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Niska i wysoka technologia
1995
Saraczynska, Agata. Niska i wysoka technologia Gazeta Wyborcza, Kultura (May 9th 1995).
Giselle Beiguelman
Giselle Beiguelman is a media artist and Professor at the School of Architecture and Urbanism of the University of Sao Paulo (FAU-USP). Her work include interventions in public spaces, networked projects and mobile art applications, exhibited
Arte, Technologia e Informatica
1986
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1986
Event: Arte, Technologia e InformaticaInstitution: Gallery at Harbourfront CentreComment:
Open Art: El Arte después de la technologia
2011
Event: Open Art: El Arte después de la technologiaInstitution: Festival de la ImagenComment:
Media Art needs Histories and Archives. New Perspectives for the Digital Humanities.
2012
Grau Oliver. Media Art needs Histories and Archives. New Perspectives for the Digital Humanities. In Arte e Technologia // Modus Operandi, edited by Maria Beatriz de Medeiros and Suzete Venturelli and Cleomar Rocha, 152-173. : lnstituto de Arte
Media Art needs Histories and Archives. New Perspectives for the Digital Humanities.
2012
Grau,Oliver. Media Art needs Histories and Archives. New Perspectives for the Digital Humanities. In Arte e Technologia // Modus Operandi Universal, edited by Maria Beatriz de Medeiros and Suzete Venturelli and Cleomar Rocha, 152-173. :
O instrumento ludico ou o sentido dos sentidos
1999
Fleischmann, Monika. O instrumento ludico ou o sentido dos sentidos In Conferencia Internacional sobre Technologias e Mediaco. Real vs. virtual, edited by Jose Braganca de Miranda, 365-371. Lisboa: Ediciones Cosmos, 1999.
Cultivando o hipercórtex
1997
Ascott, Roy. Cultivando o hipercórtex In A Arte no Século XXI: A humanização das technologias, edited by Diana Domingues, 336-344. Sao Paulo: University of São Paulo, 1997.
reconstructed Points of View
1999
Faced with the occasion to show Points of View 16 years after its creation, it became clear that the restitution of the original hardware and software would be much more difficult than simply reconstructing and reprogramming the complete work on a
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
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