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the Flock
1992
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1992
The Flock is a group of musical interactive sound sculptures which exhibit behaviors analogous to the flocking found in natural groups such as birds, schooling fish or flying bats. Flocking behaviors demonstrate characteristics of supra
Robotica - IV: Control Inside The Panopticon
2006
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2008
A world premier of Stanza’s “Robotica: Control inside the panopticon” at The Victoria And Albert Museum, London. A playful robot installation - with performative and interactive aspects - that questions ideas of surveillance and tracking in popular
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
Machine Dreams
1994
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2000
The installation "Machine Dreams" uses video to trigger zones of individual sound samples. It is an interactive installation that uses the reaction of the participant to the visual component of the space to produce a soundscape. The visual
Smart Tools
2001
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2001
The word "haptization" means, "making it possible to touch". A typical example is the usage of haptic display devices in order to touch computer-generated images. Therefore, it is often called "haptization of information". Previous work on
Network Neuro-Baby
1995
Neuro-Baby is a communication tool with its own personality and character. Through emotional modeling, it reacts to changing voices, handshake intensity, and facial expressions. Artificial neural networks allow the system to "learn" from individual
Murmuring Fields
1997
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1999
video
... by moving back and
fort
h. The montage of individual...
Family Portrait
1991
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1993
Imagine a portrait. You walk up to it and engage in conversation. You pick a question from a pre-established set on the screen. The portrait gives you an answer. A new set of questions, or coments appears. You get further reactions. As this
Gaia E VIII
1995
10. Gaia E VIII, 1995. Paper Size: 30" by 22" Pen plotter drawing. Familial Resemblance. The software procedure generates a "family" of forms with a strong familial resemblance. These works resemble each other because they were created
I/O Bulb and the Luminous Room
1997
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1998
The I/O Bulb and the Luminous Room are the two central ideas in a project whose goal is the pervasive transformation of architectural space, so that every surface is rendered capable of displaying and collecting visual information. An I/O Bulb
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