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  • Mulder, Arjen and Maaike Post. Book for the Electronic Arts. Rotterdam, NL: V2_ Publishers, 2000.
  • Michael Rodemer's multifaceted education, acquired in the United States, Germany, and France, encompasses degrees in German, English, Comparative Literature, and Sculpture. This dual interest in the written word and in the "word-become-material" has
  • Heir of cybernetic art, artist and programmer, Antoine Schmitt uses programming as a material to produce installations, CD-ROMs, online exhibitions, and performances in which he confronts the public or performers with autonomous abstract dynamic
  • Juul, Jesper. What Computer Games Can and Can´t Do In Digital Arts and Culture Conference in Bergen, August 2nd-4th 2000, Bergen: 2000.
  • Mann, Charles C., ed. Robo Sapiens: Evolution of a New Species. Cambridge, MA: MIT Press, 2000.
  • Balpe, Jean-Pierre. Contextes de l´art numerique. Paris: Hermes, 2000.
  • 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
  • Boden, Margaret A.. Autopoiesis and Life Cognitive Science Quarterly 1 (2000): 117-145.
  • Bolter, Jay David and Richard Grusin. Remediation: Understanding New Media. Cambridge, MASS: MIT Press, 2000.
  • Scott Snibbe is a pioneering digital artist and entrepreneur whose work includes apps, video, and interactive installations. His art is in the permanent collections of the Whitney Museum of American Art and the Museum of Modern Art (MoMA), which in