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Bots
2000
-
2000
Copyrighted memes live in our minds, influence our thoughts, even shape 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
Proxy-Distributed Computation
1996
-
1997
The Tangible Bits platforms make complex use of physical objects and surfaces monitored by a range of sensors, augmented by a variety of graphical and ambient displays, and linked by a diverse combination of networked computers.
Celestial Mechanics
2005
Celestial Mechanics is an artwork intended to be viewed in a planetarium dome. Instead of stars and planets, the ‘night sky’ program reveals many of the aerial technologies hovering, flying, and drifting above us. The project mixes science,
XV: Fifteen Points
2015
-
2015
video
Fifteen points (XV) defines the role of cognitive dissonance in diverse reactive spaces. In an interactive floor projection, viewers are encouraged to move throughout the space and engage in the manipulation of the art piece. Detecting both sound
Luminous Hands
2015
video
Luminous Hands VR (with Todd Berreth), Collaboration with Sonke Johnsen - 2015 World Photonics Forum Fitzpatrick Institute of Photonics, Duke University, Durham, NC Generative Recombinant Music - Bill Seaman Luminous Hands The work “Luminous
N-Polytype - Behaviors in Light and Sound After Iannis Xenakis. A co -presentation with BIAN
2014
Event: N-Polytype - Behaviors in Light and Sound After Iannis Xenakis. A co -presentation with BIANInstitution: Darling FoundryComment:
Humanisation et naturalisation des technologies : de l’interactivité aux systèmes enactifs-affectifs
2022
-
2022
The human-technology relationship opens up a new environment linked to the effects of technologies on our lives and causes an anthropological revolution through the presence of interactive systems that modify our perception of the world. In the last
Robots+Avatars dreaming with Virtual Illusions
1998
-
2000
video
This interactive installation integrates virtual reality, robotics and telepresence with a high aesthetical content as well as an suggestive and enigmatic interaction. The Real ambience represented by a physical structure under the form of an Arena.
Swarm
2005
Interactive installation showing the motion of a swarm of agents over a 2D or 3D lattice. The project is focussed on the connections dynamically created by the agents with their neighbours in a game of attraction, separation, alignment, obstacle
Shadows
1993
-
1995
The work uses remote visual sensing techniques to track the viewer. The position of the viewer in front of the image controls the activity of the figures across the bottom of the screens. The figures are all independently interactive, and are
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(more)
269
270
271
272
(current)
273
(more)
634