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"META.morfosis"
2006
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2006
META.morfosis Museum and Art in the Digital Era Duration: January 27th – June 2006 Curated by: António Cerveira Pinto Author(s): Various Print Press The META.morfosis project gathered the works of up to 26 outstanding artists whose
Créations interactives et réalité virtuelle
2000
Event: Créations interactives et réalité virtuelleInstitution: Observatoire des politiques culturelles, Le MagasinComment:
Créations interactives
2000
Event: Créations interactivesInstitution: IIème symposium mondial des technologies de l'information (FWS) Comment:
Tecnicas de Infografia: Variables creativas metodológicas en el desarrollo de la imagen digital
2001
Vinas Limonchi, Manuel. Tecnicas de Infografia: Variables creativas metodológicas en el desarrollo de la imagen digital. Madrid, ES: Editorial McGraw-Hill Interamericana de Espana, 2001.
transmediale.10: futurity now!
2010
Much of 20th century society strove to depict 2010 as a shining example of a future framed by technological progress and social harmony. But as 2010 arrived it was clear that global society was neither the utopia nor the dystopia traditionally
Google Art or How to Hack Google, Rhizome and New Museum
2007
n an information-based age, the ability to search and organize information amounts to power. Search engines shape knowledge, modulate web traffic, and contribute to the creation of new semantics and meanings. Currently, Google's influence is
City Sonics #8
2010
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2010
27.08-12.09.2010 Machine a Eau, Mons Belgium Philippe Franck, Artistic Director presented project by LAb[au]: binary waves, mode: sound installation 2x540kHz, sound installation by Mika Vainio and LAb[au] about the festival Willing to
Digital Body-Automata
1997
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1997
Housed in a white, clinical environment, Digital Body- Automata is divided into three parts. These installations are called: A Figurative History (past mechanical transformation); Interskin (present digital transformation) and Immortal Duality
Lillian F. Schwartz
Lillian F. Schwartz is best known for her pioneering work in the use of computers for what has since become known as computer-generated art and computer-aided art analysis, including graphics, film, video, animation, special effects, Virtual Reality
Soft Cinema
2002
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2003
video
Initiated by Lev Manovich in 2002, Soft Cinema project mines the new creative possibilities at the intersection of cinema, software culture, and architecture. Its manifestations include computer-driven installations and films, architectural designs,
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