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  • ... as scenographic objects, video mapping surfaces, and sound and light sources. Analogy between geopolitics and children's games. Internet found-footage combining images of Syrian refugee camps with video game aesthetics. Boxes as symbolic both of...
  • ... as scenographic objects, video mapping surfaces, and sound and light sources. Analogy between geopolitics and children's games. Internet found-footage combining images of Syrian refugee camps with video game aesthetics. Boxes as symbolic both of...
  • ... 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...