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  • We are at the edge between human need and human greed. No need to be inside the Matrix to see that the world is covered with data quantifying all human activities into convertible and interpretable figures. As the new part of the Mechanics of
  • Pedro Alves da Veiga is a Portuguese transdisciplinary artist and researcher. He holds a degree in Computer Science (Nova University of Lisbon), a Post-graduation in Advanced Studies of Digital Media Art (Aberta University) and a PhD in Digital
  • Backpacks are a series of physical components with a button knob that can be attached to Topobo Actives to modify the way a recorded motion plays back. For instance, by turning the knob on the Bigger/Smaller Backpack, you can make you recorded
  • SensingSpeakingSpace -
    "Sensing Speaking Space", is an interactive installation that focuses on the notion of the "intelligent space", a space that knows you are there and reacts to the presence and movements of multiple spectators sensed through a custom camera tracking
  • Passage Sets / One Pulls Pivots at the Tip of the Tongue (1995) is an interactive installation that functions as an elaborate navigable audio/visual poem. Seaman worked with Chris Ziegler as the programmer for this work. Three projections comprise
  • Duke Performances, Durham, 2018 - world premiere A bold new opera developed at Duke University that uses the high-drama framework of opera and advanced technology to explore ideas of apocalypse, renewal, and survival in the modern age. During each
  • Internet, video projections on gaze and helium bal Playing instruments is the common lot of music. Playing with emotions is the common lot of politics and entertainment Considering the Net as the World nervous system. Scanning the
  • The White Room is a metaphor that illustrates the Brazilian atmosphere face to the constant changes in the domestic economy. Moreover, it points to the delicate balance between North and South ­- in terms of world geography -- after globalization.
  • The popular images of fantastic worlds where gratuitous pleasure is provided for every whim are not met by the often mundane experience of, for example, communicating on the internet, or the relative drudgery of complex computer programming. These
  • cyberSM -
    The cyberSM project was an attempt to create a real time, visual, auditory, and tactile communication in the world of cyberspace. In the first cyberSM experiment, the user began to experience what others have only talked about for years: live,