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  • Human Flesh Line -
    Video-makers frequently use a tool called vectorscope to measure frames saturation and hue. The color balance of a film is based on a line technically called flesh line, where all the human tones arrange on. It’s is very interesting how, unlike
  • Rigid Waves - video
    In Rigid Waves, the acoustic mirroring of Narcissus and Echo is transformed into a visual form. Approaching the mirror, the viewer is confronted with a reflection that does not correspond to normal perception. Only an illusionary visual echo of
  • ECULTURE FACTORY 2005 A temporary Laboratory for Digital Culture and Interactive Media directed by Monika Fleischmann and Wolfgang Strauss, was funded by the EU, the Bremen Senate and Fraunhofer IAIS (May 2005 – May 2008). The objective was to
  • BIRLINGHOVEN CASTLE AI: IMAGE SYNTHESIS WITH CONNECTION MACHINE CM-5 In the early 1990s, AI image generation was an exciting field. At the GMD - National Research Center for Information Technology, we used the Thinking Machines’ CM-5, a parallel
  • Scenocosme (Grégory Lasserre & Anaïs met den Ancxt) in collaboration with Lola and Yukao Meet (Lola Ajima & Yukao Nagemi) La maison sensible is an interactive installation that augments the physical space and the relationship between an onlooker
  • PointScreen - video
    PONTSCREEN : MINORITY REPORT STYLE INTERFACE 2003 PointScreen is an interface for touchless control of a screen. Inspired by the Theremin, the first electric musical instrument that can be played without touch, we have developed a digital technology
  • HOME OF THE BRAIN (1990-91) - PHILOSOPHICAL DIALOGUES IN VIRTUAL SPACE Created between 1989 and 1991, HOME OF THE BRAIN by Monika Fleischmann and Wolfgang Strauss is considered to be one of the first pieces of Virtual Reality in the world to make
  • DIGITAL SPARKS : STUDENT CONTEST 2001 - 2008 The "Digital Sparks Matrix" is an interface for browsing all of the projects submitted to the " Digital Sparks" student competitions between 2001 and 2008 funded by the German Ministry for Research and
  • Between 0/1 - video
    Between 0 and 1: Numerical Dream or the Generative Transformation of Virtual Space (1988) "Between Zero and One" is created by changing the numerical values of geometric shapes such as a cube. This process generates an infinite variety of
  • I"TV : INTERACTIVE IMMERSIVE TV 1999 / 01 i2tv is a model for an electronic arena that explores a new form of live artistic production integrating on-line participants with participants at a real physical location. Participants take part in a