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Voyage
1987
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1987
It takes at least ten years for an idea to go from first appearance in the laboratoy through translation into the consumer world. Voyage is an image signifying the acceleration of this ten year gestation. It is the symbolic description of the
Cross-Control
2001
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2001
Cross Control was initiated from the perspective of the rapidly changing experiences in the contemporary city, caused by the increased use of computer and mechanical techniques. Machines, intentionally developed as expedients, are being accepted at
IDfone
2005
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2005
Interactive digital video installation, variable size IDphone evokes an ambivalent conjunction between the Freudian notion of the Id, contemporary I.D. systems (biometrics) and a video-phone gone wrong. Employing digital "mirrors" that reflect
An Explicit Volume
2001
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2001
An Explicit Volume is an interactive installation comprising nine books arranged in a three by three grid. Each book is operated by an electronic page turner. The project is sited in a darkened space where four red vinyl chairs are arranged facing
A Midsummer Night's Dream
2000
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2000
This high-tech treatment of Shakespeare's masterpiece played June 29 - July 1, 2000 in the Lumley Studio Theatre at the University of Kent at Canterbury. The Y2K production of A Midsummer Night's Dream marks a collaboration between
Elusive Self
2002
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2017
ELUSIVE SELF A room installation which deals with the capacity of our brain to remember - and to forget, focusing on how we constantly revalue and recreate our relation to ourselves and to our past. Our memory is not like a printed book with an
Plasm: Not a Crime
1998
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1998
"Plasm: not a crime" is the artistic statement of Peter Broadwell and Rob Myers that sharing secrets is not a crime. It used to be that most interactions between people took place face to face. If you had a desire to keep something confidential,
Plasm: Above the Drome
1991
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1991
Three networked skyboards equip visitors to surf freely throughout a shared virtual space. Each fiberglass skyboard is a custom full-body input device, with force-sensing resistors driving the flight simulation for the occupant's on-screen
SoundSlam
2002
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2002
A DJ's life is hard and spoiling. Deejaying all night in overcrowded clubs and producing trax in the studio causes not only fame but also bad temper. DJs most frequently suffer from muscular atrophy and heart disease. SoundSlam is a high end
Magnet
1997
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1997
Interactive digital video projection environment 14 x 8 x 7 metres 2 large scale video projections, black and white, multi-channel interactive sound In collaboration with Stuart Jones (sound) Produced whilst Artist In Residence at the
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