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mimesia
2003
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2003
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
2006
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2006
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
ComTouch
2001
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2002
ComTouch project explores the interpersonal communication by use of haptic technology. Audio and video have been commonly used as medium for interpersonal communication. ComTouch uses the sense of touch to compliment the existing audio and video
Kiyoshi Furukawa
Composer. His work focuses on the field between music and technology. It ranges from New Music and Electro-Acoustic Composition to Media Art. In 1997 he was commissioned to produce a Multi-Media Opera for the opening of the new building of the ZKM.
The Quarxs
1991
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1991
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
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
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
Stenslie Stahl
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
DEAF 98: The Art of the Accident
1998
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1998
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
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