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  • This installation entitled There's no simulation like home is the culmination of artistic telematic research since 1992. The exterior of the installation resembles the back of a plasterboard stage set, or as if the bricks of a house had been
  • In this installation, an interactive format similar to FOURSPACE (1991) has been developed in a different aesthetic direction. The game as a primary modality of interactivity is chosen as the functional context for a strategy of communication
  • Memory Theater VR is an example of a virtual museum that embodies original architectural, interface and visualization strategies that converge the experience of real and virtual formations. The installation itself is set inside a cylindrical space,
  • MovieMovie - video
    This expanded cinema performance was specially created for the Experimental Film Festival in Knokke-le-Zoute. It took place in the foyer of the festival building, with the audience sitting on the stairs and balcony. Three performers (Jeffrey Shaw,
  • MURMURING FIELDS – WALK-IN SOUND SPACE 1997–1999 As part of the EU funded eRENA Project (Electronic Arenas for Art, Culture Entertainment), Fleischmann und Strauss and the MARS lab created Murmuring Fields (1997-99), a sequel to Home of the Brain,
  • This sculpture enabled beams of light to be dynamically moved over Genesis's entire stage as well as out into the auditorium. It was constituted by six large mirrors which were all pivoted on two axes respectively and could be rotated in all
  • Inside perspex panels and electro-mechanical system is able to sort over 2000 balls and create images by choosing the relevant positions of either the dark-blue or pale-yellow balls. These images are first created (by anyone) by drawing on a video
  • The event took place in two adjacent rooms. In the first Shusaku gave a Buto performance on the edge of a raised circular steel construction within which the image of a black bull was painted on the white floor. A video camera pointed at this
  • Points of View was a 'theatre of signs' with both stage and protagonists being provided by a three-dimensional computer graphics simulation that was video projected onto a large screen in front of a seated audience. The action of the work was
  • A virtual projection installation created the illusion of looking through the theatre entrance doors at fictional scenes situated in the real space outside the theatre. The installation used the same augmented-reality technology that was first