Archive Search

  • ...HOME OF THE BRAIN (1990-91) - PHILOSOPHICAL DIALOGUES IN VIRTUAL SPACE Created between 1989 and 1991, HOME OF THE BRAIN by Monika Fleischmann and Wolfgang Strauss is considered to be one of the first pieces of Virtual Reality in the world to make use of a data glove...
  • ...BERLIN-CYBER CITY - VIRTUAL WALKS THROUGH REUNITED BERLIN (1989–90) Berlin-Cyber City was created in response to the fall of the Berlin Wall on November 9, 1989. The work reveals the historical upheaval through virtual walks and initiates a collective reflection on the...
  • Word Play
    ... is always changing. While these LED displays are moving, text passes through them. In effect, each display is a window on a virtual space of letters that form phrases derived from well-known theatre scripts by authors such as by Shakespeare, Schiller and...
  • ...Kelly, Kevin. Virtual Reality: An Interview with Jaron Lanier Whole Earth Review 64 (1989): 108-119.
  • ...RADIANCE. The International Research Platform For Virtual Reality Experiences in Art https://www.radiancevr.co/artists/monika-fleischmann-and-wolfgang-strauss/fleischmann-strauss-home-of-the-brain/.
  • Portrait One -
    ... cut short due to a lack of tact or interest, or it may develop into intimate considerations about love in the context of a virtual relationship. The conversation may be conducted in French, English, German, Italian, Dutch or Japanese. In all languages...
  • Pictures
    ... PICTURES. Based on a set of digitally manipulated snapshots from a family photo album, the work is like a slide show in virtual form: details from the first photograph are enlarged by an imaginary camera, and each enlargement generates a new "picture"....
  • Between 0/1 - video
    ...Between 0 and 1: Numerical Dream or the Generative Transformation of Virtual Space (1988) "Between Zero and One" is created by changing the numerical values of geometric shapes such as a cube. This process generates an infinite variety of unimaginable forms, inviting...
  • ... method of interactive visual representation. The viewers used the joystick to control their movement through a 3-D virtual world populated with letters and words that constituted a number of narratives that could be read as one travelled (in any...
  • ... in the International Museum of Electrographic (MIDE), researching, among others: the concept of physical museum over the virtual museum, the evolution and development of semiotics in web space or writing texts from the research on new technological...