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LAM
2001
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2001
A computer installation desigend to create communication between several computers. A network created an on going creative process between the computers surrounding the viewer with light and sound. The process would continue to change as the
The Meadow
1996
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1996
THE MEADOW explores and manifests the metaphorical space which lies between the 'simulated' and the 'real' - a space to which artists are inevitably drawn. Ambiguity and irony also share this space, and it is here that new
Very Nervous System
1986
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1990
Very Nervous System is the third generation of interactive sound installations which Rokeby has created. In these systems, video cameras, image processors, computers, synthesizers and a sound system are used to create a space in which the movements
Echoing Narcissus
1987
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1987
Echoing Narcissus is an interactive sound-sculpture in the form of a well, covered in copper sheet and printed circuit boards. It is a re-telling of Ovid's myth of Narcissus and Echo. All sounds made in the proximity of the sculpture are
The Library
1999
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2000
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
Measure
1992
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1992
Measure is a variation of the Very Nervous System, using an extremely simple and regular sound source, a ticking clock. (source: http://homepage.mac.com/davidrokeby/measure.html)
The Machine in the Garden
1993
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1993
Not only does god play dice... but he sometimes throws them where they can't be seen - Stephen Hawking THE MACHINE IN THE GARDEN is an interactive videodisc installation dealing with gambling and spirituality, twin distillates of our
Memory Dress
Well, things don't always turn out the way you plan - this project certainly didn't. I learned a couple of things: 1/ Magnetic core memory is very hard to find. 2/ Most people who are interested in magnetic core memory are very
Watch
1995
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1995
Construction of an artificial perception systems, electronic systems that are able to see. Usually, the actual images are seen only by the system, which replies to what it sees with interpretive sounds or music. (source:
Ex(or)ciser
This interactive installation addresses mass media and manipulation in postmodern culture. In this mediawork individualism and narcissism are revealed as inextricably linked to new electronic technologies and capitalist consumerism. The interface
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