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2019<br> | 2019<br> | ||
Erforschung digitaler Kulturen als künstlerische Praxis <br> | ''Erforschung digitaler Kulturen als künstlerische Praxis'' <br> | ||
Denkraum.Bauhaus 6. Internationales Symposium zur Architekturvermittlung | Bundeskongress der Kunstpädagogik <br> | Denkraum.Bauhaus 6. Internationales Symposium zur Architekturvermittlung | Bundeskongress der Kunstpädagogik <br> | ||
Bauhaus-Universität Weimar <br> | Bauhaus-Universität Weimar <br> | ||
<br> | <br> | ||
2018<br> | 2018<br> | ||
''Embodied Creativity in Computational Design'' <br> | |||
IASS Annual Symposium 2018, Massachusetts Institute of Technology Boston (MIT) <br> | IASS Annual Symposium 2018, Massachusetts Institute of Technology Boston (MIT) <br> | ||
<br> | <br> | ||
Critical Experience Design <br> | ''Critical Experience Design'' <br> | ||
Radiophonic Spaces, Begehbares Radioarchiv und Bühne des Hör-Wissens <br> | Radiophonic Spaces, Begehbares Radioarchiv und Bühne des Hör-Wissens <br> | ||
HKW – Haus der Kulturen der Welt, Berlin<br> | HKW – Haus der Kulturen der Welt, Berlin<br> | ||
<br> | <br> | ||
2017<br> | 2017<br> | ||
''Post Physical Art Spaces – virtuelle Wunderkammern der Gegenwart'' <br> | |||
Haus der elektronischen Künste, Basel <br> | Haus der elektronischen Künste, Basel <br> | ||
<br> | <br> | ||
2017<br> | 2017<br> | ||
Haunted Media. Virtual Reality Lecture Performance <br> | ''Haunted Media. A Virtual Reality Lecture Performance'' <br> | ||
The Pacific Wall. Artistic strategies betw. Bauhaus and Silicon Valley, Acud Macht Neu, Berlin <br> | The Pacific Wall. Artistic strategies betw. Bauhaus and Silicon Valley, Acud Macht Neu, Berlin <br> | ||
<br> | <br> | ||
2016<br> | 2016<br> | ||
Spielprinzipien und Gameengines im Kunstkontext <br> | ''Spielprinzipien und Gameengines im Kunstkontext'' <br> | ||
Artgames Forum, Spektrum art | science | commnity, Berlin <br> | Artgames Forum, Spektrum art | science | commnity, Berlin <br> | ||
<br> | <br> | ||
2012<br> | 2012<br> | ||
Critical Performance Technologies: Disowning Geek Culture <br> | ''Critical Performance Technologies: Disowning Geek Culture'' <br> | ||
Konnecting Gestures, Brunel University, London <br> | Konnecting Gestures, Brunel University, London <br> | ||
<br> | <br> | ||
2011<br> | 2011<br> | ||
''Konstruktion und Wahrnehmung von Raum'' <br> | |||
Architecture World, Frankfurt <br> | |||
<br> | <br> | ||
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<br> | <br> | ||
2018<br> | 2018<br> | ||
Embodied Creativity in Computational Design <br> | ''Embodied Creativity in Computational Design'' <br> | ||
IASS 2018 Annual International Symposium“ Boston , USA (IASS 2018) <br> | IASS 2018 Annual International Symposium“ Boston , USA (IASS 2018) <br> | ||
Robert Patz, Jörg Brinkmann, Christoph Gengnagel, Universität der Künste Berlin <br> | Robert Patz, Jörg Brinkmann, Christoph Gengnagel, Universität der Künste Berlin <br> | ||
<br> | <br> | ||
2016<br> | 2016<br> | ||
Immersive Interfacing in Large-Scale Design <br> | ''Immersive Interfacing in Large-Scale Design'' <br> | ||
IASS 2016 Annual International Symposium“ Tokyo , Japan (IASS 2016) <br> | IASS 2016 Annual International Symposium“ Tokyo , Japan (IASS 2016) <br> | ||
Saqib Aziz, Max Marschall, Robert Patz, Jörg Brinkmann, Christoph Gengnagel <br> | Saqib Aziz, Max Marschall, Robert Patz, Jörg Brinkmann, Christoph Gengnagel <br> |
edits