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Westway
2001
-
2001
A video installation work focusing on the mythology of violence in contemporary London. The work is both autobiographical and fictional and depicts a violent assault. The work was part of three works. (source: http://www.grahamnicholls.com/)
plastic trade-off
2006
-
2015
... radiates light that visualizes of
one
of the most influential and controversial...
n o w h e r e - ein welt raum spiel
2005
-
2006
... As in all parts of the work n o w h e r e
one
will also be able to discover a crystal here,...
mirrage
2005
-
2005
in cooperation with Peter Szely (Sound) --- mirrage is a virtual mirror which perpetuates and alienates the spatial architecture of the sound art series Tonspur - the virtual space infinitely mirrors the architecture and triggers sounds when
Body Language
1984
-
1986
Body Language represents the second generation of interactive sound installations Rokeby created. The installation used three hand-built low-resolution (8x8 pixels) video cameras (see image above) to observe a 5 metre by 5 metre space. The images
Perception is The Master of Space
1990
-
1990
... floor at the entrance to the space. As
one
walked into the installation,
one
was in...
Petite Terre
1992
-
1992
... which determines when, how and why each
one
vocalises. Each behaviour is subtley different...
Silicon Remembers Carbon
1993
-
2000
The central element in "Silicon Remembers Carbon" is a large video image projected down onto a bed of sand on the floor of the installation space. In the second version, instead of laser-discs, the video source is made up from 2 streams of MPEG-2
reservoir_bots v.2 GameMod vor a VJ
2004
-
2004
in cooperation with various sound artists: Peter Szely, Christof Cargnelli, Electric Indigo --- Resembling a flaneur in an unknown city the bot moves through a "ludic 3D environment" - moved by the hand of the player - robbed of his identity which
Expositur - a virtual knowledge space
2001
-
2002
a Game Mod as a Virtual Museum --- in cooperation with Mathias Fuchs --- In constructing a virtual museum we changed, the logical structure and the aesthetics of a museum from scratch. We wanted to build a museum maze, a crossword puzzle of objects
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