Archive Search

  • February: 6th Japan Media Arts Festival Exhibition of Award-winning Works Dates: February 27–March 9, 2003 Venue: Tokyo Metropolitan Museum of Photography (Ebisu, Tokyo) Entries: 1,375 works (including 138 from overseas) Visitors: 16,060 people
  • Fifteen points (XV) defines the role of cognitive dissonance in diverse reactive spaces. In an interactive floor projection, viewers are encouraged to move throughout the space and engage in the manipulation of the art piece. Detecting both sound
  • Bodygraphe -
    Bodygraphe is an interactive, visual music application that unifies gestural computing with live performance art. Dancers become instruments and conductors that wholly generate graphics and sounds that correspond with their movements in real time.
  • Kwangju Biennale 2004 -
    "The Gwangju Biennale 2004 is a cultural forum that experiments with established cultural practices that are centered around the art specialist and cultural power, specifically, artist and curator. To subvert the existing hierarchy, we deploy new
  • The range of images, films, music and texts on the internet is growing rapidly. All digitally available elements can be used as material to make new collages. For this reason, many artists scour the internet’s servers for raw material to integrate
  • Andrés Burbano and Esteban García Bravo. Breaking the Navajo Code with Bill Toledo Artnodes. Revista de arte, ciencia y tecnología , no. 16 (2016): 26-33.
  • Andres E Burbano and Esteban García. Desxiframent del codi navajo amb Bill Toledo Artnodes: revista d'art, ciència i tecnologia (2015).
  • Andrés Burbano and Esteban García Bravo. Konrad Zuse: enabler of computational arts? Archiving and Questioning Immateriality , no. 190 (2016).
  • Esteban García Bravo and Angus G Forbes and Vetria L Byrd and Andrés Burbano. The interactive image: a media archaeology approach Leonardo 4, no. 50 (AUGUST 2017): 368-375.
  • medi@terra 2006 -
    medi@terra festival dedicates its 7th edition to videogames and the crucial role they play in today’s digital culture. The fields affected by videogames have multiplied, forming a platform with numerous applications in different areas of reality: