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  • Cyber Necktie -
    Interactive Cyber Necktie is an interactive graphic installation through which the user can create and produce, in real time, his own personalized design of the cyber cravat. The installation can be connected to a network. The user can create and
  • In the search for new forms of urbanity the influence of media technologies on the perception of and on the engagement with social constructed spaces becomes evident. Under the conditions of telecommunication, digital networks, distributed
  • esc for escape -
    esc for escape is cross media project on error messages. A documentary on life beyond the screen with outputs in DVD, electronic billboards and indoors exhibition, mediated by Internet, SMS e MMS. The audience was invited to submit error
  • Manifesting randomness ​ Alexandra Ehrlich-Speiser creates manifestations of the random. Using arbitrary decisions and consciously brought about glitches in machines and digital systems she creates poetic experiences that recontextualize the
  • mimesia -
    Mimesia is an interactive painting that draws the viewer into a dream-like flow of unfolding narrative. As if in a dream, the viewer can look around but cannot control what will happen next. The work incorporates paradigms from painting, film and
  • Phoney -
    Most days we spend a great deal of time watching screens and massaging interfaces. It is only through the looking glass of our devices that we may assume our electronic doppelganger. Wearing it like invisible armor, our avatar helps us navigate and
  • Masaki Fujihata is one of the pioneers of Japanese new media art, beginning his career working in video and digital imaging in the early 80s. As an early practitioner of the application of new technologies to the process of artmaking, he was one of
  • Bernd Lintermann works as artist and scientist in the field of real time computer graphics with a strong focus on interactive and generative systems. The results of his research are applied in the scientific, creative and commercial context. His
  • The Quarxs -
    First of all, the QUARXS are characters in a series of twelve computer animated films of three minutes each. Each one presents itself as a program of popularized science: the narrator, a scientist (a researcher in "comparative cryptobiology"), takes
  • Memopol-II
    Memopol-2 is a social machine that maps the visitor’s information field. When an identification document such as a national ID card or a passport is inserted into it, the machine starts collecting information about the visitor from (inter)national