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  • The video work stillalive is a commission for the Kunsthaus Graz and the exhibition ‘Faking the Real’. The concept was to produce an artistic edit of a specific three-minute excerpt from John Carpenter’s film ‘They Live’. This approach corresponds
  • video 13,16′ The recording of dynamic forms of magnetic fluids that are produced by invisible magnetic fields direct the experience of the material in relation to the immaterial. The ferrofluid structures, which are in reality only a few centimeters
  • Lovejoy, Margot. Postmodern Currents, Art and Artists in the Age of Electronic Media. Second Edition th ed.New York: Perason Education, 1997.
  • Michael Joaquin Grey is an artist, designer, inventor and entrepreneur. His popular educational toy ZOOB has won honors from ID Magazine, Consumer Reports, Dr. Toy, Family Life Magazine, Astra and the American Toy Institute. Designed by Grey, ZOOB
  • Roberto Lopez-Gulliver is a Mexican Media artist and researcher. Received his BSc degree in Mathematics form the Autonomous University of Guadalajara with honors for his thesis work titled: "Bounded Variation Functions: Differenciation and
  • My particular expertise in the history of computer and digital art began in 2002 when I joined an AHRC-funded research group at Birkbeck College, University of London – The CACHe Project (Computer Arts, Contexts, Histories, etc), which investigated
  • Weibel, Peter. Schnittflächen der Politik In digital arts edition 2. Dennis Del Favero: Cross Currents, edited by Nikos PapasterigiadisVol.2. ZKM Digital Arts Edition, , 6. Karlsruhe, Graz: Zentrum für Kunst und Medientechnologie and Neue Galerie,
  • Lovejoy, Margot. Digital Currents: Art in the Electronic Age. London/New York: Routledge, 2004.
  • Maharaj, Sarat. Avidya: Non-Knowledge Production in the scene of Visual arts Practice In Education, Information, Entertainment - Current Approaches to Higher Artistic Education, edited by Ute Meta BauerVienna: Selene Verlag, 2001.
  • Biggs, Simon. Second Life: how may it augment our first (learning) life? A review of the current and potential use of Second Life in creative arts education. (2009).