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Artistic Representations in Virtual Reality (VRArt)


Toni Emerson
HITL Director of Information Services
Human Interface Technology Laboratory
temerson@hitl.washington.edu

Debra Revere
Research Associate
Human Interface Technology Laboratory

Last Update: October 21, 1997

For updated online information, please see our On the Net: Art page.


Contents:

Selected Citations:

(1994). Leonardo, 27(4): special VR section
Virtual Reality: Venus Return or Vanishing Point
Located at MIT Press, you can also retrieve the table of contents of this special issue of the journal "Leonardo" which discusses the philosophical implications of the cross-fertilization of virtual reality technology and art.

(1996). Don't press that button [user interfaces]. Leonardo, 29(5), 401-403.

Addison, R. (1995). Detour: Brain Deconstruction Ahead. IEEE Computer Graphics and Applications, 15(2), 14(4).

Agrawala, M., Beers, A. C., and Levoy, M. (1995). 3D Painting on Scanned Surfaces. In Proceedings of the 1995 Symposium on Interactive 3D Graphics, (pp. 145-150). New York, NY: ACM.

Aquilera, J. (1997). Reverence and reference: Meaning in virtual reality. Masters in Art, University of Notre Dame: Department of Art, Art History & Design.

Ascott, R. (1991). Connectivity: Art and Interactive Telecommunications. Leonardo, 24(2), 115-117.

Ascott, R. (1994). The Architecture of Cyberception. Leonardo Electronic Almanac, 2(8), online.

Ascott, R. (1994). Minute Manifesto. Leonardo Electronic Almanac, 2(8), online.

Ascott, R. (1994). From Appearance to Apparition: Communications and Culture in the Cybersphere. Leonardo Electronic Almanac, 2(8), online.

Ashdown, N. (1996). The Virtual Reality Modelling Language in art and design higher education.(SIMA report series: number 17): Manchester, UK: Manchester Metropolitan University, Department of Architecture, Landscape and Three-Dimensional Design.

Bailey, M. (1994). Virtual reality: three-dimensional Artagraph prints. Art Newspaper, 5, 27.

Bailey, C. (1996). Virtual Skin: Articulating Race in Cyberspace. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 29-50. Cambridge, MA: The MIT Press.

Barriere, J.-B. (1996). The Creative Ambiguity. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Bartels, K. (1993). The Box of Digital Images: The World as Computer Theater [Utopia and Technics in the Postmodern Era]. Diogenes, 163, 45(26).

Batchen, G. (1995). Spectres of cyberspace. Afterimage, 23, 6-7.

Bates, J. (1992). Virtual Reality, Art, and Entertainment. Presence: Teleoperators and Virtual Environments, 1(1), 133-138.

Bauer, W. and Gibson, S. (1996). Objects of Ritual. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 271-274. Cambridge, MA: The MIT Press.

Bec, L. (1996). Elements of Hypozoology. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Bersini, H. (1996). A Mechanistic Notion of Live. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Binkley, T. (1990). The Wizard of Ethereal Pictures and Virtual Places. In Grant-Ryan, P. (Ed.). Digital Image--Digital Cinema: SIGGRAPH '90 Art Show Catalog. (Leonardo, Supplemental Issue). pp. 13-20). Oxford, England: Pergamon Press.

Binkley, T. (1990). Digital Dilemmas. Leonardo [supplemental issue], Digital Image - Digital Cinema: SIGGRAPH '90 Art Show Catalog, 13-20.

Binkley, T. (1995). Transparent technology: The swan song of electronics. Leonardo, 28(5), 427-432.

Blonde, L., Buck, M., Galli, R., Niem, W., Paker, Y., Schmidt, W., andThomas-G. (1996). A virtual studio for live broadcasting: the Mona Lisa project. IEEE Multimedia, 3(2), 18-29.

