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Laberint
1992
-
1992
... myth that woman and man were once one androgynous form. Live-action and computer generated characters weave between real and
virtual
worlds. Commissioned by Catalunya Television (TVC), the City of Barcelona and Animatica S.A., as part of a series of works...
Tillie/CybeRoberta
1997
... In many cases, there is a merging of human and machine capabilities yielding what some call cyborgs, beings whose
virtual
reach and in this case, sight, extend beyond physical location. By looking at the world through the eyes of Tillie, the...
Turnstile II
1998
video
...Turnstile II creates a
virtual
gateway where an endless realm of content is generated by the live culling of network objects from HTML pages, live chat and email archives. Through a familiar interface of a typewriter printing characters onto the screen Turnstile II...
Não!
1982
..."Não!" is organized in text blocks which circulate in
virtual
space at equal intervals, leaving the screen blank prior to the flow of the next text block. The visual rhythm thus created alternates between appearance and disappearance of the fragmented verbal material,...
The Able Skin
1997
-
1997
... that is not allowed to have a natural death, that is kept alive artificially through restoration, citation and simulation. A
virtual
reality installation allows participants to tour the first Able Skin, which covers Palladio's Villa Rotonda. The...
The Emperor´s New Realities
1993
...Krueger, Myron. The Emperor´s New Realities
Virtual
Reality World (Nov./Dec. 1993): 18-33.
Behind the Scenes at the Guggenheim
1994
...Teixeira, Kevin. Behind the Scenes at the Guggenheim
Virtual
Reality World 2, no. 3 (1994): 66-70.
rePLACEd in EVE
1998
... is compensated by a predistortion of the generated imagery by means of software that acts on the object coordinates of the
virtual
scene and effectively emulates an idealized cylindrical projection system. The vertical edges of the individual projected ...
Coexistence
2001
-
2001
...Coexistence is an interactive art installation that blurs the boundaries between physical reality and
virtual
reality. This work includes innovative approaches to interaction, interface design and mixed reality utilizing see-through head mounted displays and a...
KALEIDOSCOPE
2016
video
... what we see are not there, they do not exist outside of our head, they are completely created by our brain and so definitely "
virtual
". Every kind of pressure – be it with one finger, with the feet or be it with the entire body – displaces and shifts the inks...
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