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Berlin-Cyber City
1989
-
1990
video
BERLIN-CYBER CITY - VIRTUAL WALKS THROUGH REUNITED BERLIN (1989–90) Berlin-Cyber City was created in response to the fall of the Berlin Wall on November 9, 1989. The work reveals the historical upheaval through virtual walks and initiates a
Bio-Présence
2013
-
2013
... of tree species which are poorer or even detrimental to the
environment.
The artwork is in the form of a protective crown, made up...
Starry, Starry Night
2010
-
2010
... issues, this work is to awake people’s concern for
environment.
In the work features the interaction of the Internet and...
Syracuse Tree
2013
-
2013
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
AME: Art After Museum
1992
-
1992
... IS A LIVE MEMORY . Contemporary art is no longer an hostile
environment.
Art After Museum is an hostile
environment.
It is...
Hunting Trophies
2008
-
2008
video
"Hunting Trophies" is a project showing a collection of eleven hunting trophies hung on the wall. These trophies are similar to those that hunters could exhibit proudly in their living room but here they are chests of robots. Each robot has its
Os que chegam com a noite
2013
Using custom made circuits based on Arduino we create an intervention in the lighting systems of public spaces intending to alter the visitors' experiences of space and time, changing their apprehension of the surrounding
environment
and how they
Text Trends
2010
-
2010
Text Trends deals with the spectacularization of information. Using Google data it explores the vast search data of its users. The animation takes the content generated by search queries and reduces this process to its essential elements: search
ambientROOM
1996
-
1997
... of the "presence" of people mediated by the physical
environment.
We explore ways to give a sense of the ghostly presence...
Swarming Lounge 2.0
2022
Swarming Lounge 2.0 is a mixed-reality performance and installation where visitors come to meet four live performers and nine augmented-reality characters displayed on smartphones. All characters, both real and virtual, are embedded in the
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