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Google Will Eat Itself (GWEI) - Hacking Monopolism Trilogy
2005
-
2005
"In this project we wanted to buy Google via its own money. We generated revenues by serving Google text advertisements on a network of hidden websites clicked by bots. With this money we automatically bought Google shares. After this process we
(W)orld Currency
2014
-
2014
"This artwork illustrates a global currency through the creative formulation of an equation and a trading algorithm for the currency exchange market. The visionary creation of algorithmic trading combines art with the material that governs
CHRONOPOLIS
2002
-
2003
Chronopolis consists of a 10 x 10 meter square floor-projected interface that visitors walk over. The computer generated interface displays days, hours, minutes and seconds grids over which four animated pictograms representing these time elements
Push /Pull
2002
... Chi like con
front
ation at a distance....
curlybot
1998
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1999
curlybot is an toy that can record and playback physical motion. As one plays with it, it remembers how it has been moved and can replay that movement with all the intricacies of the original gesture; every pause, acceleration, and even the shaking
Face Value – the Artistic Value of Currencies
2019
Reinhuber, Elke. Face Value – the Artistic Value of Currencies In Virtualities and Realities . New Experiences, Art and Ecologies in Immersive Environments, edited by Rasa Šmite and Raitis ŠmitsLiepāja: RIXC/Mākslas pētījumu laboratorija, Liepāja
Currency
2020
-
2020
Event: CurrencyInstitution: New Media GalleryComment:
Nuzzle Afar
1998
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1998
"Nuzzle" is a shared 3D virtual environment art work, using digital networking technology. It realizes a new type of communication space where people can meet and talk to each other as avatars from several telematic immersive computer terminals.
Dialogue with the knowbotic south (DWTKS)
1993
-
1995
Dialogue With The Knowbotic South- strategies on a changing view of nature A dynamic map of a data-land-scape providing a form of interaction with multilocal and multipresent information-fields. Following the example of the manneristic
Lightpools
1998
Lightpools or El Ball del Fanalet is a multi-user experience that uses Virtual Reality (VR) technology. It takes place in a circular arena approximately six meters in diameter, onto which a real-time computer generated image is projected from above.
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