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Homo S@piens: Leben im 21. Jahrhundert - Was bleibt vom Menschen?
2000
Kurzweil, Ray. Homo S@piens: Leben im 21. Jahrhundert - Was bleibt vom Menschen?. Berlin: Ullstein Taschenbuch, 2000.
Eduardo Kac: Telepresence, Biotelematics, Transgenic Art
2000
Dobrila, Peter Tomaz and Aleksandra Kostic, ed. Eduardo Kac: Telepresence, Biotelematics, Transgenic Art. Maribor, SL: Kibla, 2000.
The Emergence Engine: A Behavior Based Agent Development Environment for Artists
2000
Mendelowitz, Eitan. The Emergence Engine: A Behavior Based Agent Development Environment
for Artists In Proceedings of the Twelfth Conference on Innovative Applications of Artificial Intelligence (IAAI), edited by Los Angeles University of...
Your Own Virtual Storyworld
2000
Davenport, Glorianna. Your Own Virtual Storyworld Scientific American 283, no. 5 (2000): 79-82.
Rebecca Allen: El arte interactivo tiene mucho que aprender de los videojuegos
2000
Candeira, Javier. Rebecca Allen: El arte interactivo tiene mucho que aprender de los
videojuegos El Mundo - Diario del navegante: Especial Art Futura 2000 (2000).
Architecture of the Mind. The Work of Jeffrey Shaw
2000
MacMahan, Alison. Architecture of the Mind. The Work of Jeffrey Shaw Archis. Architecture-City-Visual Culture 6 (2000): 38-43.
Culture: Char Davies, Virtual Artist
2000
Napier, JoAnn and Denise Shortt and Emma Smith. Culture: Char Davies, Virtual Artist In Technology with Curves: Women Reshaping the Digital Landscape, Toronto, Ontario: Harper Colllins Ltd, 2000.
CAT - Communication, Art and Technology
2000
Strauss, Wolfgang and Monika Fleischmann. CAT - Communication, Art and Technology In Global@home: Informations- und Dienstleistungsstrukturen der Zukunft, edited by Herbert KubicekJahrbuch Telekommunikaton und Gesellschaft, Heidelberg: Hüthig...
The Playful World: How Technology Is Transforming Our Imagination
2000
Pesce, Mark. The Playful World: How Technology Is Transforming Our Imagination. New York: Ballantine Books, 2000.
Cathedrals of Light
2000
Pesce, Mark. Cathedrals of Light In The Playful World: How Technology is Transforming Our Imagination, edited by Mark Pesce, 248-255; 267. New York: Ballentine Books, 2000.
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(more)
957
958
959
960
(current)
961
(more)
1471