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  • ... is enhanced. Artworks like“Swarming Lounge” (2018) and “site-inflexion” (2020) invite the users to explore thephysical and virtual space in an immersive way, through the use digital interfaces andimmersive media.site-infexion (2020)1kondition pluriel, ADA...
  • ... still wasn’t as commonplace as it is today,the audience was invited to touch natural plants as interfaces to let grow virtual plants on alarge background projection. As we can imagine, it was a completely new way to approachnot only nature, but also...
  • ... knowledge extraction interfaces. Almostin parallel to the initiation of the Archive of Digital Art (former Database of Virtual Art) in 1999, theyintroduced the online archive and research platform for digital culture “netzspannung.org” which hasnot...
  • ... as neural network. Following the shamanic belief that the stone is aveil between the real world and the world of spirits, a virtual living stone wall was createdthrough a dance of mutating large projections of the Ingá Stone in northern Brazil,...
  • ... it.Beyond that, pictures or pictorial elements that are purely the product of 3D computer graphics bringthe element of (virtual) sculpture into the mix. Moreover, given computer graphics’ time-based prowessand ability to author or facilitate interactive...
  • ... East Kilbride first hand by exploring street avenues and neighbourhoods. EKNewTown.com was one of the first projects to virtualise a town prior to the launch of mapping services such as Google Streetview. See the project's first critical review in...
  • A-Volve - 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. Designing any kind of...
  • ...Event: A Vision of Virtuality: Rigid Waves / Liquid Views / Responsive WorkbenchInstitution: GMD-German National Research center for information technologyComment:
  • ...Anderson, R. L.. A Real Experiment in Virtual Environments: A Virtual Batting Cage Presence: Teleoperators and Virtual Environements 2, no. 1 (1993): 16-33.