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A multi-perspective approach to knowledge production
2014
Seaman, Bill. A multi-perspective approach to knowledge production Kybernetes 43 (October 2014): 1412 - 1424.
Towards A Dynamic Heterarchical Ecology Of Conversations
2018
Seaman, Bill. Towards A Dynamic Heterarchical Ecology Of Conversations Cybernetics and Human Knowing: A Journal of Second Order Cybernetics, Autopoiesis and Cyber Semiotics (2018).
Roy Ascott – Early Interactive Work and Some Cybernetic Relationalities
2018
Bill Seaman. Roy Ascott – Early Interactive Work and Some Cybernetic Relationalities Cybernetics and Human Knowing: A Journal of Second Order Cybernetics, Autopoiesis and Cyber Semiotics (2018).
Neosentience | The Benevolence Engine
2011
Bill Seaman and O. E. Rössler. Neosentience | The Benevolence Engine. Bristol, United Kingdom: Intellect Press, 2011.
Virtual Balance
1994
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1994
video
VIRTUAL BALANCE: LOOKING WITH THE FEET 1994 Understanding interactivity in cyberspace as a seamless experience rather than a clickable one, Virtual Balance borrows from the myth of the magic carpet to move through data. The magic carpet, popularized
Matrix XII Krems
2019
video
“Matrix XII Krems” connects the new State Gallery of Lower Austria and the Kunsthalle Krems in a vast space below ground. The individual lights are arranged in a strict square grid on a slanted plane and delineate the border between emptiness and
The Practice of LightA Genealogy of Visual Technologies from Prints to Pixels
2014
Cubitt, Sean. The Practice of Light A Genealogy of Visual Technologies from Prints to Pixels. Leonardo Book, Camebridge: MIT Press, 2014.
bottlogues
1999
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2000
Glass bottles have been a part of human culture for thousands of years, serving both practical and aesthetic functions. The "bottles" project explores the transparency of an interface that weaves itself into the fabric of everyday life. Seamless
handSCAPE
1998
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1999
HandSCAPE is a vectorizing digital tape measure as an input device for digitizing field measurements, and visualizing the volume of the resulting vectors with computer graphics. Using embedded orientation-sensing hardware, HandSCAPE captures
ambientROOM
1996
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1997
The ambientROOM is a Tangible Bits platform which explores the use of ambient media as a means of communicating information at the periphery of human perception. The ambientROOM allows users to be aware of background bits using ambient display media
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