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Dis-M-Body
1995
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1995
Dis-M-Body is a multisensory, interactive installation exploring the disembodied nature of information and messages as they dislocate and fracture one's sense of self, while simultaneously expanding one's sense of connection. Our sense of
Technology Recapitulates Phylogeny
1992
As you approach this piece a sensor turns a light on which projects the worms and tree forms onto the walls and ceiling. The tubefex worms which are the stars of this piece demonstrate a form of supra organization in which these single tubefex worms
the beehive
1997
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1997
In a floot of information words and pictures seem to lose their credibility. Does the culture disappear in the media society? - The beehive is a internet based project creating a web of thoughts. 32 animated and/or
Move 36
2004
"Move 36" explores the permeable boundaries between the human and the nonhuman, the living and the nonliving. The title of "Move 36" refers to the dramatic chess move made by computer Deep Blue against world champion Gary Kasparov in 1997 -- a chess
small fish
1999
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1999
"Well! I've often seen a cat without a grin, but a grin without a cat! It's the most curious thing I ever saw in all my life." Bewilderment similar to that of Alice in Wonderland will be expressed by anyone attempting to concisely describe the
Tele-Twister
2003
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2003
Have fun while learning about gravity, anatomy, ergonomics, and social dynamics! The party game Twister, introduced in 1966, was the first board game played with human bodies. This version, "Tele-Twister" is a game designed for the
Gravity and Grace
1995
in collaboration with Masayuki Towata. The observer is confronted with the dark surface of a half-mirrored glass on which blinking red LED lights and the observer’s own image is reflected. Within a short time, blue shafts of light begin to radiate
utHOPEia
2001
Hope in fusion with Utopia is here in perspective, looking at St Virgil, which has become part of the every day (esthétique du quotidien). By fragmenting the space and recontextualising elements of the place, utHOPEia is "hoping" to have the
Footprint Mapping
2004
"Footprint mapping" is an attempt to create a digital map of streets and public spaces by gathering "footprints" of participants of the project.The artist creates DIY style digital mapping system consisting of cheap pedometer(step meter), digital
Othello in an urban space
2003
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2003
Othello in an urban space:A trial of doing "Othello ®" game in human scale. Each partisipant plays a role of a piece of the game. Unlike we do the game on board and play by two players, there is no center of decision. All the strategy of the game is
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