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  • Mixed-reality installation with live and virtual performers, encountered via the smartphones of the visitors. Real and virtual situations come together, and micro-narratives emerge, based on shifting degrees of presence, traces of daily gestures and
  • Swarming Lounge 2.0 is a mixed-reality performance and installation where visitors come to meet four live performers and nine augmented-reality characters displayed on smartphones. All characters, both real and virtual, are embedded in the
  • Series of 3D prints in polymer additive plaster, highlighting the interrelation between real objects and their 3D virtual counterparts. The 3D print "Inevitable Beauty" is subjected to a temporal maelstrom in its fabrication, while "Compulsive
  • Series of 3D prints in polymer additive plaster, highlighting the interrelation between real objects and their 3D virtual counterparts. The 3D print "Inevitable Beauty" is subjected to a temporal maelstrom in its fabrication, while "Compulsive
  • I'm sorry I made you feel that way (2023) by Martina Menegon is an interactive experience and performative self-portrait exploring new possibilities for empathy and care for our hybrid selves.
  • In Sound Mind -
    Human brains can subtract unwanted sense data – including sound – from the environment when we focus attention. The rest of the information is still being processed; it’s just attenuated, pushed to the background. In Sound Mind explores this
  • Allen, Rebecca and G. M. Reger and A. A. et. al. Rizzo. Effectivness of Virtual Reality for Attentional Control to Reduce Children's Pain During Venipuncture In 2nd International Workshop on Virtual Rehabilitation, edited by G.C. Burdea and D.
  • Allen, Rebecca ANAD Reger, G. M. and A. A. et. al. Rizzo. Efficacy of Virtual Reality for Attenuating Child Pain During Venipuncture: Preliminary Findings In Childrens Hospital Los Angeles 8th Annual Research Institute Poster Day Presentations,
  • In the installation Frontiers of Utopia the visitor is confronted with eight virtual female characters, based on the histories of real women who were born in different periods: 1900, 1930, 1960 and 1990. All eight characters dream of the way in
  • Equivalents II -
    The "Equivalents II" project has evolved out of an intent to mathematically simulate believable still-images that convey the realism of the photographic. It is based on an interactive computer program that produces abstract, cloud-like images when