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Rebecca Allen: El arte interactivo tiene mucho que aprender de los videojuegos
2000
Candeira, Javier. Rebecca Allen: El arte interactivo tiene mucho que aprender de los videojuegos El Mundo - Diario del navegante: Especial Art Futura 2000 (2000).
Freud-Lissitzky Navigator
1999
The Freud-Lissitzky Navigator takes the visitor on a journey through an architectural simulation of Freud's theories. Scenes from Sergei Eisenstein's first attempts at a film exploration of Freud's and Lissitzky's original
Passage Sets - One Pulls Pivots at the Tip of the Tongue
1995
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1995
video
Passage Sets / One Pulls Pivots at the Tip of the Tongue (1995) is an interactive installation that functions as an elaborate navigable audio/visual poem. Seaman worked with Chris Ziegler as the programmer for this work. Three projections comprise
Flatsun
2011
video
"Flatsun," 2011 Custom-made LED screen, computerized surveillance tracking system, fluid dynamic algorithms (Navier Stokes, fractal flames, reaction diffusion and Perlin noise), aluminium, stainless steel, glass 55.12" / 140 cm diameter 6.3" / 6
Dancing with the Virtual Dervish
1995
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1995
The virtual space created by Dancing with the Virtual Dervish provides interaction and chance participation between artists and public. A dancer in goggles and gloves interacts with intelligent and controllable computer generated objects while a
off-sense 2006
2006
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2006
The physical space of the gallery becomes entangled with the navigable space of the virtual environment in Off-sense. This sprawling installation of computer hardware provides access to a virtual world, where avatars float, roam and communicate
Beyond Manzanar
2000
video
Beyond Manzanar is an interactive 3D virtual reality environment, a metaphorical landscape that explores political scapegoating of ethnic populations in times of crisis. The historic experiences of Japanese Americans in World War II and the more
Semantic Map
2001
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2004
SEMANTIC MAP - A RADAR FOR THE DATA COSMOS (2001/04) The Semantic Map presents individual documents as nodes in a network of themes and practices. By differentiating and becoming co-producers of meaning, viewers can actively engage with content and
Placeworld
2000
video
PlaceWorld is an embodiment of a physical electronic landscape (eSCAPE) that explores the potentialities of a new interaction paradigm: augmented virtuality. It was developed as an eSCAPE demonstrator in partnership with the European ESPRIT i3
Virtual Balance
1994
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1994
video
VIRTUAL BALANCE: LOOKING WITH THE FEET 1994 Understanding interactivity in cyberspace as a seamless experience rather than a clickable one, Virtual Balance borrows from the myth of the magic carpet to move through data. The magic carpet, popularized
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