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Great Wall of China
1996
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1996
The Great Wall of China is conceived for simultaneous realisation across media, including a Website (1995-96), a CD-ROM with portfolio of prints (1997-99) and an interactive installation (1999). The foundation of The Great Wall of China is a
I like Frank
2004
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2004
In March 2004 Blast Theory premiered the world's first 3G mixed reality game, I Like Frank in Adelaide, at the Adelaide Fringe. I Like Frank took place online at www.ilikefrank.com and on the streets using 3G phones. Players in the real
Kidnap
1998
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1998
In this sensational precursor to Big Brother, two volunteers were selected from a few hundred applicants and subsequently kidnapped for a period of 48 hours. Selected finalists were chosen at random and put under surveillance. Following this
Swarm
2005
Interactive installation showing the motion of a swarm of agents over a 2D or 3D lattice. The project is focussed on the connections dynamically created by the agents with their neighbours in a game of attraction, separation, alignment, obstacle
Placeholder: Landscape and Narrative in a Virtual Environment
1992
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1993
PLACEHOLDER was a virtual environment project designed by Brenda Laurel and Rachel Strickland and produced by Brenda Laurel. Placeholder was a two-person fully interactive virtual-reality system, utilizing stereoscopic head-mounted displays,
Desert rain
1999
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2003
In this fascinating piece the company worked in collaboration with the Computer Research Group of the School of Computer Science at Nottingham University, UK. The piece was one of the most complex and powerful responses to the first Gulf War
MIMI and the Illuminati
1992
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2006
Upon the invitation of the Lindisfarne Association and the Cathedral Church of St. John the Divine in New York City, a concert of audiovisual mathematics/music took place in the Cathedral Church on 17 October, 1992, at about eight o'clock in
n o w h e r e - ein welt raum spiel
2005
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2006
in cooperation with: Gerald Nestler (Research), Christof Cargnelli (Sound), Oliver Irschitz (Production) --- I treat Wittgenstein's propositions more like axioms. When I negate the axiom, 'We make ourselves a picture of the world'
reservoir_bots v.2 GameMod vor a VJ
2004
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2004
in cooperation with various sound artists: Peter Szely, Christof Cargnelli, Electric Indigo --- Resembling a flaneur in an unknown city the bot moves through a "ludic 3D environment" - moved by the hand of the player - robbed of his identity which
sexBot - dirty talk for the terminally shy
1999
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1999
sexBot is an exploration into the nature of technologically mediated encounters. It seems the more alienating a communication technology; the more its users are able to project their own erotic fantasies onto their experience. Using voice
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