[video src=https://vimeo.com/245388198] Home made Virtual Soup, developed by artist Avital Meshi, connects Second Life avatars and Real-Life puppeteers. The meeting was held during soup time at St. Columba Catholic School in the virtual community Second Life. The artist set up the meeting with Miss Sarah Sandalwood, editor of O’Hare’s Gap, a guide to a 1930s virtual Irish village. Together, Miss Tali (Avital Meshi’s Second Life avatar) and Miss Sarah Sandalwood “opened a mystical portal between” both worlds. The meeting was a wonderful real-time experience where realities collided. The artist invited her “school family” at UCSC to enjoy soup with Second Life students of St. Columba, and they all experienced a “moment of communal fellowship.”
This work of net.art consists of a digital art gallery of two lovers' correspondence from the 1990s. The twenty-five letters feature interesting interactive graphics, cryptic messages, and unique voyeuristic opportunities to view intimate messages sent between the two artists Entropy8 and Zuper!. The viewer can usually interact with the simulated object, environment, or representation. Doing so reveals love notes, messages, and other meanings. There are often personal representations of the two artists, either in the form of a rendered avatar of sorts, or actual images and pictures taken of their bodies.
[video src=https://vimeo.com/313413541 height:200 align: left]We Are All Made Of Light is an immersive art exhibition which exemplifies the interconnectedness that we share with our fellow humans and the universe itself. The releasing of the installation coincided with Seattle’s BOREALIS: a festival of light, debuting in October, 2018 in South Lake Union and across Seattle. The work was created by the Seattle-based artist Maja Petrić who set out to demonstrate the thought that we are all just individuals in vast and expansive universe, yet we all share some form of expanded consciousness.
[video src=https://www.youtube.com/watch?v=l8IhFWiri5o]London-based artist John Walter spent three years studying with Greg Towers at UCL to better understand the interactions between a virus and its host, specifically HIV-1 and the effect of AIDS on the human body's immune system. His meticulous research is shown in his new multimedia project CAPSID, featuring a short film titled A Virus Walks Into a Bar, which pulls the "bar" motif of British soap operas to present an analogous tale of how HIV enters human cells and destroys them from within. Through this film – as well as paintings and installations – Walter's work not only uncovers new ways of expressing how HIV behaves, but presents his findings in a way that the non-scientifically-inclined can understand.
[video src=http://youtu.be/gQ2Ti6nB9mg align: right height: 220] The Tunnel under the Atlantic, by Maurice Benayoun is an interesting stimulatory system that connects visitors of the Pompidou Centre in Paris to the visitors of the Museum of Contemporary Art in Montreal through a simulated “digging” through skewed virtual medium. By using televirtuality, people in each museum can dig to meet each other, and then interact with each other in this virtual channel. They are brought together through communication as they survey their virtual surroundings that reveal geological strata as iconographic strata, bringing both shape and recognizable textures.
METRO Re/De-Construction is a 6 minute video compilation of a series of 3D rendered scenes from a trip along the Denver Light Rail. Artist Chris Coleman created this thought provoking animation by bringing a handheld 3D scanner onto the train he takes to work every morning. He scanned the inside of the light rail cars […]
‘I am for an art … that does something other than sit on its ass in a museum,’ stated Claes Oldenburg in 1961. With the production of his mechanised ‘Icebags’ in 1971 this desire was realised. Icebag—scale B moves almost imperceptibly in the exhibition space, slowly winding and undulating this way and that, creating the […]
This article is a STUB please make edits and adjustments as suggested on Wikipedia to make it more robust. Thanks! An exact reproduction of the exhibition space is shown on a large monitor placed on a circular, motorized platform. Sitting in front of the screen in an armchair, visitors can navigate […]
This article is a STUB please make edits and adjustments as suggested on Wikipedia to make it more robust. Thanks! The Nanomandala is an installation by media artist Victoria Vesna, in collaboration with nanoscience pioneer James Gimzewski. The installation consists of a video projected onto a disk of sand, 8 […]
This article is a STUB please make edits and adjustments as suggested on Wikipedia to make it more robust. Thanks! The World Generator was developed in 1996/97 with programmer Gideon May and specifically enlarged for “p0es1s.” Participants can use this digital machine to generate, in real-time, virtual surroundings out of different […]
Frontiers of Utopia» is the final part of an interactive series exploring the «history and nature of idealism, technology and design». In the first two parts, «Machinedreams» (1991) and «Paradise Tossed» (1993) the relationship between desire, design and memory was explored in a stylised and dreamy manner. The viewer was able to construct a collage […]
This article is a STUB please make edits and adjustments as suggested on Wikipedia to make it more robust. Thanks! Lovers Leap, 1995 Interactive environment produced in two forms simultaneously as an interactive multimedia installation (using the viewer’s body as a triggering device) and as a CD-ROM (using the viewer’s hand […]
This article is a STUB please make edits and adjustments as suggested on Wikipedia to make it more robust. Thanks! After finishing the computer animation version of “The Forest”, Waliczky began to work on the second, interactive variant of “The Forest”, in collaboration with Jeffrey Shaw and Sebastian Egner. Here, the […]
