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  • D-G Cabine -
    An interactive video game imprisons or ejects players or their avatars in a cabin conceived in collaboration with the designer Vincent Torjman. This piece, the high point of the exhibition “Instrument Flying Rules” lays down the physical limitations
  • Vice Box -
    This very small, pocket size, sculpture allows the viewer to build his own portrait based on his sins and vices.
  • Hybrid Space -
    This work on lies and propaganda completes the “decor” of a Museum from the Soviet era that is nonetheless open to contemporary art. The almost constant real/virtual duality blends with that of solitude/multitude. The polar explorer, an isolated
  • Bio-Présence -
    The Biopresence project began with the destiny of Biscarosse's elm trees, which is indeed the story of all the elms of France, which the so- called "elm disease" has practically wiped from the French countryside. This obliteration has diminished an
  • Syracuse Tree -
    In this piece, while observing the effects of new technology, Olga Kisseleva has singled out the conditioning of behaviour at the heart of complex systems on the local as well as the global scale. Her interventions, which are strictly related to
  • Time Value -
    With this work Olga Kisseleva offers a perspective on current developments and cost saving in industrial business. Eight interactive electronic clocks are connected in real time on the "n-value" servers from different countries of the world. The
  • Tweet Time -
    In a world in which everything is accelerating, taking time out to reconsider one's daily habits, reclaim one's own choice of rhythm, and be aware of our limits, seems ever more vital. With Tweet Time, which was produced in collaboration with
  • Extraterrestrial X14Artist: Steve SherrellComment:
  • Rupture, the passion market: why love is not fashionable (1998), Mix media interactive installation: 2 digital paintings and 1 neon, 12 postcards and an interactive CD-ROMArtist: Patrícia GouveiaComment:
  • See No Evil -
    SEE NO EVIL is a drawing and text work in the form of a diary. Through a randomizing algorithm, the artist’s fictitious autobiographical text is masked by her original pencil drawings. Twenty-one of these drawings trigger augmented reality