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Interactive Video Kaleidoscope
1987
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1987
A human sized real kaleidoscope creates colorized feedback patterns from faces. Exhibited at the Massachusetts Institute of Technology, and the SIGGRAPH 1988 Art Show in Atlanta.
Evolved Virtual Creatures
1994
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1994
This video shows results from a research project involving simulated Darwinian evolutions of virtual block creatures. A population of several hundred creatures is created within a supercomputer, and each creature is tested for their ability to
Interactive Plant Growing
1992
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1997
video
"Interactive Plant Growing" is an installation, which deals with the principle of the growth of virtual plant organisms and their change and modification in real time in the 3-dimensional virtual space of a 4D Graphics Computer (Silicon Graphics).
A-Volve
1994
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1995
video
In the interactive real-time environment "A-Volve" visitors interact with virtual creatures in the space of a water filled glass pool.These virtual creatures are products of evolutionary rules and influenced by human creation and decision.
Intro Act
1995
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1997
video
"Intro Act" is an interactive computer installation, which was developed by Sommerer & Mignonneau for the 95 Biennale de Lyon and in is now in the permanent collection of the Musee d'Art Contemporain in Lyon France. In "Intro Act" visitors
Conversation
1987
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1987
Prompting a continuum between nature and culture, between species, and among the senses, Kac’s work questions the structures, mediations, and ultimately the supremacy of vision in art, while promoting synesthetic experiences that rearticulate
The Tables Turned
1997
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1997
video
The Tables Turned is preceded by Telematic Dreaming from 1992 and Telematic Vision from 1993. This installation is a continuation of the telematic theme placed within another social context. Dreaming used the bed, Vision used the sofa and The Tables
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
Handsight
1992
The intention of this work is to emphasize certain aspects of virtuality, such as telepresence and the re-embodiment of the senses. It creates a transverse relation between the real and the virtual by correlating a physical object with its virtual
Memory Theatre VR
1997
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1997
video
Memory Theater VR is an example of a virtual museum that embodies original architectural, interface and visualization strategies that converge the experience of real and virtual formations. The installation itself is set inside a cylindrical space,
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