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World, Membrane and the Dismembered Body
1997
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1998
In an echoless room a computer and various measuring devices are used to amplify the sound of a body"s internal organs. In the silence, the visitor first hears the sounds inside his or her body, and then the amplified versions from audio speakers. A
Spectropia
1999
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2002
A work in progress , is an evening-length interactive media performance performed by two players with the the participation of audience members. Spectropia can also be presented as an interactive installation for two viewers at museums, festivals
ADA_Feature_Fleischmann_Strauss.pdf
FLEISCHMANN /STRAUSSThe Archive of Digital Art, 12/2023Text by Alejandro Quiñones RoaInterview by Carla Zamora and Alejandro Quiñones RoaMonika Fleischmann and Wolfgang Strauss, art collective and professors from Germany, are esteemedfigures
Exercise in Immersion 4
2006
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2007
Exercise in Immersion 4 is an ‘art-game’ devised by the Rotterdam media-artist, Marnix de Nijs and further developed in collaboration with V2_lab. His presentation at Deaf 07 saw the 'first public participation trials". Further software refinement
An Explicit Volume
2001
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2001
An Explicit Volume is an interactive installation comprising nine books arranged in a three by three grid. Each book is operated by an electronic page turner. The project is sited in a darkened space where four red vinyl chairs are arranged facing
IN TIME AND SPACE
2006
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2005
”Joining different life forms, two different DNA, creates an even more beautiful and more resistant life form, a stronger DNA. Unknown life forms from other planet came down to Earth, in a silent crash of two worlds.” Using the symbiosis of two
Featured Artist Fleischmann & Strauss
12/2023
Monika Fleischmann and Wolfgang Strauss, renowned German art collective and professors, have made significant contributions to the realm of digital media art and interactive installations. Pioneers in the field, they have not only created immersive
Changing Space: Virtual Reality as an Arena of Being
1998
Davies, Char. Changing Space: Virtual Reality as an Arena of Being In The Virtual Dimension: Architecture, Representation, and Crash Culture, edited by John Beckmann, 144-155. New York: Princeton Architectural Press, 1998.
What's Victoria Got to Do with It? Toward an Archaeology of Domestic Video Gaming
2012
Huhtamo, Erkki. What's Victoria Got to Do with It? Toward an Archaeology of Domestic Video Gaming In Before the Crash: Early Video Game History, edited by Mark J. P. Wolf, 30-52. Detroit: Wayne State University Press, 2012.
El proceso como paradigma
2010
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2010
Before the background of unforeseen global processes, credit crash and climate change, the exhibition el proceso como paradigma researches the nature of processes and self organising, processual systems on a cultural level and in the arts. el
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