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Tesão
1986
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1986
... group exhibition Brazil High-Tech (1986), a national videotext
art
gallery organized in Rio de Janeiro by Eduardo Kac and Flavio...
ambientROOM
1996
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1997
The ambientROOM is a Tangible Bits platform which explores the use of ambient media as a means of communicating information at the periphery of human perception. The ambientROOM allows users to be aware of background bits using ambient display media
transBOARD
1996
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1997
The transBOARD is a Tangible Bits platform which explores the use of a digitally-enhanced whiteboard as a model of a wall in the future. The transBOARD supports distributed access to physical whiteboard activity. Distributed users can monitor
Proxy-Distributed Computation
1996
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1997
The Tangible Bits platforms make complex use of physical objects and surfaces monitored by a range of sensors, augmented by a variety of graphical and ambient displays, and linked by a diverse combination of networked computers.
Recaos
1986
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1986
When viewers logged on, the first saw the letter C on the lower right corner of the screen. The letter A appeared above the C, followed by a series of letters O moving upwards. This motion was against the default mode of the videotex medium, which
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
mediaFlow
1996
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1997
mediaFlow is the first project to interlink the multiple Tangible Bits platforms. mediaFlow uses Triangles to route the flow information such as activity on the transBOARD, metaDESK, or online sources to destinations like Ambient Fixtures, the
PingPongPlus
1997
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1998
PingPongPlus is a digitally enhanced version of the classic ping-pong game. It is played with ordinary, un-tethered paddles and balls, and features a "reactive table" that incorporates sensing, sound, and projection technologies. Projectors display
FishFace
1997
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1998
FishFace is a gestural input device with proximal visual feedback. It detects motion using a "LazyFish" electric field module, and displays graphics on an array of LED's. The integration of the display and sensing creates the illusion that the
Ambient Fixtures
1997
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1998
This project explores the use of physical fixtures and objects to display temporal information within an architectural space in a subtle and aesthetically pleasing way. Ambient Fixtures present and communicate information through their changes in
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