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Spatial Pendulum
1990
A large steel ball hangs from four cables and motorized pulleys within the atrium of this building. Connected to the center's computer network, anyone working there can interactively program its movement paths.
rePLACEd in EVE
1998
The projection environment of PLACE consists of a cylindrical projection screen and a rotating platform in the center that carries a wide-angle three-projector system fed by an SGI-Onyx computer. The distortion caused by the projection onto the
Blue Window Pane II
1998
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2000
"Blue Window Pane is a CAVE virtual reality art experience that includes networking, live video, and sound activated graphics. Participants explore and actively ignite events to gain a knowledge base through exploration and perceptual interaction.
Virtual Orchestra
1997
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1997
"In a room with large-screen walls, where animated virtual players hold different musical instruments, the visitor, wearing data gloves, conducts a musical performance, leading the tempo with one hand and, with the other, directing aspects of the
Global Interior Project
1997
"Global Interior Project" is an experimental art work using digital networking technology for realizing Networked Multi-User Virtual Environment which enables to share one virtual space with several people from different terminals. People can
Nuzzle Afar
1998
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1998
"Nuzzle" is a shared 3D virtual environment art work, using digital networking technology. It realizes a new type of communication space where people can meet and talk to each other as avatars from several telematic immersive computer terminals.
Traces
1998
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1999
Traces is a project for networked CAVEs (immersive VR spaces). But it is very different in its goals and its nature from any other CAVE or VR project (to the knowledge of the author). The root of the project is a long standing concern over the
Interactive Cyber Cravat
1995
An interactive graphic installation through which the user can create and produce, in real time, his own personalized cyber cravat. The installation can be connected to a network. (source: https://www.evl.uic.edu/franz/)
Frontiers of Utopia
1995
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1995
video
In the installation Frontiers of Utopia the visitor is confronted with eight virtual female characters, based on the histories of real women who were born in different periods: 1900, 1930, 1960 and 1990. All eight characters dream of the way in
n0time
2000
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2001
Computer technology promised to save us time and provide a renewed sense of community. Instead we are collectively suffering from information overflow and lack of time, and we have to reconsider the established notions of "community". When thinking
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