Boissier, J.-L. (1996). On the Aesthetics of the Virtual [CD-ROM]. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Booker, E. (1993, June 28). Go Back in 'Virtual Time.' Computerworld, 27(26), p. 28.

Brady, D. (1993, July 5). Virtual Virtuosity: High-Tech Creators Go Bravely into New Realms. Macleans, 106(27), p. 60.

Brown, P. (1989). Art and the Information Revolution. Leonardo, Supplemental Issue, Computer Art in Context: SIGGRAPH '89 Art Show Catalog(supplemental), 63-65.

Burd, S. (1994). Carnegie Mellon researcher invites you on a trip to 'virtual reality'. Chronicle of Higher Education, 41(3), A48(1).

Buxton, B. (1992). Snow's Two Cultures Revisited: Perspectives on Human-Computer Interface Design. In L. Jacobson (Ed.), Cyberarts: Exploring Science and Technology, pp. 24-31. San Francisco, CA: Miller Freeman.

Caldwell, G., Parent, R. E., andLinehan, T. E. (1989). Simulation as animation. In Proceedings of the Pixim '89: the 2nd International Conference, Computer Graphics in Paris, (pp. 277-291). Paris, France: Hermes.

Capucci, P. L. (1995). The simulated body. Domus, 786, 97-101.

Capucci, P. L. (1996). Aesthetics of complexity: Knowbotic Research installations. Domus, 785, 100-102.

CIRAD. (1996). Plant Modelling Laboratory. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Clayden, A. (1997). Design Visualisation and Communication: The Application of Computer Aided Design and Animation in Landscape Design Teaching.(In proceedings of the Graphics, Visualization and the Social Sciences Workshop, AGOCG Technical Report Number 33, pp. 15-19): Manchester, UK: Loughborough University.

Clynes, M. (1992). Time-Forms, Nature's Generators and Communicators of Emotion. In Proceedings of the IEEE International Workshop on Robot and Human Communication, (pp. 18-31). New York, NY: IEEE.

Cooper, M., and Benjamin, I. (1994). Envisionments: Constructing Dramatic Virtual Worlds. In Proceedings of the VRST '94: Virtual Reality Software and Technology, (pp. 251-266). River Edge, NJ: World Scientific Publishing Co, Inc.

Cooper, M., andBenjamin, I. (1995). Actors, Performance and Drama in Virtual Worlds. In Proceedings of the CGI '95: Computer Graphics International 1995, (pp. 255-265). San Diego, CA: Academic Press.

Cornwell, R. (1992, Spring). Interactive Art: Touching the "Body in the Mind." Discourse, 14(2). pp. 203-221.

Costello, M. J. (1996). Don't press that button. Leonardo, 29(5), 401-403.

Cotton, B. and Oliver, R. (1993). Understanding Hypermedia: From Multimedia to Virtual Reality. London, UK: Phaidon.

Couchot, E. (1996). A Narrow Margin but a Fertile One... In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Couey, A. (1990). Shapes of Virtual Reality: Interactive Experimentation in the Arts Online. In Proceedings of the NCGA '90: National Computer Graphics Association 1990 Conference. (pp. 354-358). Fairfax, VA: National Computer Graphics Association.

Cox, D. J. (1991). Interdisciplinary Collaboration Case Study In Computer Graphics Education: "Venus and Milo". Computer Graphics, 25(3), 185-90.

Cox, D. J. (1990). The Tao of Postmodernism: Computer Art, Scientific Visualization and Other Paradoxes. In Grant-Ryan, P. (Ed.). Digital Image--Digital Cinema: SIGGRAPH '90 Art Show Catalog. (Leonardo, Supplemental Issue). (pp. 7-12). Oxford, England: Pergamon Press.

Coyne, R. (1994). Heidegger and virtual reality: the implications of Heidegger's thinking for computer representations. Leonardo, 27(1), 65-73.

Csuri, C. A. (1991). Art and Animation. IEEE Computer Graphics and Applications, 11(1), 30(6).

D'Amato, B. (1992). The Last Medium: the virtues of virtual reality. Flash Art [International Edition], 162, 96-98.

D'Amato, B. (1996). Virtual Kitsch [virtual reality-based art exhibits]. Artforum, 34(5), 35(2).

Darton, E. (1994). Free City and the Art of Memory: The Novel as Artificial Reality. Leonardo, 27(4), 279-280.

Davies, C. (1995). Notes on Being in Immersive Virtual Space. In Proceedings of ISEA Conference (Sixth International Symposium on Electronic Arts) Montreal. [Online]: http://www.softimage.com/ReDesign/Doc/Projects/Osmose/notes.htm

Davies, C. and Harrison, J. (1996). Osmose: Towards Broadening the Aesthetics of Virtual Reality. ACM Computer Graphics [special issue on Virtual Reality], 30(4), 25-28. [Online]: http://www.softimage.com/ReDesign/Doc/Projects/Osmose/broadening.htm

de Kerckhove, D. (1996). Some Aesthetic Conditions. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

De Landa, M. (1995). Virtual environments and the concept of synergy. Leonardo, 28(5), 357-360.

Deitch, J. (1996). The Conceptual Figure. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Dery, M. (1993). Art goes high tech. ArtNews, 92, 74-83.

DeWitt, T. (1990). Dataism. In Grant-Ryan, P. (Ed.). Digital Image--Digital Cinema: SIGGRAPH '90 Art Show Catalog. Leonardo [supplemental issue], (pp. 57-62). Oxford, England: Pergamon Press.

Diller, E., and Scofidio, R. (1996). Confessions of a Centrist. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Dove, T. (1994). Theater Without Actors--Immersion and Responses in Installation. Leonardo, 27(4), 281-287.

Dove, T., and Mackenzie, M. (1996). Archeology of a Mother Tongue. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 275-280. Cambridge, MA: The MIT Press.

Duguet, A.-M. (1996). A Question of Art. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Dyens, O. (1994). The Emotion of Cyberspace: Art and Cyber-Ecology. Leonardo, 27(4), 327-333.

Dyson, F. (1996). When Is the Ear Pierced? The Clashes of Sound, Technology, and Cyberculture. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 73-102. Cambridge, MA: The MIT Press.

Eagle, M. (1994). Virtual reality in real life. Art and Australia, 31, 490-499.

Edgar, R. (1992). Magritte Hated to Paint: An Aesthetic Trek Through an Idiosyncratic Set of Multimedia Authoring Systems. In Jacobson, L. (Ed.) CyberArts: Exploring Art and Technology, pp.188-19. San Francisco, CA: Miller-Freeman, Inc.

Elkins, J. (1994). Art History and the Criticism of Computer-Generated Images. Leonardo, 27(4), online.

Eng, P. M. (1992, June 15). Art You Can Only Appreciate with Goggles and Gloves On. Business-Week, (3270), 126I.

Evans, B. (1996). Imaging the future. Architects' Journal, 204, 46-47.

Export, V., and Blau, H. (1992). Performance Issue(s): Happening, Body, Spectacle, Virtual Reality. Discourse: Theoretical Studies in Media and Culture [special issue], 14(2).

Faure Walker, J. (1994). Art and the intelligent lunch box. Modern Painters, 7, 76-79.

Fischlin, D., and Taylor, A. (1994). Cybertheater, postmodernism, and virtual reality: An interview with Toni Dove and Michael Mackenzie. Science Fiction Studies, 21(62), 1(23).

Fisher, R. N., and Bandini, P. L. (1989). Stereoscopic CAD and Environmental Sculpture: Enhancement of the Design Process in the Visual Arts. In Proceedings of the Three-Dimensional Visualization and Display Technologies, (pp. 4-17). Bellingham, WA: SPIE.

