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  • Timo Kahlen: UR, 2006 -
    In Timo Kahlen's interactive film and sound projections, 21 works of net art (2005 - 2020), complex and subtle compositions of text, image, sound and vibration are generated - always different and live - according to the varying position, direction
  • In Timo Kahlen's interactive film and sound projections, 21 works of net art (2005 - 2020), complex and subtle compositions of text, image, sound and vibration are generated - always different and live - according to the varying position, direction
  • The Supply Chain Visualization (SCVis) project provides a way for managers to physically construct and interact with models of how products flow between their business, thier suppliers and their customers. It lets managers use complex numerical
  • A male and a female body (Yiannis Melanitis, Marianna Ranis), are suspended 6m from the ground facing each other. An electronic device (a hexapod robot) is attached to the woman's belly pointing towards the abdomen of the male body with its
  • a video installation, was commissioned for the lobby of a movie theater in Time Square by Creative Time, Inc. and the 42nd St. Development Corp. for The 42nd Street Art Project. The piece tracks a metamorphosis from a choreography based on the
  • ZOMBIAC consists of a large number of computer terminals and workstations, ranging in vintage from the 1970s to the present. Each computer has been "zombified": all the original electronics have been removed, transforming them into mindless
  • "Interactive Plant Growing" is an installation, which deals with the principle of the growth of virtual plant organisms and their change and modification in real time in the 3-dimensional virtual space of a 4D Graphics Computer (Silicon Graphics).
  • Trans Plant - video
    "Trans Plant" is a interactive computer installation, developed by Sommerer & Mignonneau for the Tokyo Metropolitan Museum of Photography and displayed there for a period of 3 years. In "Trans Plant" visitors enter a semi-circled room and become
  • This installation entitled There's no simulation like home is the culmination of artistic telematic research since 1992. The exterior of the installation resembles the back of a plasterboard stage set, or as if the bricks of a house had been
  • In this installation, an interactive format similar to FOURSPACE (1991) has been developed in a different aesthetic direction. The game as a primary modality of interactivity is chosen as the functional context for a strategy of communication