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The Virtual Balance: An Input Device for VR Environments
1999
Fleischmann, Monika and Wolfgang Strauss. The Virtual Balance: An Input Device for VR Environments. : GMD Forschungszentrum Informationstechnik, 1999.
Balance Unbalance
2015
Event: Balance UnbalanceInstitution: University of ArizonaComment:
The Virtual Balance: An Input Device for VR Environments
1997
Fleischmann, Monika and Wolfgang Strauss. The Virtual Balance: An Input Device for VR Environments Proc of 6th Interfaces, Man-machine interaction, Montpellier La Lettre de I’IA, no. Nr. 123) (June 1997): 20-23.
Urban Hero
2021
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2021
Urban Hero, Part 1 Routines and conveniences of our daily life have become gradually fatal for the environment, thus representing a growing problem for functioning ecosystems of flora and fauna, but also directly for our health. The ubiquity of
Masahiko Inami
Masahiko Inami is a professor in the School of Media Design at the Keio University (KMD), Japan. His research interest is in human I/O enhancement technologies including bioengineering, HCI and robotics. He received BE and MS degrees in
Henrik Menné
Whether they are dynamic or static; sculptures by Henrik Menné are basically about process, balance and about organizing matter through both rigid systems and chance. The major part of Mennés production consists of large-scale machines or
The Virtual Balance: An Input Device for Virtual Reality Environments
1997
Fleischmann, Monika et. al.. The Virtual Balance: An Input Device for Virtual Reality Environments In Proceedings of the 6th Interfaces, Man-machine interaction, La Lettre de I´IA Nr. 123, , 20-23. Montpellier: 1997.
Balance-Unbalance: Transforming Paradigms (Art Environment)
2018
Dal Farra, Ricardo. Balance-Unbalance: Transforming Paradigms (Art Environment) Leonardo 51, no. 2 (April 2018): 176-177.
Living Tattoos Social Platform
2008
DOMINGUES, DIANA MARIA G and Eliseo REATEGUI. Living Tattoos Social Platform CHI 2008 Art, science, balance. Urban Mixed Realities (2008).
Systems Maintenance
1998
Systems Maintenance consists of three versions of a furnished room. An ensemble of life-sized furniture occupies a large circular platform on the floor, a virtual room is displayed on a computer monitor, and a 1/8 size physical scale model of the
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