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  • OSMOSE - video
    ... in the immersant's location, direction and speed: the source of their complexity is a sampling of a male and female voice.
  • Conversation -
    ... networks of physical and virtual spaces dislocate audiences within environments that examine how vision, touch, hearing and voice are facilitated and constrained by the structures and mediation of technology. Within his networked environments, dialogical...
  • ... Fleischmann und Strauss and the MARS lab created Murmuring Fields (1997-99), a sequel to Home of the Brain, but as voices on an a Mixed R eality (MR) stage. The walk-in soundstage using camera tracking for performers to generate sound through...
  • ... that controlled the visual movements. Functioning like an audio mixer, this modulated the relative volume of the various voices with respect to the changing spatial positions taken by the viewer. Here again an intrinsic conceptual structure was...
  • ... joystick that controlled the user's visual movement. Functioning like an audio mixer, this joystick modulated the various voices in relation to the different spatial positions that the user was taking in relation to the computer graphic representation....
  • ... board area. Another function allowed each player to independently control their angle of view over the whole scene, and a voice phone connection between the two sites also allowed the players to speak to each other while manipulating these letters in the...
  • Landscape One -
    ... need help to walk in and explore. For this they have to make contact with one of the virtual character by selecting, using voice or touch, questions or comments from imposed sets. Questions on, for example, where they are, what is around, where one can go...
  • Beyond -
    ... of technology, desire and the paranormal posed since the birth of mechanical reproduction: the phonograph severing the voice from the body, photography capturing the soul and cinema resurrecting the dead. One might call it an investigation of the...
  • ..."The Living Room" is an intelligent, interactive image, sound and voice environment. It becomes "alive" and starts to "sense" when users enter and interact with this room. Like in a perfect surveillance system all sounds, voices, gestures and motions of the users...
  • Mobile Feelings -
    ... that explores the ambivalence of sharing personal information with an anonymous audience. Instead of communication via voice or images to people we know, "Mobile Feelings" lets people communicate with strangers through virtual touch and body sensations...