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American Lessons - The White Room
2001
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2001
The White Room is a metaphor that illustrates the Brazilian atmosphere face to the constant changes in the domestic economy. Moreover, it points to the delicate balance between North and South - in terms of world geography -- after globalization.
The Waiting Room
1998
Interactive digital video projection environment 12 x 12 x 6 metres 2 large scale video projections, colour, multi-channel interactive sound In collaboration with Sue Hawksley (Choreography) and Stuart Jones (sound) Produced by Victoria
Panoramic Acceleration
1999
In simple terms Panoramic Acceleration is an interactive experience where the physical body and visual perception is subjected to extreme rotational movement. The participant sits in a racing car seat on a motorized revolving arm and focuses on a
PostPet
1996
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2001
A artificial pet mail-soft. Planning and directing.(Graphic Design by MANABE Namie, Program by KOUKI Takashi) A pet you keep in your computer delivers your e-mail just like a carrier pigeon. If your e-mail friend has PostPet soft, your pet
Machinal
1999
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1999
MACHINAL is a play in nine episodes by Sophie Treadwell, first produced in 1928 and published in 1929. The setting is 1920s New York and a seaside hotel. Suggested by a notorious murder case, this expressionistic play (also produced as The Life
Suspension
1997
Contemporary spaces are dynamic combinations of the real and the virtual. They are accessed, ordered, and navigated under the conditions of various online and offline protocols. These protocols include computer formats and settings, social codes and
the moment
2005
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2005
... (Source:...
Night Canoeing
2004
In the video (plasma screen) and sound installation Night Canoeing, one sees a mysterious image of water, light and steam. Snippets of a river's edge reveal that you are in a boat, part of a journey on a river at night. As both film and sound
History of the Main Complaint
1996
History of the Main Complaint addresses issues of memory, truth, and reconciliation—issues that gripped South Africa in the immediate post-apartheid period, during which the Truth and Reconciliation Commission held public hearings to recover lost
egaku
2002
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2003
egaku is a tabletop user interface designed to enhance the ideation process with seamless image management tools. Designers sketch ideas as the system captures high-resolution images of the sketches and organizes them in a transparent image
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