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What Computer Games Can and Can´t Do
2000
Juul, Jesper. What Computer Games Can and Can´t Do In Digital Arts and Culture Conference in Bergen, August 2nd-4th 2000, Bergen: 2000.
Robo Sapiens: Evolution of a New Species
2000
Mann, Charles C., ed. Robo Sapiens: Evolution of a New Species. Cambridge, MA: MIT Press, 2000.
Contextes de l´art numerique
2000
Balpe, Jean-Pierre. Contextes de l´art numerique. Paris: Hermes, 2000.
Autopoiesis and Life
2000
Boden, Margaret A.. Autopoiesis and Life Cognitive Science Quarterly 1 (2000): 117-145.
Remediation: Understanding New Media
2000
Bolter, Jay David and Richard Grusin. Remediation: Understanding New Media. Cambridge, MASS: MIT Press, 2000.
Strange Attractors: A History of Video Production and Presentation in Ottawa
2000
Fortin, Sylvie and Sue Ditta, ed. Strange Attractors: A History of Video Production and Presentation
in Ottawa. : 2000.
Visualizations: The Nature Book of Art and Science
2000
Kemp, Martin. Visualizations: The Nature Book of Art and Science. Berkeley, Los Angeles: University of California Press, 2000.
Ars Electronica-Lifescience
2000
Melanitis, Yiannis. Ars Electronica-Lifescience SEPE magazine 11 (June 2000).
Does matter really matter? From cyberspace to architecture
2000
Cantoni, Rejane and Sergio Zilinsky. Does matter really matter? From cyberspace to architecture International Congress: the Future of the Architect [Mind, Land, Society] (June 2000).
Out of the Body: from where, to where and how
2000
Cantoni, Rejane and Priscila Farias. Out of the Body: from where, to where and how edited by Eero Tarasti and Richard LittlefieldImatra, Finland: International Semiotics Institute, Cultural Centre, 2000.
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