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Chromatophoria
Jaron Lanier, the musician and scientist who coined the term "Virtual Reality" brings the two worlds of his life, music and technology, together in a revolutionary new form of live performance. Jaron's group, Chromatophoria, combines deep use
n0time
2000
-
2001
Computer technology promised to save us time and provide a renewed sense of community. Instead we are collectively suffering from information overflow and lack of time, and we have to reconsider the e
sta
blished notions of "community". When thinking
Autopoiesis
2000
-
2000
Autopoiesis, i
s a
robotic sculpture in
sta
llation commissioned by the Kia
sma
Museum in Helsinki, Finland as part of Outoaly, the Alien Intelligence Exhibition curated by Erkki Huhtamo, 2000. It consists of fifteen robotic sound sculptures that
In-Viscera
1995
video
The in
sta
llation proposes some poetic moments inside body land
sca
pes using images of a scrutinezed body by technological medical devices. An internal camera circuit travel generates videolaparoscopies of viscera, coming from a surgery, that are
NTAV POCKET CAVE
2004
-
2009
video
The NTAV UCS PC CAVE i
s a
virtual reality (VR) and augmented reality (AR) immersive environment supported by commodity based clusters of low cost PCs that can be or not connected to the internet. These reconfigurable immersive cube with
Heart
sca
pes
2005
video
Heart
sca
pes i
s a
n immersive virtual environment that offers interactions into a simulated virtual heart. It i
s a
place for the body totally involved in a sensation of a dissolution of its corporeal boundaries, melt up with the environment. The
bottlogues
1999
-
2000
Glass bottles have been a part of human culture for thousands of years, serving both practical and aesthetic functions. The "bottles" project explores the tran
spa
rency of an interface that weaves itself into the fabric of everyday life.
Sea
mless
Ripple
1995
-
1995
"p-Soup" and the forerunner "Ripple" are more formal graphic approaches to the Internet and the computer, using the possibilities of the Internet a
s a
n interactive
sha
red
spa
ce for creating aesthetic experience. (source:
Designing Embodied Interaction: Aesthetic, Technical and Theoretical Issues
2010
Over more than two decades, Simon Penny has pursued the simultaneous development of Interactive Artwork
s a
nd the design and construction of technologies for Embodied Interaction, utilising Machine Vision and Robotics technologies. This has involved
Street Ghosts
2012
video
2012. Inkjet prints on coated paper, dimensions variable. Life-sized pictures of people found on Google's Street View were printed and posted without authorization at the same spot where they were taken. The poster
s a
re printed in color on thin
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