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MAC Lima
medi@terra 2006
2006
-
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:
Deep Contact
1986
-
1989
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
Room of One`s Own
1990
-
1993
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
2011
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
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
2004
"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
Watchers
1996
"Watchers" are ambient light sculptures concerned with the rhythmic nature of television light and how it is used to seduce and compel the viewer into a kind of hypnotic and passive inaction. Detection of movement has been at the core of our
Station Rose
... should study their ef
fort
s and see how they just plain...
Spider Haus
2006
... work is designed as com
fort
able home for spiders with a...
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