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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.
A arte de comunicacão telemática: a interatividade no ciberespaco
2003
Zanini, Walter. A arte de comunicacão telemática: a interatividade no ciberespaco ARS (Departamento de Artes Plasticos) 1, no. 1 (2003).
Sciences of the Interface: Proceedings of the International Symposium, ZKM_Karlsruhe, May 18 - 21, 2000
2001
Diebner, Hans and Timothy Truckerey and Peter Weibel, ed. Sciences of the Interface: Proceedings of the International Symposium,
ZKM_Karlsruhe, May 18 - 21, 2000. Tübingen: Genista Verlag, 2001.
Art in Space
1990
Malina, Roger F.. Art in Space Leonardo Supplemental issue (1990).
Robo Sapiens: Evolution of a New Species
2000
Mann, Charles C., ed. Robo Sapiens: Evolution of a New Species. Cambridge, MA: MIT Press, 2000.
Frank Popper and Virtualized Art
2004
Nechvatal, Joseph. Frank Popper and Virtualized Art Tema Celeste Magazine 101 (Winter 2004): 48-53.
Anthropic Cyberspace: Defining Electronic Space from First Principles
2001
Anders, Peter. Anthropic Cyberspace: Defining Electronic Space from First Principles Leonardo 34, no. 5 (2001): 409-416.
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.
Telematic Embrace: Visionary Theories of Art , Technology, and Consciousness by Roy Ascott
2003
Shanken, Edward A., ed. Telematic Embrace: Visionary Theories of Art , Technology, and Consciousness
by Roy Ascott. Berkeley, CA: University of California Press, 2003.
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