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  • ... about) personal space, privacy and surveillance, and playfully invites participants to ‘make a move’ thereby triggering a game of cause and effect between the participant and the automated gaze. The work was produced during a residency at Agence TOPO, in...
  • Exploded Views -
    ... of Exploded Views is subdivided into phases. During the first stage, the soft- and hardware platform and the first game level was developed specifically for the city of Florence. Depending on the location where the installation is exhibited, the...
  • ... the level of real-time flat-shaded 3-D graphics needed for the Legible City. But compared with the capabilities of today’s game-graphics cards, the SGI was still a very limited system, which also set certain constraints for the Legible City. © Jeffrey Shaw
  • ... sensory feedback, users are also shown the pictures of the consumed beverage. This technology was presented as part of a game entitled 'conspiratio' at the international collegiate virtual reality contest (IVRC). the interaction entailed a screen, an...
  • ... fans? Who are their role models, for whom are they role models? I‘m fascinated by characters like Katniss from The Hunger Games who melds qualities of Jeanne d‘Arc and of a revolutionary, and by Sigourney Weaver in the Alien movies. The latter is an action...
  • ... structure to follow, like the technically similar installations at the different amusement parks. It is also not a computer game: it does not have any goal to reach. (For example an airport to land or an enemy to destroy.) On the contrary: "The Forest"...
  • Digital Body-Automata -
    ... imaging and computer mapping of the interior of the human body. Such is the experience of "Interskin", a virtual reality game between two players and a moderator. The moderator can only observe and interrupt the players, while the players can "go inside"...
  • ... now vanished structure to speak of the emotions and conflicts it engendered and represented in the past. As in a 3D computer game, users can wander along the Wall – not in the role of the omnipotent border guard, gun in hand, but in the role of a normal...
  • ... mortality, and countless other systems of spiritual belief for their promises of miracles, we are just as surely drawn to games of risk and chance. Reconciling spirituality with our apparently reckless attitude towards technology becomes less problematic...
  • ... can generate the illusion of human behaviour in computer animation. This long-term research started with the work "Children's Game", then "Animation Number Seven", and in the year 2007, "Marionettes". (In “Wheels”, I am using the same half human-half animal...