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Visual Analogy. Consciousness as the Art of Connecting
1999
Stafford, Barbara Maria. Visual Analogy. Consciousness as the Art of Connecting. Cambridge, MA: The MIT Press, 1999.
Digital Analogy: Pioneers of New Media
2014
Event: Digital Analogy: Pioneers of New MediaInstitution: Museo de arte contemporaneo de BogotáComment:
Vom Experiment zur Idee: Die Kunst des 20. Jahrhunderts im Zeichen von Wissenschaft und Technologie. Analyse, Dokumente, Zukunftsperspektiven
1975
Davis, Douglas. Vom Experiment zur Idee: Die Kunst des 20. Jahrhunderts im Zeichen von Wissenschaft und Technologie. Analyse, Dokumente, Zukunftsperspektiven. Köln: DuMont, 1975.
Kunst und Industrie im Zeitalter der ersten Weltausstellungen: Synchronische Analyse einer Epochenschwelle
1986
Maag, Georg. Kunst und Industrie im Zeitalter der ersten Weltausstellungen: Synchronische Analyse einer Epochenschwelle. München: Wilhelm Fink Verlag, 1986.
Kunstwerk Computerspiel – Digitale Spiele als künstlerisches Material. Eine bildwissenschaftliche und medientheoretische Analyse
2014
Schwingeler, Stephan. Kunstwerk Computerspiel – Digitale Spiele als künstlerisches Material. Eine bildwissenschaftliche und medientheoretische Analyse. Bielefeld: transcript, 2014.
Druckgrafik bis Medienkunst: Neue Analyseinstrumente für die historisch vergleichende Bildforschung
2014
Grau, Oliver. Druckgrafik bis Medienkunst: Neue Analyseinstrumente für die historisch vergleichende Bildforschung Rundbrief Fotografie 21, no. 1/2 (2014): 108-116.
Emotional Traffic (e-traffic)
2005
Internet, video projections on gaze and helium bal Playing instruments is the common lot of music. Playing with emotions is the common lot of politics and entertainment Considering the Net as the World nervous system. Scanning the
Voice of Sisyphus
2011
video
"Voice of Sisyphus" is a multimedia installation in which the image "At the Bar" is filtered by a computer program which then reads the segments and produces sounds out of them resulting in a continuously evolving composition. With George
Freud-Lissitzky Navigator
1999
Freud-Lissitzky Navigator is a computer game prototype; a software narrative; a tool to navigate through 20th century cultural history; an experiment in developing analysis of new media that uses the very forms of new media (in this case, computer
Body Language
1984
-
1986
Body Language represents the second generation of interactive sound installations Rokeby created. The installation used three hand-built low-resolution (8x8 pixels) video cameras (see image above) to observe a 5 metre by 5 metre space. The images
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