Fisher, S. S., Amkraut, S., Girard, M., and Trayle, M. (1994). "MENAGERIE": Designing a Virtual Experience. In Proceedings of the Engineering Reality of Virtual Reality, (pp. 397-400). San Jose, CA: SPIE.

Fisher, S. S. (1995). Recent Developments in Virtual Experience Design and Production. In Proceedings of the Stereoscopic Displays and Virtual Reality Systems II, (pp. 296-302). Bellingham, WA: SPIE.

Fisher, S. (1996). Beyond Simulation. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Fleischmann, M. (1993, Spring). A Virtual Walk Through Berlin Visiting a Virtual Museum. Virtual Reality World, n-p.

Ford, M. J. (1994, May). Inspiring the Future: Merging Mass Communication, Art, Entertainment and Virtual Environments. Computer Graphics, 28(2), 135-138.

Franke, H. W. (1990). Mathematics as a Artistic-Generative Principle. In Grant-Ryan, P. (Ed.). Digital Image--Digital Cinema: SIGGRAPH '90 Art Show Catalog. (Leonardo, Supplemental Issue on Virtual Reality). (pp. 25-26). Oxford, England: Pergamon Press.

Fricke, K. (1994). Virtual Reality: Venus Return or Vanishing Point. Leonardo, 27(4), 277-278.

Friedman, D. (1993, March). Virtual Reality in the Real World. Virtual Reality Systems, 1(1), 11-12.

Fritz, D., and Gawel, L. (1994). Global Displacement Network. Leonardo, 27(4), online.

Gardner, B. R. (1993). The Creator's Toolbox. Virtual Reality: Applications and Explorations, (pp. 91-121). Boston, MA: Academic Press, Inc.

Garvey, G. and Wallace, B. (1992). From "Le Musee Imaginaire" to Walls Without Museums. Computer Graphics, 26(2), 391-392.

Gibson, B. (1990). Virtual Reality (Computer-Generated Stereoscopic Display). Philips Research Laboratories, Redhill Review, pp. 15-19.

Gigliotti, C. (1995). Aesthetics of a virtual world. Leonardo, 28(4), 289-295.

Giuffrida, F., Morasso, P., & Vercelli, G. (1994). Cooperation and Collaboration between Actors and Virtual Models on Stage. In Proceedings of the RO-MAN '94 3rd IEEE International Workshop on Robot and Human Communication, (pp. 68-71). Piscataway, NJ: IEEE.

Goodman, C. (1987). Digital Visions: Computers and Art. New York, NY: Harry N. Abrams, Inc.

Goslin, M., and Morie, J. F. (1996). Virtopia: emotional experiences in virtual environments. Leonardo, 29(2), 95-100.

Grant-Ryan, P. (Ed.). (1989). Computer Art in Context: ACM Siggraph '89 Art Show Catalog. Leonardo, Supplemental Issue.

Gromala, D. J., and Sharir, Y. (1996). Dancing with the Virtual Dervish: Virtual Bodies. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 281-286. Cambridge, MA: The MIT Press.

Guay, L. and Faribault, C. (1993, April). From Multimedia to Virtual Reality. Multimedia Communications. Forging the Link: Market-Technology-Policy. In Proceedings of the Multimedia Communications '93 Conference, (pp. 105-109). Amsterdam, Netherlands: IOS Press.

Haegele, T. (1995). Animation, Interactive Film and Virtual Reality. In Proceedings of the Virtual Reality World '95, (pp. 233-238). Munich, Germany: IDG Conferences and Seminars.

Haggerty, M. (1992, March). Serious Lunacy: Art in Virtual Worlds. IEEE Computer Graphics and Applications, 12(2), 4(4).

Haggerty, M. (1992). Layers of Art and Idea [visual artist Joan Truckenbord speaks]. IEEE Computer Graphics and Applications, 12(1), 8(3).

Harrison, J., & Baron-Cohen, S. (1994). Synaesthesia: An Account of Coloured Hearing. Leonardo, 27(4), online.

