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2005
The Mars Project is an artistic investigation into boundary conditions of life beyond terrestrial settings. This research involves collaboration with scientists and working with planetary bio-chambers to expose live bacterial samples. Our interest lies in what happens inside the bio-chamber such as response patterns produced by bacterial colonies and finding strategies of interacting with these samples.
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2007
As part of our research investigations into non-terrestrial life and otherness in extreme environments, two roses were subjected to Martian environment for six hours. The experiment was carried out at the Mars Simulation Laboratory in Denmark.
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2006
Sonic Impairment addresses a sonic experience from an impaired hearing perspective - using frequencies and audiograms collected from a hard of hearing individual. This simulation aims to open audio spaces and allow sonic insight and experience into what is often difficult to understand from a purely imaginative stand, an impaired hearing space.
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2004
The Mexico Project looks at introducing modified plants into ‘pristine wilderness’ revolving around stories and discourses of bio-invasion, landscaping with genetics, borders of belonging and biopollution. This (a)live disturbance involved a journey and two transplantations with the releasing of transgenic cacti into the wild into two different domains of nature in Mexico.
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2001
The Cactus Project entailed the use of the agrobacterium-mediated gene transfer introducing keratin genes into cells of cacti. The transformed cells were used to regenerate engineered transgenic cacti. The aim of the experiment was having the keratins expressed in cactus cells morphologically similar to hair and for the cactus to produce it externally.
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2005
A Rose for Mars is an astro-biotechnolgical art project which looks at the creation of a modified rose able to withstand extreme environments in order to realise its transformative potential to engage life as extraterrestrial for its eventual transplantation into Mars.
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2003
Genetoy is an online interactive toy where audience can play virtually with elements to construct “mutated” plants. The toy allows audience to simply engage with ideas of genetic engineering such as the introduction of the “famous” jelly fish gene for producing glowing green/red plants or introduce the artic flounder gene to allow for frost resistance.
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2003
The Prank Caller is an electronic art installation that uses telephony to communicate with randomly selected human participant. Through artificial intelligence and live telephonic voice recordings, it attempts to recycle voices, learn and find patterns of conversations with the human participant where its aim is to create the longest possible conversation between itself (the machine) and man.
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