Archive Search

  • Meister, Helga. Banz & Bowinkel: Künstler grüssen als Avatare Westdeutsche Zeitung (July 2018).
  • Giannetti, Claudia. La razón caprichosa en el siglo XXI - Los avatares de la sociedad posindustrial y mediática. Las Palmas de Gran Canaria, Spain: Cabildo Insular de Gran Canaria, 2006.
  • The projection environment of PLACE consists of a cylindrical projection screen and a rotating platform in the center that carries a wide-angle three-projector system fed by an SGI-Onyx computer. The distortion caused by the projection onto the
  • This interactive installation integrates virtual reality, robotics and telepresence with a high aesthetical content as well as an suggestive and enigmatic interaction. The Real ambience represented by a physical structure under the form of an Arena.
  • .. "Ideally by using these technologies, art should see through them and unveil this imperative role in our society. When it is aesthetically pleasing, the truth doesn’t hurt so much" ..
  • Digital Body-Automata -
    Housed in a white, clinical environment, Digital Body- Automata is divided into three parts. These installations are called: A Figurative History (past mechanical transformation); Interskin (present digital transformation) and Immortal Duality
  • Tunnel -
    The coal tunnel has no architecture. Its walls consist of the stuff the mine produces. It has no exterior, an interior shaped by the task for which it is intended, surfaces that are nothing but raw materials, and a shape that must follow the coal
  • Andy Lomas is a mathematician, digital artist and Emmy award winning supervisor of computer generated effects. Cellular Forms is the latest part of Morphogenetic Creations: a series of work which explores how complex organic structures, such as
  • Rome & Juliet in Hades is based on the play by Shakespeare. There are two main characters, Romeo and Juliet, in the story and, therefore, this story supplies a good example of multi-person participation. People have a strong desire to act out the
  • This project explores the value of immaterial production in a virtual world, and if and how this can be transferred into an economy of material production. We have collected a series of immaterial objects produced and owned by inhabitants in the