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Starbright World
1994
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1997
Starbright World was a pioneering online multi-user 3-D virtual world in which seriously ill children in hospitals across the United States could meet via a network to play with each other as avatars, build a part of the world themselves, discuss
Avatar
2007
-
2009
The photos are overlaps of avatars (images used in chat everyone chooses to represent themselves) of people i met chatting. I’ve chosen the virtual world of chat as a meeting place par excellence of contemporary, where everyone can put on fleeting
Public Messages
2009
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2009
Typed sentences has been collected by people I met and I’m actually meeting in chat for two years. These sentences are not picked up from conversations but they’re written thoughts near the avatars, substantially they have the same function, they’re
Expanded sensorium and physiological sensors
2015
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2015
EVALUATION OF PHYSIOLOGICAL VARIABLES in an unusual context, that is, non-clinical or laboratory, using a T-shirt developed by undergraduate students in Electronic Engineering and Masters in Biomedical Engineering, with sensors capable of measuring
D-G Cabine
2003
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2004
An interactive video game imprisons or ejects players or their avatars in a cabin conceived in collaboration with the designer Vincent Torjman. This piece, the high point of the exhibition “Instrument Flying Rules” lays down the physical limitations
Cinema-Transcode
2011
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2011
video
Device built to explore film materials originally conceived as linear analog forms that once beeing digitized become susceptible to manipulation through the programming process. This is a machine that allows the user, through interaction with a
Via Invisível (Invisible Via)
2011
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2011
It is a serie of panels in subway stations with small radio frequency sensors, commonly used in cell-phone pendants, sold in trinket stores. Those sensors are lighted when they capture the use of cell phones. Via Invisível has been exhibited in
Taipei Phototime
2014
Real time comparative visualization of Instagram images as they are uploaded from Taipei and New York created with custom software. Taipei Phototime captures and displays new Instagram images in real time. Two streams of images, one from Taipei and
Conversations
2004
video
Conversations offers viewers an immersive, multimodal, interactive narrative experience exploring the events leading up to the escape, recapture, trial and hanging of Ronald Ryan at Pentridge Prison, Melbourne, in 1967; Ryan was the last person
Conversations @ the Studio
2005
video
Conversations@the Studio presents a natural navigation of a real-world situation—a contemporary glass craftsman’s studio. By displaying a 360-degree global video recording, made on location at the glass blowing studio, it provides the tele-present
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