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interskin
1994
-
1994
... the body becomes the interface for communication between the p
art
icipants. It becomes an "interskin" to convey, exchange and receive...
Glasgow Science Centre
2000
I developed a set of four interactive, room-based exhibits for the 'Planets and Beyond' area at the GSC: - Discover the Stars: Visitors move around, holding small white boards in their hands. At specific spots they are tracked by sensors
p53
2000
-
2000
... p53 is a manifestation of how media have changed pre-digital
art
. Where traditional sculpture before made superficial depictions of...
Infodesigner
2000
Pixelpark Interactive Environments created the Mercedes-Benz Info Designer for the Auto Salon Paris 2000 and made this special service an interactive, customer-friendly experience. In just a few steps users can obtain an overall picture of all
Sensorama
...This electronic game was developed for a big company's birthday p
art
y (ABB). There were twenty teams, each equipped with such a game...
Haptic Opposition
2007
-
2009
... state of the machine changes over time and depending on the p
art
icular movements. This leads to opposing forces against the user....
Acoustic Chase
This immersive audio environment explores how humans react to commands imposed by a machine generating its acoustic stimuli on the basis of tracked body movement. In this environment, different states of human and machine action are understood as a
The Pain machine
...The Pain machine
Art
ist: Kirschner, Morawe, ReiffComment:
SoundSlam 2.0 (w/ Trainer)
2003
-
2003
... punching. The project was realised especially for the Game
Art
Exhibition (source: www.fursr.com)
PainStation
2001
-
2001
PainStation comprises a box structure housing a horizontal screen over which the two players face each other. The software is based on Pong, an early computer game. Players use their right hands to control a bat on screen, and must keep their left
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