Hayles, N. K. (1996). Embodied Virtuality: Or How to Put Bodies Back into the Picture. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 1-28. Cambridge, MA: The MIT Press.

Heartney, E. (1996). Light Show [Multimedia and interactive art, Guggenheim Museum SoHo]. Art in America, 84(9), 51(2).

Hedlund, P. (1994). Remembering the future. High Performance, 17, 24-27.

Heim, M. (1994). The Art of Virtual Reality. Virtual Reality Special Report, 1(4), 9-24.

Helig, M. (1992). El Cine del Futuro. Presence: Teleoperators and Virtual Environments, 1(3), 279-294.

Helmick, R. (1995). Virtues of verisimilitude in design and art. Computers & Graphics, 19(4), 505-507.

Hoberman, P. (1995). Bar Code Hotel: Diverse interactions of semi-autonomous entities under the partial control of multiple operators. In Proceedings of the Stereoscopic Displays and Virtual Reality Systems II, (pp. 303-310). San Jose, CA: SPIE.

Hoberman, P. (1996). Bar Code Hotel. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 287-290. Cambridge, MA: The MIT Press.

Hohne, K. H. (1996). Voxel-Man, Atlas of the Body. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Holsinger, E. (1992). Virtual Travel Takes Kiosks to New Dimension [Four Real-World Examples of Multimedia. MacWEEK, 6(24), 36(2).

Holtzman, S. R. (1997). Digital Mosaics: The Aesthetics of Cyberspace. New York, NY: Simon and Schuster.

Holzer, J. (1994). The Shape of Cities in the Future (II). InterCommunication, 10. [Online]: http://www.ntticc.or.jp/pub/ic_mag/ic010/holzer/holzer_e.html

Huhtamo, E. (1993). It Is Interactive - but Is It Art? In Proceedings of the Computer Graphics Visual Proceedings, (pp. 133-135). New York, NY: ACM.

Huhtamo, E. (1996). Time Traveling in the Gallery: An Archeological Approach in Media Art. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 233-270. Cambridge, MA: The MIT Press.

Huntley, J. S. and Partridge, M. (1991). Fluxbase: A Virtual Exhibit. In S. Helsel, S. K. and J.P. Roth (Eds.), Virtual Reality: Practice and Promise. Westport, CT: Meckler.

Ippolito, J. (1995). Out of the darkness and into the loop. Flash Art, 181, 68-70.

Jacobson, L. (1992). CyberArts: Exploring Art and Technology. San Francisco, CA: Miller-Freeman, Inc.

Jacobson, L. (1994, September/October). The Virtual Art World of Carl Loeffler. Virtual Reality World, 2(5), 32-38.

Jacobus, C., Jacobus, H., Mitchell, B., Riggs, A. J., and Taylor, M. (1993). The Virtual Toolbox. In Proceedings of the 21st AIPR Workshop, Interdisciplinary Computer Vision: An Exploration of Diverse Applications, (pp. 2-17). Bellingham, WA: SPIE.

Jones, B. (1990). Computer Imagery: Imitation and Representation of Realities. Leonardo, Supplemental Issue, Computer Art in Context: SIGGRAPH '89 Art Show Catalog, 31-38.

Kac, E. (1996). Ornitorrinco and Rara Avis: Telepresence art on the Internet. Leonardo, 29(5), 389-400.

Kallick-Wakker. (1994). Science Icons: The Visualization of Scientific Truths. Leonardo, 27(4), online.

Kamei, K., Nakamura, Y. and Abe, S. (1993, August). A Deformable Clay Model for Rotationally Symmetric Objects. Transactions of the Institute of Electronics, Information and Communication Engineers D-II, J76D-II(8), 1772-1779.