This article is a STUB please make edits and adjustments as suggested on Wikipedia to make it more robust. Thanks! “Portrait One (1990) by Luc Courchesne is a fictional work and a framed encounter with a character. But unlike other interactive works, it is not a narrative piece, as […]
This article is a STUB please make edits and adjustments as suggested on Wikipedia to make it more robust. Thanks! Bar Code Hotel (1994) recycles the ubiquitous symbols found on every consumer product to create an multi-user interface to an unruly virtual environment. The installation makes use of a number of […]
SEE BANFF! is an interactive stereoscopic installation. It bears a strong – and intentional – resemblance to an Edison kinetoscope, which made its public debut one hundred years ago in April 1894. It achieved instant popularity, but was short-lived. One and a half years later, in December 1895, the Lumiere brothers publicly exhibited projected film, […]
Brenda Laurel is a designer, researcher and writer. Her work focuses on interactive narrative, human-computer interaction, and cultural aspects of technology. Her career in human-computer interaction spans over twenty-five years. She holds an M.F.A. and Ph.D. in theatre from the Ohio State University. Her doctoral dissertation was the first to propose a comprehensive architecture for […]
Spectral Bodies 1991 – artist statement from http://www.catherinerichards.ca/artwork/spectral_statement.html Spectral Bodies is a videotape that considers the issues at stake around simulation and subjectivity in contemporary technology. Specifically, it is concerned with virtual reality technology, which literally reads and writes our bodies. Using emerging technology, it traverses the boundaries between the imaginary and the >real= in the […]
This article is a STUB please make edits and adjustments as suggested on Wikipedia to make it more robust. Thanks! Marcos Novak defines liquid architectures: “”What is liquid architecture? A liquid architecture is an architecture whose form is contingent on the interests of the beholder; it is an architecture that opens to welcome […]
Finding Eutaw and North is a 34-minute animation created in 2005 by WeWorkForThem, the collaboration of Michael Paul Young and Michael Cina. The piece consists of a series of a series of abstract vignettes of Young’s 3D animation and Cina’s audio work, which were mixed together live using custom software. The piece combines […]
Outerspace is a reactive robotic creature with lifelike interactive behaviour. The robot wants to explore the world surrounding him, or the outer space, exhibiting curiosity and waryness as an aprehensive animal might. A participant may put a hand up to the robot and cause it to pull away, as if surprised at the recognition of another being, then move forward searching for the thing that caught it’s attention. The concept that insprired the work was that an object, inherently not living, cannot have emotion. In order to create an emotional object (the goal), first the thing must be aroused, feel, have a emotion; then comes emotional expression. In technical terms, it must read input and display output.
[video src= http://youtu.be/deub5AMgblk? time:15s height: 220 align: right] In Given Time, artist Nathaniel Stern utilizes different forms of media, but maintains his focus on the relationship between bodies and art. This this video installation, Stern created two avatars in Second Life who stand apart facing one another. Their location within the in-game world is never disclosed, but they do occupy virtual space somewhere. In physical space, the two avatars are projected onto screens opposite one another in the gallery, as in Second Life. Viewers can approach the two virtual performers, while they hover as video projections, forever staring at one another. These representational characters are in fact, nobody. They exist only in the virtual plane, yet they are brought into existence via light and electricity.
Chinese new media artist Feng Mengbo has worked with iconic first person shooters Doom and Quake throughout his career. In Q3 (1999) Feng recorded footage of the game Quake III Arena and superimposed live action video of himself, toting a camera around the battlefield and interviewing contestants, over top. Feng expanded upon this idea in 2002's Q4U (a play on the common abbreviation for the game, Q3A) by completely reworking the game's code to replace all character models with a model of himself, bespecktacled and shirtless, with a gun in one hand and a video camera in the other. Feng's AH-Q, released in 2004 and pictured here, saw the addition of a dance pad used to control all the player character's motions.
The following video, produced by the Creator's Project, includes examples of Feng Mengbo's work and an interview with the artist.[video src= http://thecreatorsproject.vice.com/creators/feng-mengbo]
[video src=http://www.youtube.com/watch?v=1NneEvC18cs align:right]Miao Xiachun’s recent work transforms paintings from the canon of Western art history into photographic and animated computer models. Microcosm is based on Hieronymus Bosch’s 15th century masterpiece The Garden of Earthly Delights.
[video src= http://vimeo.com/19897898]Pulls images from Flickr and manipulates them to form
a metaphor for how memory and perception work in the brain….
Your Destiny is an immersive, interactive installation based on tarot cards.
The Tunnel under the Atlantic is an interactive art installation by Maurice Benayoun that first was exhibited in September 1995.
“Life Writer consist of an old-style type writer that evokes the area of analogue text processing.
This is a video I edited from an interview with Dr. Hayles at the 2008 Thomas R. Watson Conference in Louisville, KY