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  • Shanken, Edward A.. Cybernetics and Art: Cultural Convergence in the 1960s In From Energy to Information: Representation in Science, Technology, Art, and Literature, edited by Linda Dalrymple Henderson and Bruce Clarke, 255-277. Palo Alto, CA:
  • Julian Oliver. Polygon Destinies: The Production of Place in the Digital Role-Playing Game In COSIGN 2001 Conference Proceedings, Melbourne Victoria, Australia: Julian Holland Oliver Interactive Information Institute RMIT University,, 2000.
  • Mereilles, Isabel. Design for Information: An Introduction to the Histories, Theories, and Best Practices Behind Effective Information Visualizations. Beverly, MA: Rockport, 2013.
  • Sandor, Ellen and Janine Fron and K Greiber and Fernando Orellana and Stephen Meyers and Dana M. Plepys and M. Dolinsky and M. Dastagir Ali. Collaborative Visualization: New Advances in Documenting Virtual Reality with IGrams Proceedings of the
  • Berlot, Uršula. Pictorial Abstractions: Visualizing Space in the Eras of Modernism and Information AR / Architecture Research I/2018 “Correspondences”. Ljubljana: Faculty of Architecture, University of Ljubljana (2018).
  • Performers tele-dialogue from two distinct places with a single spectator at a time, whose shadows become the theater of the work. Each performance is unique and constitutes a singular experience for the visitor, who is no longer only a passive
  • Two dancers/performers interact with an audio-visual environment. Their movement data control cameras, microphones, and architectural projections of 3D representations of each performance venue. Four scenes, made up of choreography and media, play
  • Timo Kahlen's interactive work of net art /source/ (Postfactual), 2017 invites the viewer to search for reliable sources, for valid ‘facts’, for trusted nodes of information on the internet. A seemingly void, monochrome white surface is all it
  • The CD-Rom plays a particularly challenging role in these developments. In providing artists with a broader "bandwidths" and more extensive data bases than can yet be readily accessed on the internet, the format of the CD-Rom challenges artists to
  • HyperKult 14 -
    »HyperKult - Computer as Medium« takes place as an annual (non-profit and no-budget) symposium since 1990. Hyper(media)Kult(ur) was an at this time an upcoming field of research across the borderline of technical and cultural disciplines. HyperKult