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Tele-Twister
2003
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2003
Have fun while learning about gravity, anatomy, ergonomics, and social dynamics! The party game Twister, introduced in 1966, was the first board game played with human bodies. This version, "Tele-Twister" is a game designed for the
Laura Dekker
Laura Dekker’s research-based art practice considers the reciprocal roles of technologies in how we experience, make sense of, cope with, and construct ourselves and our world. She explores these ideas through interactive installations, combining
Bernd Lintermann
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
Neuro Kid MIC
1995
“MIC was a male baby with a distinct personality who responded more clearly to a variety of emotions, using voice patterns to make interpretations of emotions. For example, joy (happiness, satisfaction, enjoyment, comfort, smile) was extrapolated
Faraday's Garden
1990
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1999
In Faraday's Garden, participants walk through a landscape of innumerable household and office appliances, power tools, projectors, radios, phonographs, and various other personal comfort devices (collected from thrift stores and flea
Alexandra Ehrlich Speiser
Manifesting randomness Alexandra Ehrlich-Speiser creates manifestations of the random. Using arbitrary decisions and consciously brought about glitches in machines and digital systems she creates poetic experiences that recontextualize the
Spatial Sounds (100db at 100km/h)
2000
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2000
Spatial Sounds (100dB at 100km/h) is an interactive audio installation by Marnix de Nijs and Edwin van der Heide. In this engine-powered work, a speaker is mounted onto a rotating arm that is several meters long. Like a watchdog, the machine scans
White Cube
2011
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2011
The spirit of contemporary art Most of the sensible minds have understood, since now long, that there is no reason to produce significant artwork nor explore virgin territories. It is a fundamental fact: it has to « be like contemporary art »…as
Memopol-II
2011
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
Memopol I
2010
Memopol is a machine that maps the visitor’s information field. By inserting an identification document such as a national ID-card or passport into the machine, it starts collecting information about the visitor from (inter)national databases and
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