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  • ... of the work has been adopted as sensors have become more affordable and pervasive (through cameras and computers alongside games). Acknowledged as a "great artist" (1), and third culture thinker (2), and referred to as “a world pioneer in digital...
  • ...Von Neumann, John and Oskar Morgenstern. Theory of Games and Economic Behavior. Princeton: Princeton University Press, 1944.
  • ... College, Wesleyan University, San Francisco State University and the New York State College of Ceramics, and has been a video game designer for Atari Inc. and Scholastic Software. He has performed internationally at The Kitchen, the Festival d'Automne á...
  • ... including 3D computer animation films, music videos, large-scale performance works, interactive art installations, video games, artificial life systems and virtual reality. Allen is not interested in technology for its own sake, however. Rather, she is...
  • ... of new media technologies in the public realm (Metroscopes and the Drake Street Observatory) as well as published game projects (Advent) and interventions in the public realm (Common Garden). In addition to working within the arts infrastructure...
  • ... Dome London, Cultural Capital of Europe Graz 2003. Sylvia Eckermann has pioneered in the field of artistic use of game engines in various game art installations. (synworld, ISEA, games-computerspiele von KünstlerInnen, GameArt, artgames, cyber@rt,...
  • ...Toshio Iwai is a Japanese interactive media and installation artist who has also created a number of commercial video games. In addition he has worked in television, music performance, museum design and digital musical instrument design. In 1985, while Iwai was still a...
  • ... Since the early 1990s, Agnes Hegedüs has been developing interactive installations which, often through the deployment of game structures or echoes of historical models, thematize fundamental aspects of perception and concepts of virtual reality. Two of...
  • ...20 years Chair Professorships for Image Science. More than 350 lectures and keynotes worldwide, including Olympic Games culture program and G-20 Summit. Grau's “Virtual Art. From Illusion to Immersion”, MIT Press 2003 (Book of the Month, Scientific American) is with...
  • ... power, and what technology can teach people about themselves. Using the formal language of the computer program or game to create systems which interrogate seemingly mundane experiences such as writing email, using search engines, playing video...