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  • (2020, 7” HD video brochure, video loop, sound, 8.26" x 5.82”) Captured while on transit to New York one year ago. I found myself next to a fellow traveler suffering from a severe cold. These days I would most likely start up and run, but at that
  • EAT -
    EAT is an art installation about consumption. It was produced as a class project for Michael Naimark's "Virtual Environments" class in 1989 at the San Francisco Art Institute where it received an SFAI Spring Show Gold Award. EAT is a short
  • Presentation of digital film as largescale projection with amplified stereo sound from DCP on continuous loop in the cinema, for seated audience; for Plymouth Arts Centre's exhibition programme of artist's moving image (premiere, 10 to 19 January
  • softchair -
    Dynamic seats, behaving like friends, and communicating together to determine a common shape. The research is a part of the reflexion about behavioural design.
  • Can you see me now? -
    Can You See Me Now?draws upon the near ubiquity of handheld electronic devices in many developed countries. Blast Theory are fascinated by the penetration of the mobile phone into the hands of poorer users, rural users, teenagers and other
  • growth pattern -
    allison kudla growth pattern, 2010 A light box array of Petri dishes containing agar, nutrients, hormones, die-cut leaves Production: LABoral Centro de Arte y Creación Industrial, Gijón Acknowledgements: Universidad de Washington, Seattle;
  • Bricken, Meredith. Inventing Reality (HTL Memo No. M-89-2). Seattle: 1989.
  • Huhtamo, Erkki. Digitalian Treasures, or Glimpses of Art on the CD-ROM Frontier In Clicking In: Hot Links to a Digital Culture, edited by Lynn Hershman Leeson, 306-317. Seattle: Bay Press, 1996.
  • Revelation of Eve Clone III was created and exhibited at the “Post-Humanist Desire” international art exhibition at MOCA Taipei. I used 3D animation to recreate all the characteristics in Revelation of Eve Clone I, such as reproductivity and the
  • Slater, Mel and Martin Usoh. Presence in Immersive Virtual Environments In Proceedings of the IEEE Conference - Virtual Reality Annual International Symposium, IEEE Neural Networks Council, Seattle, WA, , 90-96. Seattle, WA: 1993.