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  • ...Repsat uses the latest 3D printing technology and it´s conversion from digital files to printed format. Through this conversion we obtain three dimensional models in low relief called litophanies. This litophanies when are retroiluminated works as a bitmap in black and...
  • ... in golden lines; Lin Pey-Chwen uses these numbers from the Bible to indicate that Eve Clone is by nature a product of technology.
  • ... Practices (Autonomedia, 2002). Recently she completed an edited volume of essays titled, “Latin American Modernisms and Technology,” which explores diverse engagements of Latin American intellectuals and artists with modern technologies. She is now...
  • ... performance. The reactions of the robot as well as the musical program are derived from her vocal characteristics. Via the technology it is converted into energy which activates the peaks of the robot's spikes against the man's body. As an...
  • ... and metaphorically INCUBATOR serves as site for innovative productive and performative imaginings of biotechnology as a technology of the body – a complex ecology – that implicates each of us intellectually and biologically in the continued propagation...
  • ... historians and intellectuals. As one of the first VR works of art, it attracted particular attention for its novel use of technology and immersive experience, but as it was dedicated to four philosophers and scientists it was also understood as a new...
  • mimesia -
    ... game, there is no quest - it is an evocation of a dream, an unfolding memory. Mimesia using the visual effects of games technology to produce a kitsch realism, whilst referencing the cinematic floating steady-cam to create the dreamlike sense of...
  • Her Long Black Hair -
    ... music, and other atmospheric and cultural elements. At once cinematic and non-linear, Her Long Black Hair uses binaural technology--a means of recording that achieves incredibly precise three-dimensional sound--to create an experience of physical...
  • ... Media Arts and Science Ogaki, Japan (2003). In his artworks and research, he examines socio-cultural implications of media technology and human computer interfaces. His interactive installations and artworks, including 'Bubbles' (in collaboration with K....
  • ... before winning a 2004 Fabrica fellowship in Italy. He creates online projects that re-imagine how humans relate to technology and to each other. These combine elements of computer science, statistics, anthropology, visual art and storytelling. His...