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  • .. Her art works reflect on urbanity and community as seen through digital media and have been exhibited worldwide at festivals and museums..
  • Deep Contact -
    The next interactive piece, DEEP CONTACT (1989), directly involves the body of the viewer/participant who were required to touch the computerscreen. Viewers choreograph their own encounters in the vista of voyeurism by actually putting their hand on
  • Sandra Alvaro is a scholar working on the encounters between art, science and society. Primarily dedicated to contemporary aesthetics, her recent work focuses on how the technological and societal changes from postmodernity affect and have been
  • medi@terra 2006 -
    medi@terra festival dedicates its 7th edition to videogames and the crucial role they play in today’s digital culture. The fields affected by videogames have multiplied, forming a platform with numerous applications in different areas of reality:
  • Room of One`s Own -
    ROOM OF ONE'S OWN (1993) forces the viewers eyes to become immersed into the actual space of a tiny articulated interactive electronic peep show. A stainless steel box placed at eye level with movable periscopic viewing device bridges the
  • Inertia
    Inertia, 2010-11 | Music Henry Vega | Dance Géraldine Fournier | [Materials] Projectors, Computers, Media Player. Dimensions: 5m x 5m x 2.0m Utilizing the cut-up technique, a methodology commonly associated with the aleatory literary technique in
  • Zhan Wang is widely recognized as one of China's leading contemporary artists today. Working in installation, photography and video, his sculpturally informed practice challenges ideas of landscape and environment, addressing the urban, rural,
  • Move 36
    "Move 36" explores the permeable boundaries between the human and the nonhuman, the living and the nonliving. The title of "Move 36" refers to the dramatic chess move made by computer Deep Blue against world champion Gary Kasparov in 1997 -- a chess