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The Art of the Thinking Space: A Space Filled with Data.Vol. 31, No. 3: Shifting Boundaries: Practices and Theories, Arts and Technologies,
2020
Fleischmann, Monika and Wolfgang Strauss. The Art of the Thinking Space: A Space Filled with Data. Vol. 31, No. 3: Shifting Boundaries: Practices and Theories, Arts and Technologies, In Digital Creativity: Shifting Boundaries: Practices and
sens:less
1996
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1996
sense:less is a place for humans to experience a stranger alternate reality. Through VR technology and a custom made body suit sense:less puts the user in a multi-sensory environment. This is a dramatic space, influenced by theatre, and the
Planet Sram
This work associates Virtual Reality with Multimedia through a narrative intuitive percourse. Designed for a multi-user interface platform that combines motion capture and virtual reality. Up to seven participants can interact with the application.
Biotica
1999
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1999
An immersive journey into a world of artificial-life creatures. Viewers use their arms to fly and navigate in a virtual 3D world of evolving, swimming and pulsing a-life creatures. (source: www.mimetics.com)
e-volved cultures xxwide
2008
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2008
driessens & verstappen e-volved cultures xxwide, 2008 Variable screen. Software for Mac OS X, installation with 2 projectors Supported by: Mondriaan Foundation, Ámsterdam Acknowledgements: The Netherlands Foundation for Visual Arts,
Elevator's Music
2007
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2007
The site-specific installation “Elevator’s Music”, visits the topic of synthetic creatures becoming sentient. What if centuries from now, we had the technology to make any machine self-aware? In this distant future, if an elevator could be
Shine Together-Turning Natural Melody
2020
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2020
This work is based on the concept of the refraction of a triangular prism, playing with the transformation of light and shadow in combination with musical creativity. The result is shared on a cloud database, collecting each part of sharing and
Patrícia Gouveia
Patrícia Gouveia is an artist, designer, scholar, and curator with more than twenty years of research experience in arts, design, gaming, and interaction. She has been working in Interactive Arts and Design since the 1990s. Her research focuses on
dog[lab]01
2004
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2004
In this experimental space, seven little chimerical robots are evolving, some animals which have the general morphology of a dog but some have bovine coats provided with horns (mad cow disease?), pork skin (xenotransplantation? unless it’s a cross
The Quarxs
1991
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1991
First of all, the QUARXS are characters in a series of twelve computer animated films of three minutes each. Each one presents itself as a program of popularized science: the narrator, a scientist (a researcher in "comparative cryptobiology"), takes
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