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  1. Responsive Environments

    This paper introduces the concept of a responsive environ- ment which perceives human behavior and responds with intelligent auditory and visual feedback. Several exhibits of responsive environments, implemented by the author, com- bining computer graphics, video projection and two-way video communication are described. VIDEOPLACE, an evolving exhibit which defines a conceptual telecommuni- cation environment uniting geographically separated people in a common visual experience, is discussed at some length. Based on these examples a new art form of composed man- machine interaction is defined. Finally, practical applica- tions are suggested for the fields of education, psychology and psychotherapy.

    (Source: Author's abstract)

    Original publication info: From AFPIS 46 National Computer Conference Proceedings, 423-33. Montvale, NJ: AFIPS Press, 1977. Rpt. in The New Media Reader, 2003.

    Scott Rettberg - 18.04.2011 - 14:00

  2. Ghost City

    Ghost City is a website that focuses on the representation of the city by the mass media. It uses the space of the web as a sculptural space, allowing viewers to interact with animated graphics to delve deeper and deeper into an imaginary city.

    Ghost City is a labyrinthine environment through which viewers can navigate, either following the linear narrative that unfolds by moving from page to page, or they can delve into the non-linear chaos of random links. Each space is made up of appropriated images and texts. The images are culled from various print media sources. The texts are either found passages from urban theory or specifically written poetic musings on the city.

    Scott Rettberg - 20.10.2012 - 15:06

  3. Developing: the Idea of Home

    If, as Henri Lefebvre asserted, "spatial thinking" involves several different ways of conceptualizing space-as idea, as lived, as imagined-then perhaps an open system of examples can generate new ideas about "home" in the future. This is an experiment in reading; the CD-ROM is organized in an associative manner, since the subject radiates in so many different directions. There is obviously a "direction" here, that is no hidden-but the user may peruse and reconnect the fabric of the piece in many different ways. And, if our habitat may be located within a given social order, defined by economics, culture, and history, these forces must be viewed as interacting, rather than fixed.

    Scott Rettberg - 13.01.2013 - 21:48

  4. Cave Gave Game: Subterranean Space as Videogame Place

    Jerz and Thomas identify our fascination with natural cave spaces, and then chart that fascination as it descends into digital realms, all in order to illustrate the importance of “the cave” as a metaphor for how we interact with our environment.

    (Source: http://electronicbookreview.com/thread/criticalecologies/cave)

    Malene Fonnes - 22.09.2017 - 10:31