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Place - A User's Manual
1995
video
This work extends the tradition of panorama painting, photography and cinematography in the vector of simulation and virtual reality. The viewer can interactively rotate a projected image around a circular screen and so explore a virtual
Panoramic Navigator
1997
video
The Panoramic Navigator is a uniquely new interactive multimedia information terminal that embodies patented augmented reality technologies developed at the ZKM Center for Art and Media in Karlsruhe, Germany. The Panoramic Navigator allows the
reConFIGURING the CAVE
1998
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1998
These are reconfigurations of the original work conFIGURING the CAVE (1997) that for reasons of economy use simplified projection and interface technologies. Instead of the four screen environment, only one wall screen, or combination floor and
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
reconstructed Points of View
1999
Faced with the occasion to show Points of View 16 years after its creation, it became clear that the restitution of the original hardware and software would be much more difficult than simply reconstructing and reprogramming the complete work on a
Heavens Gate - Anamorphic
1993
video
This version of Heavens Gate uses the original video material of this work, but presents it in a somewhat different viewing situation. By means of digital post-processing this video material has been anamorphically deformed, and is projected onto a
Air-Liquid Display Sculpture
1982
Between two sheets of perspex, 32 channels have been woven out of a transparent plastic tubing. Extending approx. 30m, these channels run from the outside of the building, over and through te front entrance, and thenm along the ceiling of the foyer
Cube
1982
An augmented reality apparatus allowed the visitors, when looking through its optical window, to see a rotating computer-generated wire frame cube positioned in the real space of the museum. Further developement of this technology allowed stereo-
Alembic
1997
"Linking art, science, spirituality and technology, this interactive installation is the product of the artist's exploration of virtual reality as a sculptural medium, and is centered upon a floor based projection of computer generated 3D
Inherent Rights, Vision Rights
1992
In the virtual-reality "Inherent Rights, Vision Rights" the participant explores a sacred ceremony in a traditional West Coast Native Canadian long house. The long house is occupied by music, fire and spirits, which the participant can interact
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