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bubbles
1998
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2000
Interacting with virtual bubbles is quite simple...you just walk in front of the projectors light beam and cast your shadow onto the projection screen. The bubbles will recognize this shadow and bounce off its outlines, at the same time emitting
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
Remote Furniture
2000
Two rocking chairs are installed on the floor facing each other.The audience sees no interactions between chairs. The interaction is triggered when two people from the audience sit in the chairs and rock. Each chair has a sensor and motor.These
Heartbeats
2003
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2003
"Heartbeats" is an interactive art performance and/or street exhibition which meant to reveal one's personal rhythm -heartbeat- to the public in collective way. It consists of some sets of balloons which has light in it and sensor to detect
Silvers Alter
Silvers Alter took the form of a large projection of 22 men and women. This population of people was changed - or evolved - by the audience's presence and movement within the gallery space. When the audience selected a person, information
Instruction Drawings
2003
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2003
This workshop is a trial to describe how information flows through us. What we do with mobile phone is just exchange information. It enters through the ear and into the mind and then out through the mouth. In this workshop, visual
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
E-Sparks
2001
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2005
The goal of this project is an audio-visual interactive installation to explore the creative content and suggestions that the artificial life (alife) environments have in their potentialities. The suggestion the Plancton Art Studio wants to
Televised Distance #2
2003
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2003
Even though we have the capability to communicate over long distances, we are losing the senses of "the body" when using modern technology. In the future, can we design a medium that overcomes that? "Televised Distance"is an interactive art project
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