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  • ... ultimately at computer heaven, where old computers reminisce and sing old soul songs . Designed using cheap computer games programming equipment this piece was an experiment, exploring the ways in which interactive works may, or may not succeed in...
  • ... the large console TV (the image is the same on both screens). You touch the screen to interact with it. It's like five games in one; five sections, each section is different than the others, all of them address appropriation und use of copyrighted...
  • Desert rain -
    ... practice. Inspired by Jean Baudrillard’s The Gulf War Did Not Take Place (1991), and constructed following computer game logic, Desert Rain can be seen not only as a comment on the war itself, but also as an exposure of the crucial role that...
  • ... Since the early 1990s, Agnes Hegedüs has been developing interactive installations which, often through the deployment of game structures or echoes of historical models, thematize fundamental aspects of perception and concepts of virtual reality. Two of...
  • Activism -
    ... in the world. This was explored on a light/shadow sculptural environment formed by letters/words that live in an utopian game area that transposed and became an example of real berserk web interaction documentation. While the author was playing the...
  • Off-Sense -
    ... Both challenges to design a cyberspace as a meeting place. It stands completely opposite position to the famous network game "DOOM". Video image texture and audio conneciton enables to humen common type of communication. Each avatar...
  • ... links to the found material can be established. A “copy & paste” culture has emerged in the digital age. The often ironic game in which different media are remixed has become popular fun, thanks to broad access to powerful computers. This way, an individual...
  • ... movements of passersby and express passivity, suspicion, surprise, or fear. make-A-move invites members of the public to a game of cause and effect. The artist playfully engages questions about mutual scrutiny and also points to the psychological, personal...
  • ... power, and what technology can teach people about themselves. Using the formal language of the computer program or game to create systems which interrogate seemingly mundane experiences such as writing email, using search engines, playing video...
  • make-A-move -
    ... and personal space in a context of surveillance, and playfully invites visitors to ‘make a move’ thereby triggering a game of cause and effect between the participant and the automated gaze. When walking in front of the two screens, the portraits...