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Valise in an iPod
2006
Valise in an iPod follows after Duchamp's Readymade mini-museum, "Box in Valise" ( 1935-41 ). Valise in an iPod plays with the tension between the mass object and the reproducibility of the digital object, the promotional nature of consumer branding
Vanishing Body
1997
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1997
A work to lead spectator to a position of a performer. An installation for an exhibition "De-Genderism" at Setagaya Museum, Japan. When you enter the semicircle room (devided into two rooms by a screen), you are asked whether to enter with your
Vectorial Elevation, Relational Architecture 4
1999
"Vectorial Elevation" was an interactive art project which allowed thousands of people from 89 countries to control 18 robotic searchlights with 126,000 watts of power and link Cyberspace with Mexicos most emblematic urban landscape. Mexico Citys
VENOMENON
2015
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2018
Based on her continuous research on counterfactual thinking, media artist Elke Reinhuber explores how to present a narrative in a multi-linear manner by fragmenting and dissecting it for the audience. Venomenon was shot in stereo 3D, completely on
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
Vicious Circle
2012
video
Inspired by the "Industrial Revolution" and the subsequent changes in human development brought about by that revolution. A path that has and will lead humanity to both heaven and hell. I wanted to try to capture the paradox of this duality by
Videoschwelle
1988
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1988
Video installation in public space In the context of the project Freizone Dorotheergasse (Wiener Festwochen and Galerie Metropol), Vienna (AT) In co-production with Gudrun Bielz The work 'Videoschwelle' was conceptualized as part of an exhibition in
Viewpoint
1975
video
This work created a collage of fictional events within a museum space by making projected images of the events appear contiguous with the real space and actual situations. The work was constituted by two structural elements: a large projection
Virtual Balance
1994
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1994
video
VIRTUAL BALANCE: LOOKING WITH THE FEET 1994 Understanding interactivity in cyberspace as a seamless experience rather than a clickable one, Virtual Balance borrows from the myth of the magic carpet to move through data. The magic carpet, popularized
Virtual Museum
1991
video
The Virtual Museum is a three-dimensional computer-generated museum constituted by an immaterial constellation of rooms and exhibits. A round, motorised rotating platform is furnished with a large video projection monitor, a computer, and a chair
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