Katayose, H., Kanamori, T., Sakaguchi, T., Nagashima, Y., Sato, K., andInokuchi, S. (1995). Virtual Performer: an environment for interactive multimedia art. In Proceedings of the Sixth International Conference on Human-Computer Interactions (HCI International'95): Symbiosis of Human and Artifact, (pp. 107-112). VRArt: Elsevier.

Kelly, D. (1994, January). Envisage 3D. 3D Artist(14), 12-13, 17.

Kelso, M.T., Weyhrauch, P. and Bates, J. (1993). Dramatic Presence. Presence: Teleoperators and Virtual Environments, 2(1), 1-15.

Kerlow, I. V. (1994). Broken Heart (Corazon Roto). Leonardo, 27(4), online.

Keskeys, D. J. (1995). Towards an environment for virtual sculpture. In Proceedings of the 1st Conference on Computers in Art and Design Education (CADE'95): Digital Creativity, (pp. 66-72). Brighton, UK: University of Brighton.

Kittler, F. (1996). There Is no Software. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Koplos, J. (1993). Stelarc at The Kitchen. Art in America, 81(12), 104(1).

Kozel, S. (1994). Virtual reality: choreographing cyberspace. Dance Theatre Journal, 11(2), 34-37.

Krueger, M. W. (1993). The Artistic Origins of Virtual Reality. In Proceedings of the SIGGRAPH '93, (pp. 148-149). Los Alamitos, CA: IEEE.

Kuivila, R. (1996). VR on $5 a Day. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 291-296. Cambridge, MA: The MIT Press.

Kusahara, M., Sommerer, C., and Mignonneau, L. (1996). Art as living system. Systems, Control and Information, 40(8), 344-351.

Lanier, M., and McDonald, L. (1994). Readings in Organized Chaos. Leonardo, 27(4), online.

Laurel, B. (1986). Toward the design of a computer-based interactive fantasy system. Ph.D. Thesis, Columbus, Ohio: Ohio State University.

Laurel, B. (1991). Virtual Reality Design: A Personal View. In S. Helsel and J. P. Roth (Eds.), Virtual Reality: Theory, Practice, and Promise, pp. 95-99. Westport, CT: Meckler.

Laurel, B. (1991). Computers as Theatre. Reading, MA: Addison-Wesley.

Laurel, B., Strickland, R. and Tow, R. (1994, May). Placeholder: Landscape and Narrative in Virtual Environments. Computer Graphics, 28(2), 118-126.

Laurel, B. (1995). Virtual reality. Scientific American, 273(3), 90(1).

Laurel, B., and Strickland, R. (1996). Placeholder. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 297-298. Cambridge, MA: The MIT Press.

Le Breton, D. (1996). The Body in the Modern Imagination. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Le Diberder, A., and Longuet, P. (1996). Art of the Signs and Old Figures. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Leeker, M. (1994). Ex machina: Loosing the body and defying death. Ballett international/Tanz aktuell, 6, 36-38.

Leeson, L. H. (1996). Jaron Lanier Interview. Clicking In, 44.

Legrady, G. (1996). The Interface as Metaphor. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Levy, P. (1996). Correspondences. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Ligorano, N., and Reese, M. (1994). Acid Migration of Culture. Leonardo, 27(4), online.

Linehan, T. E. (1990). Digital Image - Digital Cinema. Leonardo [supplemental issue], Digital Image--Digital Cinema: SIGGRAPH '90 Art Show Catalog, 2.

Lloyd-Jones, P. (1994). Taste and the Greening of Design: The Role of Design Imagery in a Post-Acquisitive Society. Leonardo, 27(4), online.

Loeffler, C. E. (1990). Interactive Computer-Based Art. In Proceedings of the NCGA '90: National Computer Graphics Association 1990, (pp. 405-408). Fairfax, VA: National Computer Graphics Association.

Loeffler, C.E. (1993, Summer). Networked Virtual Reality: Applications for Industry, Education and Entertainment. Virtual Reality World, 1(2), g-i.

