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  • Craven, Mike and Ian Taylor and Adam Drozd and Jim et. al. Purbrick. Exploiting Interactivity, Influence, Space and Time to Explore Non-linear Drama in Virtual Worlds In CHI´01 Proceedings of the SIGCHI Conference on Human Factors in Computing
  • Stanney, Kay and Ronald R. Mourant and Robert S. Kennedy. Human Factors Issues in Virtual Environments Presence: Teleoperators and Virtual Environments 7, no. 4 (1998): 327-351.
  • Davies, Char. Rethinking Virtual Reality: Key Concepts and Concerns In Hybrid Reality: Art, Technology and the Human Factor, edited by Hal ThwaitesMontreal, Canada: International Society on Virtual Systems and Multimedia, 2003.
  • PLANCTON was founded in the 1994 by a group of three artists (Annunziato, Pierucci and Gemma de Julio) and started the activities with a series of artworks and experiments on expressive languages based on the fusion of different media (video, music,
  • Strauss, Wolfgang and Monika Fleischmann. Linking between Real and Virtual Space : eMUSE - electronic Multi User Stage Environment In European Network for Intelligent Information Interfaces: Community of the Future, edited by Mimo Caenepeel,
  • Broadbent, Donald, ed. The Simulation of Human Intelligence. Wolfson College Lectures Series, Oxford: Blackwell Publishing, 1993.
  • Kac, Eduardo. Essay Concerning Human Understanding Leonardo Electronic Almanac 3, no. 8 (August 1995).
  • Licklider, Joseph Carl Robnett. Man-Computer Symbiosis Transactions on Human Factors in Electronics HFE-1 (March 1960): 4 - 11.
  • Kyong Chun, Wendy Hui. Human-Mediated-Communications In Reality/Simulacra/Artificial: Ontologies of Postmodernity, edited by Enrique LarrettaRio de Janeiro: Universidade Candido Mendes, 2003.
  • Amy M. Youngs creates biological art, interactive sculptures, and digital media works that explore interdependencies between technology, plants and animals. Her practice-based research involves entanglements with the non-human, constructing