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  • Ingeborg Houwen 1 Jan 2001

    Diagram A Speech-in-Space Act 2

    Science Fiction Performance Drama (Part 3 of 5) Act 2 'de strooi al'

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  • Ingeborg Houwen 1 Jan 2001

    Diagram A Speech-in-Space Act 1.1

    Science Fiction Performance Drama (Part 1 of 5)

  • Ingeborg Houwen 1 Jan 2001

    Diagram A Speech-in-Space Act 3

    Science Fiction Performance Drama (Part 4 of 5) Akt 3 'Ver niet e ging'

  • Ingeborg Houwen 1 Jan 2001

    Diagram A Speech-in-Space Act 4

    Science Fiction Performance Drama (Part 5 of 5) Akte 4 '(geen titel)'

  • Ingeborg Houwen 1 Jan 2001

    Diagram A Speech-in-Space Act 1.2

    Science Fiction Performance Drama (Part 2 of 5)

  • Mercedez Bunz 1 Jan 2001

    Extensions, Boundaries & Double Crossings

    Or: We Don't Trust Anybody. Shadowing Theory and Technology Constructing Subjects

    Bunz's text will focus on the different ways in which the word 'and' formats the relation between reality - which means us, the humans - and the computer. Her ambition is to demonstrate that the 'and'...

  • Post-Google food

    Martí Guixé talks about Food Facility

    Martí Guixé is a notorious deconstructor of traditional reality. Among his many designs are a liquid piece of furniture consisting only of a puddle of gin and tonic, an ordinary green tape simulating...

  • Some Excursions into Sonic Fiction

    A two-step with Kodwo Eshun

    Kodwo Eshun's More Brilliant Than The Sun is an essay about music, and one of the most trailblazing you can read nowadays. It is certainly not a journalistic investigation into the social or...

  • Mediamatic Magazine Vol. 7#3/4 Willem Velthoven 1 Jan 1994

    Editorial

    The Eighth Art

    This issue of Mediamatic is based on the assumption that advertising was one of the great arts of the twentieth century.

  • Mediamatic Magazine Vol.7#1 Jules Marshall 1 Jan 1992

    A Network of Relationships

    Having a computer on your desk and no modem is like using the Ferrari in your garage only to sit in and listen to the stereo, I once read somewhere. A pc connected to the phone network now has an...

  • Wearable Workshop Recap

    10 | 11 | 12 November 2006

    Who was there, what they made and how. As information technology continues to shrink in size, ideas of incorporating its capabilities into other things than the traditional forms of computers are...

  • Mediamatic Magazine Vol.7#1 Avon Huxor 1 Jan 1992

    Writing the Mind

    As its name suggests, Artificial Intelligence, has the goal of creating machines that can be said to be intelligent. There has, however, been a distinct lack of success in the area of recent years.

  • Mediamatic Off-Line Vol. 11#1 Dirk Van Weelden 1 Jan 2003

    Playground ZEDZbeton 3.0

    Maurer United Architects

    And a name appears in the void, or in the infinite darkness stored in digital machines to be more precise.

  • Young-hae Chang Heavy Industries 1 Jan 2004

    ADYNDA

    or Size does Matter

    IT WAS WITH ADYNDA, IN AMSTERDAM, THAT I FIRST BECAME AWARE THAT SIZE DOES MATTER.

  • You like this! & verantwoordelijkheid.

    Uitting doormiddel van externe middelen & de vervagende grens tussen digitaal en analoog.

    Je moet jezelf onderscheiden van de rest. Op de een of andere manier moet dat. Als westers mens wil je nu eenmaal aan de rest laten zien wat ze aan je hebben. Dat is niet nieuw, dat was altijd al zo.

  • MB Vectrex, 1982

    Game: Mine Storm

    The Vectrex is a real collectors item. It consists of a mini arcade cabinet-like screen and a rectangular console that could be stored away inside the cabinet. The first ones were produced by General...

  • Atari Jaguar, 1993

    Game: DOOM

    The Jaguar is a 64-bit video game console, released in 1993 by Atari. Although it wasn't a big success (only 80 games were released for this little machine), it's important in that it was Atari's...

  • Super Nintendo Entertainment System (SNES), 1991

    Game: Super Mario World

    The Super Nintendo Entertainment System (SNES) is a 16-bit video game console. It was first released in 1990, and was Nintendo's second home console, following the NES. The SNES controller featured...

  • How Small Can Beat the Big

    An essay by phD student and thinglink.org founder Ulla-Maaria Mutanen, originally published in Platform21's Positive Alarm. Positive Alarm aims to turn a negative into a positive using art and...

  • Electric Bikes 2012

    Desirable pedalassisted bicycles

    I'm not an expert but I am an amateur of fine bikes. 2012 is the year in which the first fine electric bikes are appearing. Originally, they used to be for the elderly, the disabled and the lazy. Now

  • Mediamatic Magazine Vol.7#1 Arjen Mulder, Dirk Van Weelden 1 Jan 1992

    Introduction to Static Literature

    Modern information society exists by the grace of durably preserved, easily movable data; correspondingly, accuracy of notation and precise coordinates of storage are of the greatest importance.

  • SNK Neo Geo, 1990

    Game: Baseball Stars Professional

    The Neo Geo was a video arcade machine and 16-bit video game console released by the Japanese company SNK. When it first hit the American market it was priced at a staggering $649.99. Proud owners...

  • Sega Master System, 1986

    Game: Michael Jackson’s Moonwalker

    The Sega Master System (SMS) is an 8-bit video game console released by Sega. Worldwide thirteen million copies of this machine have been sold. It's based on the SG-1000 Mark III (1985). The SMS...

  • Playstation 3 (3D), 2006

    Game: Motorstorm Drift 3D

    The PlayStation 3 is the third home video game console produced by Sony Computer Entertainment and the successor to the PlayStation 2 as part of the PlayStation series. Thanks to a nice firmware...

  • 1 Jan 2004

    Another Claudie Day

    Work by Claudie de Cleen was projected on Mediamatic Supermarkt between February 2 and 16.

created System Administrator modified System Administrator

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