Lovejoy, M. (1997). Postmodern Currents, Art and Artists in the Age of Electronic Media. Englewood Cliffs, NJ: Prentice Hall.

Lovink, G. (1996). The Amsterdam Digital City. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

Luecking, S. (1994). Almost there: sculpture in virtual space. Sculpture, 13, 28-33.

Lundquist, L. (1994). Lagoon Project: San Francisco Exploratorium. Leonardo, 27(4), online.

Lynch, B. (1994). Sound and Ceramics. Leonardo, 27(4), online.

Malina, R. F. (1990). Computer Art in the Context of the Journal Leonardo. Leonardo, Supplemental Issue, , Computer Art in Context: SIGGRAPH '89 Art Show Catalog, 67-70.

Malitz, N. (1992, August). Hyper Reality. Opera-News, 57(2), pp. 28(3).

Mandelbrot, B. B. (1990). Fractals and an Art for the Sake of Science. Leonardo, Supplemental Issue, Computer Art in Context: SIGGRAPH '89 Art Show Catalog, 21-24.

Mashall, J. (1993, November). The Medium is the Mission. Wired, 1(5), 68-71.

Masterson, P. (1994). V-Topia: visions of a virtual world. Art Monthly, 180, 33-34.

McKenzie, J. (1994, Winter). Virtual Reality: Performance, Immersion, and the Thaw. Drama Review, 38(4), 83-106.

McNeill, D. (1995). "Virtual reality". Art and Text, 51, 70-71.

Meilach, D. Z. (1993, November/December). Giving Life-Like Dimension to Computer Graphics with 3-D Stereo Systems. Computer-Pictures, 11(6), 44(6).

Milthorp, R. (1996). Fascination, Masculinity, and Cyberspace. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 129-150. Cambridge, MA: The MIT Press.

Miyazaki, S. Y., Yasuda, T., Yokoi, S., and Toriwaki, J. I. (1993, September). Interactive Manipulation of Origami in 3D Virtual Space. Transactions of the Information Processing Society of Japan, 34(9), pp. 1994-2001.

Miyazaki, S., Yasuda, T., Yokoi, S., and Toriwaki, J. (1992). An Interactive Simulation System of Origami Based on Virtual Space Manipulation. In Proceedings of the IEEE International Workshop on Robot and Human Communication, (pp. 210-15). New York, NY: IEEE.

Miyazaki, S., Yasuda, T., Yokoi, S., and Toriwaki, J. I. (1996). An Origami Playing Simulator in the Virtual Space. Journal of Visualization and Computer Animation, 7(1), 25-42.

Morse, M. (1993). Art in Cyberspace: Interacting with Machines as Art at Siggraph's 'Machine Culture - The Virtual Frontier'. Video Networks, 17(5), 19-23.

Morse, M. (1994). Enthralling Spaces: The Aesthetics of Virtual Environments. In Proceedings of the ISEA 94: The Fifth International Symposium on Electronic Art, (pp. 83-89). Helsinki, Finland: University of Art and Design.

Morse, M. (1994). Art in Cyberspace. Revista de Occidente, 193, 73-90.

Morse, M. (1996). Nature Morte: Landscape and Narrative in Virtual Environments. In M. A. Moser and D. MacLeod (Eds.), Immersed in Technology: Art and Virtual Environments, pp. 195-232. Cambridge, MA: The MIT Press.

Moser, M.A. and McLeod, D. (Eds.) (1995). Immersed in Technology Art and Virtual Environments. Cambridge, MA: MIT Press.

Mullican, M. (1996). Performance of 'Five into One'. In Proceedings of the Actualizing the Virtual (Actualite du virtuel), (pp. CD-ROM). Paris France: Musee national d'art, Centre Georges Pompidou.

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Nai, W. N. (1994). Huan Shi and virtual reality. Leonardo, 27(4), 289-291.

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On the Net: Artists/Exhibits List

Contents:
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