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  • Responsive audiovisual installation where visitors playfully stack, as if pieces of a giant interactive puzzle, plastic bins that act as symbols of containers transiting world markets. Video-mapping projections react to the new sculptural composition...
  • Fulldome participatory installation as a metaphor for a prediction machine. Virtual space of knowledge where visitors trigger, via a voice recognition system, one of the twelve clouds of information on the future of work, education, democracy......
  • Interactive installation exploring the potential of single-user virtual reality. Rearrangement of multiple subjective camera views captured from the body of an Olympic diver. VR head-mounted display transmitting simultaneous viewpoints and...
  • Mixed-reality installation with live and virtual performers, encountered via the smartphones of the visitors. Real and virtual situations come together, and micro-narratives emerge, based on shifting degrees of presence, traces of daily gestures and...
  • The Carousel, 2022 (Materials) | 8 Kodak Carousel S, Paper, Aluminium, Custom Made Electronics. Dimensions: 0.6m x 1.0m x 2.8m The sculpture utilizes eight Kodak Carousel S slide film projectors arranged in a 2x4 grid to produce an analog generative...
  • "A culture is dead when its myths have been exposed. Television is exposing the myths of the republic. Television reveals the observed, the observer, the process of observing". — Gene Youngblood Initially, a single image of Nam June Paik,...
  • 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...
  • The immersive installation site-inflexion invites visitors to take part in a site-specific virtual and acoustic journey. The scenery and soundscapes of the JKU campus are the main actors in the work, alluding to Johannes Kepler’s activity as a...
  • Swarming Lounge 2.0 is a mixed-reality performance and installation where visitors come to meet four live performers and nine augmented-reality characters displayed on smartphones. All characters, both real and virtual, are embedded in the...
  • Grass - video
    The original programming language "GRASS" (GRAphics Symbiosis System) was developed by Thomas DeFanti for his Ph.D. dissertation at The Ohio State University in 1974. For further information, see Wayne Carlson, Historical Significance In 1969, the...