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La maison sensible (The Sensitive House)
2015
Scenocosme (Grégory Lasserre & Anaïs met den Ancxt) in collaboration with Lola and Yukao Meet (Lola Ajima & Yukao Nagemi) La maison sensible is an interactive installation that augments the physical space and the relationship between an onlooker
Evolving 3D Morphology and Behavior by Competition
1994
Sims, Karl. Evolving 3D Morphology and Behavior by Competition In Artificial Life IV Proceedings, edited by Brooks and Maes, 28-39. Cambridge, MA: The MIT Press, 1994.
The Paradise Institute
2001
Could this be the future of cinema? ''The Paradise Institute,'' by Janet Cardiff and George Bures Miller, is an almost scarily captivating 13-minute multimedia experience. But the artists' mind-boggling interweaving of
RobotPHONE
2001
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2001
RobotPHONE is a Robotic User Interface (RUI) that uses robots as physical avatars for interpersonal communication. Using RobotPHONE, users in remote locations can communicate shapes and motion with each other. For a long time, robots have
Automatic Control and Behavior of Virtual Actors
1994
Thalmann, Daniel. Automatic Control and Behavior of Virtual Actors In Interacting with Virtual Environments, edited by LindsayAND Vince MacDonald, 217-227. New York: John Wiley and Sons Ltd., 1994.
Linda Behar
I was born in Venezuela and moved to the United States in 2000. I’m an artist originally trained as a Civil Engineer with a Master of Fine Arts degree with an emphasis in printmaking at the Florida Atlantic University. My current work explores a
Senspectra
2005
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2006
Senspectra is a computationally augmented physical modeling toolkit designed for sensing and visualization of structural strain. The system functions as a distributed sensor network consisting of nodes, embedded with computational capabilities and a
Theory of Games and Economic Behavior
1944
Von Neumann, John and Oskar Morgenstern. Theory of Games and Economic Behavior. Princeton: Princeton University Press, 1944.
reconfigure(d) - object 2
2013
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2013
The sculptures “reconfigure(d) – object 1 and 2” are part of a series of kinetic objects dealing with elusive states of consciousness and the translation of brain activity measurements into rhythms. With this body of work I am studying the
VR Aquarium
2004
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2005
video
VR AQUARIUM offered immersion in VR at the digital cavern of the NTAV Lab, installed at the Museum of Natural Sciences of the University of Caxias do Sul. The environment aesthetical appeal was the augmented reality and telepresence which enhanced
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