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  • Davies, Char. Landscape, Earth, Body, and Time in the Immersive Virtual Environments Osmose and Ephémère In Women, Art, and Technology, edited by Judy Malloy, 322-337. Cambridge, London: MIT Press, 2003.
  • As If
    Davies, Char. As If Forbes ASAP Big Issue IV: The Great Convergence (Octobre 1999): 161.
  • Davies, Char. Virtual Space In Space: In Science, Art and Society, edited by Francois Penz and Gregory Radick and Robert Howell, 69-104. Cambridge: Cambridge University Press, 2004.
  • Davies, Char. Landscape, Earth, Body, Being, World, and Time in the Immersive Virtual Environments Osmose and Ephémère In Emergent Futures: Art, Interactivity and New Media, edited by Angela Molina and Kepa Landa, 47-58. : Institució Alfonse el
  • Davies, Char. Ephémère: Landscape, Earth, Body, and Time in Immersive Virtual Space In Reframing Consciousness, edited by Roy Ascott, 196-201. Portland: Exeter, 1998.
  • CICOV is an innovative center of a multidimensional and interdisciplinary character in which culture, history, architecture, communication and high technology are integrated into a common objective. Cordoba, past, present and future. Cordoba and
  • The Multi Mega Book is an "uptodate" electronic book sculpture ... a magical and stimulating journey through some of the most intense moments of human experience in media, technology, science, architecture and culture. The project is available
  • Landscape One -
    Four walls of a space are "painted", with video projectors, into a single photo realistic 360º landscape representing a public garden. The space, set in Montreal's Mont-Royal Parc, is being visited by real and virtual characters. If the
  • Apparatus for seeing your self from above In computergames you can see your game character from different perspectives. In the first parts of the game GTA (Grand Theft Auto) you lead your character from the bird’s eye view from above. In real
  • The Imaginary Hotel -
    The Imaginary Hotel allowed visitors to occupy and design their ideal room within and fill it with personal content and inspiration. The installation architecture resembled a typical hotel room with its ubiquitous furniture and appliances. In