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  • ... work involves digital painting fused into projections for opera and experimental film. She researches, designs and creates virtual environments. She is co-chair of the Engineering Reality of Virtual Reality conference with Ian McDowall. Margaret Dolinsky's...
  • ... is a performer, musician and writer based in London. He explores the dimensions of the human body in relation to real, virtual and cultural spaces through performances, concerts and installations. In his works, sound, machines and biology are...
  • ... include: DOUBLE YOU (and X,Y,Z.), TransmissionS, TRACES, STRING CYCLES, @Vesu.Vius, VR/RV: a Recreational Vehicle in Virtual Reality, YOO (YearZEROZERO) and www.temple.edu/newtechlab . The installations have been exhibited at the Philadelphia Museum...
  • ... in the International Museum of Electrographic (MIDE), researching, among others: the concept of physical museum over the virtual museum, the evolution and development of semiotics in web space or writing texts from the research on new technological...
  • ...F.A.B.R.I.CATORS is a digital media company specializing in: Interactive Technology, Virtual Reality, Interactive Media, Networking, Robotics, Digital Media and Integrated Media. The company operates in the fields of: Art, Design, Architecture, Edu-Entertainment,...
  • ... designer and Project Co-ordinator of a new Interactive art centre in Cordoba, Spain called CICOV (Centro Interactivo Cordoba Virtual).
  • ... focuses primarily on interactive environments and technologies of presence. Known for his pioneering work in the field of Virtual Reality at NASA, Fisher's media industry experience also includes Atari, Paramount, and his own companies Telepresence...
  • ... and Critical Play (2009), all with MIT Press. She writes about popular culture and digital media such as computer games, virtual agents, and online spaces in order to understand how they affect and reflect culture. She is also co-author with Matteo...
  • ... but offered interactive experience of beeing between connected worlds, experience connecting in hybrid entity real and virtual environments. Viewers become integral components of these works, the intelligently working components. As a result,...
  • ... his primary concern has been to employ multimedia technology in order to examine the possibilities for communication within virtual spaces. His interactive works include Removable Reality (1992), which used an infrared cordless phone, and Impressing...