Archive
Search
Artist Index
Institution Index
Thesaurus
[Default Title]
ADA Help
About
(current)
Magazine
Tools
Community
Feedback
Join
Theme
Theme
Light
Dark
Auto
Login
Login
Archive Search
Search
Date
1979–1989
1990–1995
1996–2000
2001–2005
2006–2010
2011–2015
2016–2020
2021–now
Genre
Digital Animation
Digital Graphics
Net Art
Social Network
Database Art
Bio Art
Digital Performance
Nano Art
Robotics
Telematics
Installations
Game Art
Glitch Art
Digital Activism
Events
Festival
Exhibition
Other
Conference
Reset
Artist
Scholar
Work
Work with Video
Literature
Institution
Event
Feature
All Categories
1
…
(more)
84
85
86
87
(current)
88
(more)
598
sort by relevancy (down)
Sort by Alphabeth (up)
sort by date (up)
sort by category (up)
Jules Verne
1985
A virtual projection installation created the illusion of looking through the theatre entrance doors at fictional scenes situated in the real space outside the theatre. The installation used the same augmented-reality technology that was first
CNN INTERACTIVE JUST
2001
-
2001
... hour internet ser
vic
e into the gallery via a...
Second Life: how may it augment our first (learning) life? A review of the current and potential use of Second Life in creative arts education.
2009
Biggs, Simon. Second Life: how may it augment our first (learning) life? A review of the current and potential use of Second Life in creative arts education. (2009).
Senseboard
2000
-
2001
Senseboard is one facet of our using tangible media for manipulating abstract information. It allows the user to arrange small magnetic pucks on a grid, where each puck represents a piece of information to be organized, such as a message, file,
Julius von Bismarck
The medium of light transversing a space is the very property that makes space experiential, and therefore 'real'. Julius then might use optical elements such as mirrors and lenses, to add an-other dimension to these physical spaces. Drawing on
Panoramic Navigator
1997
video
... trade fairs, ci
vic
centers, malls, hotels,...
Cube
1982
An augmented reality apparatus allowed the visitors, when looking through its optical window, to see a rotating computer-generated wire frame cube positioned in the real space of the museum. Further developement of this technology allowed stereo-
Augmented Fish Reality
2004
-
2004
video
Augmented Fish Reality is an in process interactive installation of rolling robotic fish-bowl sculptures designed to explore interspecies and transpecies communication. These could best be termed as biocybernetic sculptures that allow Siamese
NTAV POCKET CAVE
2004
-
2009
video
The NTAV UCS PC CAVE is a virtual reality (VR) and augmented reality (AR) immersive environment supported by commodity based clusters of low cost PCs that can be or not connected to the internet. These reconfigurable immersive cube with
Telematic Manifesto
1999
-
2001
Net-Project The "Telematic Manifesto" is a participatory, collectively-generated Net Document that articulates a vision for the future of Telematic Art as a socio-cultural force in the 21st century. This project investigates Telematic Art as the
1
…
(more)
84
85
86
87
(current)
88
(more)
598