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  • Sommerer, Christa and Laurent Mignonneau. Life Spacies II In Ars Electronica 2000 - Next Sex, edited by Gerfried Stocker and Christine Schöpf, 392. Vienna, New York: Springer Verlag, 2000.
  • Kac, Eduardo. Transgene Kunst In Ars Electronica 1999: LifeScience, edited by Christine Schöpf and Gerfried StockerWien, New York: Springer Verlag, 1999.
  • Michael Naimark is a media artist and researcher who often explores "place representation" and its impact on culture. He has served as faculty in the USC School of Cinematic Arts' Interactive Media Division (2004-09), the NYU Tisch School of the
  • Owens is an interdisciplinary artist, writer, and curator interested in the influence of digital networks and communication systems on contemporary aesthetics and the production of subjectivity. She is Director of Cornell Council for the Arts and
  • Daniela Alina Plewe is a media artist, professor and entrepreneur. She had a Phd from Sorbonne Paris and a M.A. in Experimental Media Studies from the University of Arts Berlin and a B.A. in Philosophy- Artificial Intelligence/Logics. She works in
  • Born in Essex, England, susan pui san lok lives and works in London. She graduated with a first in Fine Art from Bretton Hall, University of Leeds (1994), followed by an MA with distinction in Feminism and the Visual Arts, again from the University
  • Penny, Simon. Kunst, Körperbewusstsein und das Technische Weltbild In Ars Electronica 1996: Memesis. Die Zukunft der Evolution, edited by Gerfried Stocker and Christine Schöpf, Wien and New York. : Springer Verlag, 1996.
  • Grau, Oliver. Database of Virtual Art In Ars Electronica 2005: Hybrid - Living in Paradox, edited by Gerfried Stocker and Christine Schöpf, 404-405. Ostfildern-Ruit: Hatje Cantz, 2005.
  • Hauser, Jens. Taxonomy of an Etymological Monster In Hybrid : Living in Paradox, edited by Christine Schöpf and Gerfried Stocker, 182-193. Ostfildern-Ruit: Hatje Cantz Verlag, 2005.
  • Daniel Rozin trained as an industrial and interactive designer. He creates interactive installations and sculptures that have the ability to change and respond to the presence of a viewer. Although computers are often used, they are seldom visible.