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E-Sparks
2001
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2005
The goal of this project is an audio-visual interactive installation to explore the creative content and suggestions that the artificial life (alife) environments have in their potentialities. The suggestion the Plancton Art Studio wants to
Time and Time again
1999
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1999
Time&Time Again extends media navigation to a site-specific context with both web- and body-based interfaces. A distributed interactive installation, the piece was commissioned by the Wilhelm Lehmbruck Museum in Duisburg, Germany, as part of its
Cyber Squeeks
1990
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1995
The Cyber-Squeek series spoofs the emergence of machine intelligence, in which electronics integrated with life-like forms, have begun to squeak their first words; in their language. Through multiple sensors and switches they respond to human touch
A marriage of Sun and Moon
2000
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2001
The idea of a marriage between Sun and Moon appears repeatedly in the myth and old philosophy of various nations all over the world. It symbolizes the state where human becomes high level being by achieving the integration of consciousness and
Neuro Baby
1992
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1994
“Neuro Baby, one of her [Naoko Tosa's] best-known installations, uses sophisticated neural-network programming to create a computer graphic entity that responds to the emotional tones of voices. The baby responds appropriately with crying or cooing
Network Neuro-Baby
1995
Neuro-Baby is a communication tool with its own personality and character. Through emotional modeling, it reacts to changing voices, handshake intensity, and facial expressions. Artificial neural networks allow the system to "learn" from individual
Sakrileg
1990
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1991
This work of kinetic art is a machine that balances a little red ball on a cambered surface. By horizontally turning this tread clockwise or anticlockwise by a powerful motor, the control unit tries to keep the ball up and prevent it from falling
cyberSM
1993
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1993
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,
sens:less
1996
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1996
sense:less is a place for humans to experience a stranger alternate reality. Through VR technology and a custom made body suit sense:less puts the user in a multi-sensory environment. This is a dramatic space, influenced by theatre, and the
SeC - Solve et Coagula
1997
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1997
Solve et Coagula is primarily an attempt to give birth to a new life form: half digital, half organic. Through a multisensorial, full duplex sensory interface the installation networks the human with an emotional, sensing and artificially
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