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  • Davenport, Glorianna. Your Own Virtual Storyworld Scientific American 283, no. 5 (2000): 79-82.
  • Candeira, Javier. Rebecca Allen: El arte interactivo tiene mucho que aprender de los videojuegos El Mundo - Diario del navegante: Especial Art Futura 2000 (2000).
  • Simon Penny is an Australian practitioner in the fields of Digital Cultural Practices, Embodied Interaction and Interactive Art. His practice has included artistic practice, technical research, theoretical writing, pedagogy and institution building.
  • Biografie Leo Peschta 18th june 1978, in Wien geboren lebt und arbeitet in Wien 2008 Robots' Choice Award, Art-Bots Dublin since 2008 working for RCSI, (Research Center for Shared Incompetence) 2003-2004 Heinrich-Klotz
  • MacMahan, Alison. Architecture of the Mind. The Work of Jeffrey Shaw Archis. Architecture-City-Visual Culture 6 (2000): 38-43.
  • Napier, JoAnn and Denise Shortt and Emma Smith. Culture: Char Davies, Virtual Artist In Technology with Curves: Women Reshaping the Digital Landscape, Toronto, Ontario: Harper Colllins Ltd, 2000.
  • Pesce, Mark. The Playful World: How Technology Is Transforming Our Imagination. New York: Ballantine Books, 2000.
  • Pesce, Mark. Cathedrals of Light In The Playful World: How Technology is Transforming Our Imagination, edited by Mark Pesce, 248-255; 267. New York: Ballentine Books, 2000.
  • PLANCTON was founded in the 1994 by a group of three artists (Annunziato, Pierucci and Gemma de Julio) and started the activities with a series of artworks and experiments on expressive languages based on the fusion of different media (video, music,
  • Heir of cybernetic art, artist and programmer, Antoine Schmitt uses programming as a material to produce installations, CD-ROMs, online exhibitions, and performances in which he confronts the public or performers with autonomous abstract dynamic