Dive into the archives.
- How many lives can a person have?
June 12 – Media Art Café Berlijn Enschede 15.00 – 17.00 uur Our life and our relations are increasingly influenced by online social networks and virtual environments. In particular, multi-user virtual worlds like Second Life, World of Warcraft and Half Life are starting to occupy an increasingly dominant part of many people’s lives, but [...]
- Screen/Play Symposium at AFFF (1)
Can (fantastic) films and computer games absorb each other’s ways of storytelling? This years Amsterdam Fantastic Film Festival (AFFF) hosted a small symposium to tackle this (for a traditional film festival) daring question. In order to do so, the festival managed to form a quite varied panel of dicussion, being made up of JT Petty, [...]
- Tree of Knowledge V0.2
The Tree of Knowledge stood proud and tall in the EduCafe at last ‘open days’! We managed to get 30 balls containing blinkm LED modules ready in time, thanks to the relentless soldering efforts of Alfred the Vries.. Our tree consists of a welded steel trunk with branches made from iron normally used for reinforced [...]
- Tree of knowledge
As art-project for the upcoming ‘open days’ (27 and 28 of March, 2009) we are building the ‘tree of knowledge’.. It will be a life-size metal tree containing colorful interactive ‘apples’.. We hope to get it finished on time :) We have been using at least 17 electrodes and 50 kg of steel..
- Traces in Urban Environments
A typical case study that involves both new media and sensor technology is that of “Traces in Urban Environments” (fictive project). When we, as humans, move around our homes, schools, workplaces or our cities, we leave all kinds of traces: marks that indicate that we have been there. These traces can be used by others [...]
- Head-up Display in FP(S) Games
About half a year ago I started on a paper/essay about head-up displays (HUDs) in first-person games, observing that Greg Wilson’s writings from 2006 are still holding. This is not just the case in console games, but also in PC-games. See below, a Quake/CPMA HUD, probably from around 2001, and the lack of a HUD [...]

