Archive Search

  • In Telematic Dreaming (1992) a live telematic video installation linking two sites first exhibited at the legendary Koti Exhibition in Kajaani, Finnland, a bed is the medium for high definition images: images of a partner, perhaps many thausands of
  • Telematic Séance -
    The technology involved in "The Telematic Séance" is much the same as "Telematic Dreaming", however the situation is somewhat different. During the production of "Telematic Dreaming" I discovered many aspects of user interaction that I have brought
  • Telematic Vision -
    Artistic Statement by Paul Sermon First there was the bed, then came the sofa. The beginnings of this work started with the installation "Telematic Dreaming" produced in June 1992 for the "koti" exhibition in Kajaani, Finland. forwarding the
  • Telematic Encounter -
    Two dispersed installations are connected via an ISDN teleconferencing link, enabling audio and video communication between the two sites. The first installation (location 1), the main gallery installation consists of a table and chair on a carpet
  • 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
  • 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,
  • VIRTUAL BALANCE: LOOKING WITH THE FEET 1994 Understanding interactivity in cyberspace as a seamless experience rather than a clickable one, Virtual Balance borrows from the myth of the magic carpet to move through data. The magic carpet, popularized
  • 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,
  • conFIGURING the Cave -
    ConFIGURING the CAVE is a computer based interactive video installation that assumes a set of technical and pictorial procedures to identify various paradigmatic conjunctions of body and space. The work utilises the CAVE technology stereographic