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Missing matter
1998
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1998
Architectures réactives de la communication Le virtuel c’est le réel avant qu’il ne passe à l’acte. Un non-espace non-matière. Il prend forme en s’actualisant. L’architecture du virtuel c’est à la fois l’architecture de l’information et
De La Fenêtre au Labyrinthe: Les technologies, le corps et le plaisir des relations
1995
DOMINGUES, DIANA MARIA G. De La Fenêtre au Labyrinthe: Les technologies, le corps et le plaisir des relations Isea Inter Society Eletronic Arts, Montreal 1 (1995): 64-65.
Neal White
Neal White works across media, and in no particular medium at all – creating projects with the Office of Experiments that develop collaborative, social and critical spaces using art methods and art materials. His work operates along the fine line
PLAKARTIVE 2012
2012
Event: PLAKARTIVE 2012Institution: Kunst.Stadt.PlakatComment:
eCulture Factory auf der Cebit
2007
eCULTURE FACTORY wird mit zwei Produkten auf dem Bremen-Stand der CeBIT vertreten sein. In Halle 9, B21 werden das Virtuelle Buch und das Interaktive Plakat mit eigens für die CeBit entworfenen Inhalten zu sehen sein.
American Lessons - The White Room
2001
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2001
The White Room is a metaphor that illustrates the Brazilian atmosphere face to the constant changes in the domestic economy. Moreover, it points to the delicate balance between North and South - in terms of world geography -- after globalization.
Plan-it!
2000
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2000
PLAN-it! - a multisensory experience --- in cooperation with Herbert Lachmayer and Mathias Fuchs --- The Mind Zone [architects: Office Zaha Hadid] in the Millennium Dome at Greenwich was designed to be a synthesis of contemporary architecture, art,
Protrude, Flow
2008
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2008
Protrude, Flow 2008 (2008) Shown at Reina Sofia National Museum in madrid. Enabling people to experience a strong aesthetic feeling is the main purpose of “Protrude Flow 2008.” This experience cannot be acquired in everyday life, and once
Pavilion of Dreams: FOREST
2009
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2009
Notes on Preliminary Plan and Accompanying Images. • The public enter through a gently curved corridor allowing time for their eyes to adjust to the low light level and obscuring the view ahead of the Forest. • Choice of paths to give a
Placeholder: Landscape and Narrative in a Virtual Environment
1992
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1993
PLACEHOLDER was a virtual environment project designed by Brenda Laurel and Rachel Strickland and produced by Brenda Laurel. Placeholder was a two-person fully interactive virtual-reality system, utilizing stereoscopic head-mounted displays,
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