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Mega Diary
1995
Open Diary project to understand the unrelated person. This is a project which opens many people's everyday lives to the public through computer networking. Participants write down diaries on a bulletin board on internet for 100 days. This
Electronic Cemetery
1996
Tomb on the Network. A project for a magazine "BRUTUS". A work as a curator of a imaginary museum. Actual museums are sometimes said to be cemeteries for art works, well then, what if I make a cemetery into a museum? Actual cemeteries always
PostPet
1996
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2001
A artificial pet mail-soft. Planning and directing.(Graphic Design by MANABE Namie, Program by KOUKI Takashi) A pet you keep in your computer delivers your e-mail just like a carrier pigeon. If your e-mail friend has PostPet soft, your pet
Echelon
2001
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2001
This work was made in response to a call by Metamute (London) for Jam Echelon Day 2001. It simply employs all the words stored in the Echelon system in a program that automatically generates texts using whatever dictionary it has available.
I like Frank
2004
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2004
In March 2004 Blast Theory premiered the world's first 3G mixed reality game, I Like Frank in Adelaide, at the Adelaide Fringe. I Like Frank took place online at www.ilikefrank.com and on the streets using 3G phones. Players in the real
Interfaces
1990
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1990
"Interfaces" was a live exchange conceived and organized by Eduardo Kac which took place on December 10, 1990, between a group of artists in Chicago and another group in the Center For Creative Inquiry, at the Carnegie-Mellon University, Pittsburgh.
Dialogical Drawing
1994
What is the condition of the art object in the age of networking and telematics? The piece entitled Dialogical Drawing, 1994, by Eduardo Kac, addresses this question by presenting two identical objects simultaneously at two distinct exhibition
D/eu/s
1986
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1986
When viewers logged on they first saw a black screen. Then, a small white rectangle appeared in the middle of the screen. Slowly, vertical bars descended inside the horizontal rectangle. At the bottom, viewers saw apparently random letters and
LAM
2001
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2001
A computer installation desigend to create communication between several computers. A network created an on going creative process between the computers surrounding the viewer with light and sound. The process would continue to change as the
Swarm
2005
Interactive installation showing the motion of a swarm of agents over a 2D or 3D lattice. The project is focussed on the connections dynamically created by the agents with their neighbours in a game of attraction, separation, alignment, obstacle
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