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Liquid Views
1992
-
1992
video
LIQUID VIEWS (1992) - TOUCHING THE VIRTUAL SELF Liquid Views explores the concept of self-reflection in a digital pool. Like Narcissus gazing into the water, visitors see themselves, creating ripples with their touch. But here's the twist: the
Os que chegam com a noite
2013
Using custom made circuits based on Arduino we create an intervention in the lighting systems of public
spa
ces intending to alter the visitors' experiences of
spa
ce and time, changing their apprehension of the surrounding environment and how they
Resonance of 4
1994
-
1994
Resonance of 4 (1994) i
s a
collaborative music-creation artwork consisting of four adjacent
sta
tions, each comprised of a
sma
ll podium bearing a computer mouse, a 16-by-16 grid projected onto the floor from a video projector above, and a cursor
Immaculate Collision
2014
Mark J. Stock's work is suffused with highly dynamic and detail rich imagery that is often indistingui
sha
ble whether it originated in the natural world or in a highly evolved virtual platform. Stock's process i
s a
lgorithmically based; with his
Placeworld
2000
video
PlaceWorld i
s a
n embodiment of a physical electronic land
sca
pe (e
SCA
PE) that explores the potentialities of a new interaction paradigm: augmented virtuality. It was developed a
s a
n e
SCA
PE demonstrator in partnership with the European ESPRIT i3
Haptic Field
2016
video
Description on chri
ssa
lter.com: What if we could feel on our bodies the presence of other
s a
t a di
sta
nce? Haptic Field i
s a
participatory multi-sensory in
sta
llation merging contemporary fashion, wearable technology and an exploration of the senses
AL GRANO: Framing Worlds
2015
-
2015
AL GRANO: Framing Worlds deploy
s a
sta
ging of fact and ction where various registers of images, text
s a
nd objects, coexist. These digitally produced 2D and 3D pieces have as common element the manipulation of languages, historie
s a
nd codes (the
XV: Fifteen Points
2015
-
2015
video
Fifteen points (XV) defines the role of cognitive dissonance in diverse reactive
spa
ces. In an interactive floor projection, viewer
s a
re encouraged to move throughout the
spa
ce and engage in the manipulation of the art piece. Detecting both sound
Bots
2000
-
2000
Copyrighted memes live in our minds, influence our thoughts, even
sha
pe our decisions. We are hosts for these memes, yet we have no say in their design, nor do we have the legal right to alter them. Like sacred icons they are controlled by corporate
Facing Data
2010
-
2014
The amazing human ability to get information from faces have been influential to certain vi
sua
lizations -like Chernoff faces - which explore that perceptual condition to represent data or information. In general, the vi
sua
lizations using faces work
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