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  • The Library -
    As the Y2K media frenzy and millennium celebrations reached a fever pitch in late 1999, the finishing touches were being put on the design of one of the most ambitious VRML projects on the internet today. With the assistance of modellers, animators
  • The Distorted Barbie -
    "The distorted Barbie" is a web-art installation that displayed digitally altered images of Barbie dolls in order to comment on Barbie as a cultural/commercial symbol and pop-icon. He published his original Distorted Barbie both on his own site at
  • The Berlin Files -
    "You're sitting in a bar. You pull out a book that you just bought to look at, a collection of short stories. Flipping through it you stop on a paragraph describing a dark street in Berlin, a woman in a red dress walks out of a doorway towards
  • Text Trends -
    Text Trends deals with the spectacularization of information. Using Google data it explores the vast search data of its users. The animation takes the content generated by search queries and reduces this process to its essential elements: search
  • Tesão -
    Videotext (minitel) animated poem shown online in the group exhibition Brazil High-Tech (1986), a national videotext art gallery organized in Rio de Janeiro by Eduardo Kac and Flavio Ferraz and presented by Companhia Telefônica de São Paulo (in
  • Terrapattern is a tool for exploring the unmapped and the unmappable: a system for finding ?"more like this, please" in satellite photos. It can also be described as "a visual search engine for satellite imagery", "similar-image search for satellite
  • Tele-Twister -
    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
  • Tele-touch
    Tele-Touch explores the notion of human touch and telepresence in a computer networked environment. It consists of a jacket equipped with wireless touch output devices that allow the person wearing the jacket to be touched by visitors to the
  • Mixed-reality installation with live and virtual performers, encountered via the smartphones of the visitors. Real and virtual situations come together, and micro-narratives emerge, based on shifting degrees of presence, traces of daily gestures and
  • Swarming Lounge 2.0 is a mixed-reality performance and installation where visitors come to meet four live performers and nine augmented-reality characters displayed on smartphones. All characters, both real and virtual, are embedded in the