophobia – an artistic research on the possibilities of immersive environments
2014
Reinhuber, Elke. Decidophobia – an artistic research on the possibilities of immersive environments ICONO14. Journal of Communication and Emergent Technologies 12, no. 2 (August 2014): 206-229.
Pre-envisioning Mediatecture: A Media-archaeological Perspective
2010
... Mediatecture: The
Des
ign of Medially...
Slots of Fun, Slots of Trouble: Toward an Archaeology of Electronic Gaming
2005
Huhtamo, Erkki. Slots of Fun, Slots of Trouble: Toward an Archaeology of Electronic Gaming In Handbook of Computer Games Studies, edited by Joost Raessens and Jeffrey Goldstein, 1-21. Cambridge, MA: MIT Press, 2005.
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