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  • Lorna - video
    LORNA 1979-1983 A.D. A.D. "A precondition to video is that it does not talk back. It absorbs, rather than reflects." Preliminary Notes, 1981 While video was like a reflection that did not talk back, interactive works were like a trick, two
  • Augmented Fish Reality is an in process interactive installation of rolling robotic fish-bowl sculptures designed to explore interspecies and transpecies communication. These could best be termed as “biocybernetic” sculptures that allow Siamese
  • In TRANS-E digital technologies provide us with an electronic ritual. Bodies connected by interfaces dialogue with computer electronic memories and can experience "virtual hallucinations" in real time. These "hallucinations" are managed by
  • Environments: Memories, Serpentarium, Village, Terrarium By penetrating in OUROBOROS’ PLACES we experience the poetic existence in memescapes, inhabiting within artificial landscapes no longer made of earth, but of memory units. Interfaces and
  • CAGEBIM is an installation where the visitor interacts. The visitor enters in the room and can read a John Cage's affirmation: " I am always interested in listening to. I am always less interested on the fixed relation between the parts. I am
  • The video performance had been presented in Salerno, Italy, during the ARTMEDIA Congress (1992). The space of Paula Verengia's Gallery had been drawned with slides and video projections on the back of the room. An Italian Dancing Company named
  • The installation comprises two environments. The first one is darker with light directed towards the inert enlarged photographic images on the wall of the room which is cut in the center by four metallic columns with luminous screens where six video
  • In my Art Electronic exhibition, ELECTROURBS, 1979, at N.O. Space, In Porto Alegre and after in 1982, at Funarte, Galeria Sergio Milliet I used one electronic stetoscope to amplify the heart beats for medical diagnostics, and creatively I intended
  • The NTAV UCS PC CAVE is a virtual reality (VR) and augmented reality (AR) immersive environment supported by commodity based clusters of low cost PCs that can be or not connected to the internet. These reconfigurable immersive cube with
  • Heartscapes is an immersive virtual environment that offers interactions into a simulated virtual heart. It is a place for the body totally involved in a sensation of a dissolution of its corporeal boundaries, melt up with the environment. The