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  • 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
  • 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
  • Ken Rinaldo is internationally recognized for interactive art installations developing hybrid ecologies with animals, algorithms, plants, and bacterial cultures. His art/science practice serves as a platform for hacking complex social, biological,
  • 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
  • Stenslie Stahl is working on the development of different interface technologies and tools for the digital culture within the fields of art, media and network-research. Lives and works as media artist, curator, scientist and media researcher in Oslo
  • In our world, accidents are an everyday part of reality. The things we produce have a tendency to malfunction as much as they are capable of functioning properly. We try to predict and control things; yet, we are often surprised by their creativity
  • 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