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Was haben die Medien, der Computer und die Realität miteinander zu tun?
1998
Krämer, Sybille. Was haben die Medien, der Computer und die Realität miteinander zu tun? In Medien, Computer, Realität. Wirklichkeitsvorstellungen und Neue Medien, edited by Sybille Krämer, 9-26. Frankfurt/Main: Suhrkamp Verlag, 1998.
Wearables and Detection of Falls: A Comparison of Machine Learning Methods and Sensors Positioning
2022
PINTO, ARTHUR B. A and GILDA A DE ASSIS and LUIZ C. B TORRES and THOMAS BELTRAME. Wearables and Detection of Falls: A Comparison of Machine Learning Methods and Sensors Positioning NEURAL PROCESSING LETTERS 1 (2022): 1-15.
Web-Mindscape and REFLEXION – In Sync/Out of Sync – : Biofeedback and Physical Computing in Interactive New Media Art
2021
Gernemann-Paulsen, Andreas and Claudia Robles-Angel and Uwe Seifert. Web-Mindscape and REFLEXION – In Sync/Out of Sync – : Biofeedback and Physical Computing in Interactive New Media Art Proceedings EAI (2021).
What Computer Games Can and Can´t Do
2000
Juul, Jesper. What Computer Games Can and Can´t Do In Digital Arts and Culture Conference in Bergen, August 2nd-4th 2000, Bergen: 2000.
What Computers Still Can´t Do: A Critique of Artificial Reason
1992
Dreyfus, Hubert L.. What Computers Still Can´t Do: A Critique of Artificial Reason. Cambridge, MASS: MIT Press, 1992.
White Heat Cold Logic: British Computer Art 1960-1980
2008
Mason, Catherine and Paul Brown and Charlie Gere and Nicholas Lambert, ed. White Heat Cold Logic: British Computer Art 1960-1980. Leonardo Book Series, Cambridge, Mass. London, England: MIT Press, 2008.
WORKS: THE ARCHITECTURE OF A.J. DIAMOND, DONALD SCHMITT, AND COMPANY 1968 - 1995, "York University Student Centre" By AJD,DS&Co, Philip Beesley Project Architect
1996
Carter, Brian, ed. WORKS: THE ARCHITECTURE OF A.J. DIAMOND, DONALD SCHMITT, AND COMPANY 1968 - 1995, "York University Student Centre" By AJD,DS&Co, Philip Beesley Project Architect. Halifax: TUNS Press, 1996.
World Graphic Design Now 6 - Computer Graphics
1989
Katsui, Mitsuo and Toshifumi Kawahara, ed. World Graphic Design Now 6 - Computer Graphics. Tokyo, Japan: Kodansha, 1989.
¿Por qué llamarlo Copia, si es Original?. El arte de la Copia Original odel Original Múltiple como estrategia creativa. / Why call it Copy, if it is Original?. The Art of the Original Copy or the Multiple Original as creative strategy.
2015
Escribano Belmar, Beatriz. ¿Por qué llamarlo Copia, si es Original?. El arte de la Copia Original o del Original Múltiple como estrategia creativa. / Why call it Copy, if it is Original?. The Art of the Original Copy or the Multiple Original as
‘Instructions’ catalogue essay for Fieldwork 2
2012
Nils Jean. ‘Instructions’ catalogue essay for Fieldwork 2 RCA Visual Communication Researchers Exhibition catalogue (2012).
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