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  • ... as scenographic objects, video mapping surfaces, and sound and light sources. Analogy between geopolitics and children's games. Internet found-footage combining images of Syrian refugee camps with video game aesthetics. Boxes as symbolic both of...
  • ... as scenographic objects, video mapping surfaces, and sound and light sources. Analogy between geopolitics and children's games. Internet found-footage combining images of Syrian refugee camps with video game aesthetics. Boxes as symbolic both of...
  • ... ultimately at computer heaven, where old computers reminisce and sing old soul songs . Designed using cheap computer games programming equipment this piece was an experiment, exploring the ways in which interactive works may, or may not succeed in...
  • ... the large console TV (the image is the same on both screens). You touch the screen to interact with it. It's like five games in one; five sections, each section is different than the others, all of them address appropriation und use of copyrighted...
  • Desert rain -
    ... practice. Inspired by Jean Baudrillard’s The Gulf War Did Not Take Place (1991), and constructed following computer game logic, Desert Rain can be seen not only as a comment on the war itself, but also as an exposure of the crucial role that...
  • Activism -
    ... in the world. This was explored on a light/shadow sculptural environment formed by letters/words that live in an utopian game area that transposed and became an example of real berserk web interaction documentation. While the author was playing the...
  • Off-Sense -
    ... Both challenges to design a cyberspace as a meeting place. It stands completely opposite position to the famous network game "DOOM". Video image texture and audio conneciton enables to humen common type of communication. Each avatar...
  • make-A-move -
    ... and personal space in a context of surveillance, and playfully invites visitors to ‘make a move’ thereby triggering a game of cause and effect between the participant and the automated gaze. When walking in front of the two screens, the portraits...
  • Can you see me now? -
    ... ICA in London in May 2003 is the next) that attempt to establish a cultural space on these devices. A future version of the game might allow the public to play on the streets using their own devices, as well as online. These social forces have dramatic...
  • World Without End -
    ... a special reward. ? Because a VR headset was impractical for a 90-day installation, the project showed a first-person video game. The installation included a large-scale acrylic print of a macroscopic view of the "world" (seen here).