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Lorna
1979
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1982
video
LORNA 1979-1983 A.D. A.D. "A precondition to video is that it does not talk back. It absorbs, rather than reflects." Preliminary Notes, 1981 While video was like a reflection that did not talk back, interactive works were like a trick, two
Li, Yinlin et al (2003) Gesture Frame–A Screen Navigation System for Interactive Multimedia Kiosks.
2004
Li, Yinlin et al.. Li, Yinlin et al (2003) Gesture Frame–A Screen Navigation System for Interactive Multimedia Kiosks. In 5th International Gesture Workshop, edited by Antonio CamurriVol.2915. https://doi.org/10.1007/978-3-540-24598-8_35, ,
Network Neuro-Baby
1995
Neuro-Baby is a communication tool with its own personality and character. Through emotional modeling, it reacts to changing voices, handshake intensity, and facial expressions. Artificial neural networks allow the system to "learn" from individual
Pleasure Machine
1999
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1999
video
The performance occurs inside a capsule. We may control the avatar of the performer through a remote computer. The distance between the audience and the performer is set to 7 metres. We may type words, wishes or commands from our keyboard directly
Blue Stage
2001
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2001
Sound, film, music, photography and images, text: the Blue Stage interactive installation presents an innovative model for the multimedia representation of cultural themes. Here, new kinds of interaction of between man and networked knowledge are
Winner of The Prix Net Art, 2014: JODI
2014
Michael Connor, Samantha Culp, Zhang Ga, and Sabine Himmelsbach. Winner of The Prix Net Art, 2014: JODI https://prix-netart.org/past-winners/ [PRIX NET ART, October 2014].
MINDSCAPE
2016
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2019
MINDSCAPE is a metaphor of what we are becoming in this digital era. Like most people nowadays, the performer appears isolated and hooked up with a computer, his/her body connected to and surrounded by light wires, creating a distance between the
Suspension
1997
Contemporary spaces are dynamic combinations of the real and the virtual. They are accessed, ordered, and navigated under the conditions of various online and offline protocols. These protocols include computer formats and settings, social codes and
Distributed Legible City
1998
video
This new version of The Legible City (1989) encompasses all the experiences offered by the original version, but introduces an important new multi-user functionalty that to a large extent becomes its predominant feature. In the Distributed
(collective) Boredomresearch
Collaborating as boredomresearch, Southampton based Vicky Isley and Paul Smith have gained an international reputation for interrogating the creative role of computing. boredomresearch often think of themselves as employing computer gaming
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