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  • I"TV : INTERACTIVE IMMERSIVE TV 1999 / 01 i2tv is a model for an electronic arena that explores a new form of live artistic production integrating on-line participants with participants at a real physical location. Participants take part in a
  • Terrarium -
    TERRARIUM II net based installation explores in the physic space a ground with rocks and a topography where virtual serpents live. The space offers an immersive virtual reality networked environment which allows people to create and control
  • This project was a conceptual plan made as a contribution to the exhibition Seamless Media. It describes a networked installation that develops the technological and aesthetic strategies first explored in Televirtual Chit Chat (1993) and
  • PlaceWorld is an embodiment of a physical electronic landscape (eSCAPE) that explores the potentialities of a new interaction paradigm: augmented virtuality. It was developed as an eSCAPE demonstrator in partnership with the European ESPRIT i3
  • keywords: bioart, genome, finger, soundart, genetics, synthetic voice, DNA – Sequence alignment, chromosome 1, DNA, Nucleotides, adenine (A), cytosine (C), guanine (G), thymine (T), DNA-Bases Description: Human Genome re-Activation on-line live
  • Jussi Parikka is a media theorist, writer and Professor in Technological Culture & Aesthetics at Winchester School of Art (University of Southampton). Parikka has a PhD in Cultural History from the University of Turku, Finland and in addition, he is
  • Twenty years ago, Mary Louise Pratt proposed the notion of a “contact zone” as a place where culture is negotiated and challenged. Art can bridge or destabilize disciplines and methods in ways that reframe histories and bring new insights. Still, on
  • Geode - video
    Taking the shape of a glowing, organic crystal, Geode is a 12-feet-tall video mapped sculpture that fuses soundscape, public art and visual projection into one immersive experience. Each surface of the crystal flows and ebbs with improvisational
  • .. his artistic development between research in the humanities, multi-sensory engineering and collaborative practice in the fields of digital art and theatre ..
  • Students from CityU School of Creative Media and Nanjing University Art Institute tracking the obstacles in mediated communication. During the first decades of digital computing and networking, the emphasis was put on the potential of the