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Media Facades
2008
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2010
MYTHS AND POTENTIALS OF MEDIA ARCHITECTURE AND URBAN SCREENS Initiated by Mirjam Struppek & Susa Pop, Public Art Lab in cooperation with Media Architecture Group Vienna and the German Center for Architecture (DAZ) Urban Screenings: 16th Oct -
"A-Volve" at ICC Gallery, Tokyo
1994
Kusahara, Machiko. "A-Volve" at ICC Gallery, Tokyo Asahi Shinbun (December 11th 1994).
Computer Art
1994
Kusahara, Machiko. Computer Art Studio Voice (March 1994).
A-Volve – Evolucion Artificial
1996
Sommerer, Christa and Laurent Mignonneau. A-Volve – Evolucion Artificial In En entorno interactivo en tiempo real, catalog for ARCO 1996, edited by Leyla Ishi-Kawa and Lome Falk and Machiko KusaharaMadrid, ES: ARCO, 1996.
A Turning Point in Japanese Avant-garde Art: 1964 – 1970
2008
Kusahara, Machiko. A Turning Point in Japanese Avant-garde Art: 1964 – 1970 In Place Studies in Art, Media, Science and Technology, edited by Andreas Broeckmann and Gunalan NadarajanVDG Weimar: 2008.
FILE - Electronic Language International Festival
2000
Making of Eve Clone Portrait IAR/ 1-6 / QCC Art Gallery CUNY / New York / 2019
2019
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2019
video
The six two-dimensional, digital print works Making of Eve Clone Portraits IAR, are extensions of Portrait of Eve Clone and Making of Eve Clone II. They convey that the facial proportions and poses of Eve Clone are similar to Leonardo da Vinci’s
AME: Art After Museum
1992
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1992
an art collection concieved by contemporary artists for virtual reality OPUS IN MACHINA > IMAGO EX MACHINA ART EXPLORER : AN ACTIVE SPECTATOR Milestones for an Art After Museum Is there thing such as Art After Museum ? Cosa Mentale Back to
The Connection Machines CM-1 and CM-2
1986
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1987
The Connection Machine was the first commercial computer designed expressly to work on simulating intelligence and life. A massively parallel supercomputer with 65,536 processors, it was the brainchild of Danny Hillis, conceived while he was a
Pins
2002
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2003
Pins generates dynamic three-dimensional geometries within a tabletop environment serving both as volumetric display and co-spatial input device. Our goal is to liberate otherwise static everyday objects and surfaces with intelligent materials that
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