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Artwork exhibited at Betaspace in the Powerhouse Museum, Sydney 22 August - 30 September 2008.
Artist: Chris Bowman, Technologist: Alastair Weakley.
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Artist: Chris Bowman
Technologists: Shigeki Amitani and Alastair Weakley
Exhibition dates: 27 April – 16 June 2007
|GEO| Landscape.01 is an interactive artwork-in-progress that will transport you to Sydney’s newest architectural attraction. The Brickpit Ring Walk - an elevated circular walkway at Sydney Olympic Park - is a viewing platform set inside the old brickpit at Homebush Bay. Visitors to the ‘Ring’ have recorded their impressions of this historical, ecological and architecturally significant site. Through the mediums of text, sound, photography, video and GPS (Global Positioning System) co-ordinates, |GEO|Landscape.01 explores time and space as trace experiences combined to create a layered virtual environment. This early prototype explores how video sequences, selected narratives and site-specific information can be captured across two or more locations, then reconstructed by groups or individuals to create personal or collective narratives.
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To Be or Not To Be is a narrative-based interactive computer artwork that engages its audience through movement. Designed for teenage audiences and inspired by Shakespeare’s Hamlet, the user interacts with on-screen characters through intuitive gesture. Players take their cue from an on-screen interactive map-puzzle that indicates which sensor pads on the floor should be navigated. With each solved sequence, sections of the film are activated, bringing to life the characters of this tragi-comic game.
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A Work by Petra Gemeinboek. Programming: Greg Turner, Alastair Weakley
Exhibited at:
Studio Soto, Boston, MA, July 28 – September 7, 2005
Presence and Absence
ICA Singapore November 6 – 12, 2005
Gallery Fabrica, Brighton, UK, November 19 - December 18, 2005
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Artists: Norie Neumark, Maria Miranda. Programmers: Greg Turner, Alastair Weakley
Séa.nce is a 'pataphysical experiment to demonstrate the relays of perpetual emotion on the internet. It is part of a larger project, The Perpetual Emotion Project, which researches emotion in digital culture.