Inspirations: The Art of Randomness

Conversations on Chaos
By fito_segrera

Markov Chain poetry from Randomness (Segrera, 2016)

Conversations on Chaos is an artwork based on representation of randomness. It consists of two main parts: A pendulum suspended over multiple electromagnetic oscillators. The software also implements the use of Markov Chains, enabling the system to create a human-like ‘voice’, and bringing meaning back into chaos.  (Segrera, 2015) Together, this creates a system of ‘two machines that hold a dynamic conversation about chaos’. (Visnjic, 2018)

Codex Seraphinianus
By Luigi Serafini, 1981

Excerpt from Codex Seraphinianus (Serafini and Notini, 1981)

Codex Seraphinianus is a book written in an invented language with no translation. It also has a collection of visuals; some familiar, some not. The format of the book is reminiscent of a guide book or scientific text. (Jones, 2018) The book could be interpreted as an introduction to an alien or alternate reality with influences from our own.

Neural Network Critters
By Eddie Lee

Video: Neural Network Critters! by Eddie Lee (Lee, 2017)

Neural Network Critters is a visual example of how neural networks can be used to make art. In this free program, a series of ‘critters’ are created. (Visnjic, 2018) The ones that are fittest (i.e. make it furthest through the maze) are asexually reproduced until they make it to the end of the maze. (Lee, 2018)

School for Poetic Computation (SFPC)

The School for Poetic Computation is a small school based in New York, that aims to bring together art and computing.  (, 2018)


Jones, J. (2018). An Introduction to the Codex Seraphinianus, the Strangest Book Ever Published. [online] Open Culture. Available at: [Accessed 11 Feb. 2018].

Lee, E. (2018). Neural Network Critters by Eddie Lee. [online] Available at: [Accessed 11 Feb. 2018].

Lee, E. (2017). Neural Network Critters – Vimeo. Available at: [Accessed 11 Feb. 2018].

Serafini, L. and Notini, S. (1981). Codex seraphinianus. New York: Abbeville Press, p.98.

Segrera, F. (2015). Conversations on Chaos. [online] Available at: [Accessed 10 Feb. 2018].

Segrera, F. (2016). Conversations on Chaos. [image] Available at: [Accessed 11 Feb. 2018]. (2018). SFPC | School for Poetic Computation. [online] Available at: [Accessed 11 Feb. 2018].

Visnjic, F. (2018). Neural Network Critters by Eddie Lee. [online] CreativeApplications.Net. Available at: [Accessed 11 Feb. 2018].

Visnjic, F. (2018). Conversations On Chaos by Fito Segrera. [online] CreativeApplications.Net. Available at: [Accessed 11 Feb. 2018].


Interactive Artworks

Pool of Fingerprints
By Euclid Masahiko Sati, Takashi Kiriyama, 2010


Fingerprint Scanner (Clauss, 2010)

In Pool of Fingerprints, users are invited to scan their own fingerprint into the piece. This mixes with all the fingerprints of other visitors, until it eventually returns to its owner. This piece is a reflection on individuality and their sense of presence. (Google Cultural Institute, 2010)

Transmart Miniascape
By Yasuaki Kakehi, 2012

Video: Transmart Miniascape by Yasuaki Kakehi (Kakehi, 2015)

Transmart Miniascape is an interactive and reactive artwork consisting of multiple glass panels containing pixels. These pixels are representative of the four seasons, and their appearance changes based on the surrounding area. (NTT InterCommunication Center [ICC], 2014)

Through the Looking Glass
By Yasuaki Kakehi, 2004

Video: Through the Looking Glass by Yasuaki Kakehi (Kakehi, 2015)

Through the Looking Glass invites visitors to play a game of tabletop hockey against your own reflection. The piece defies the logic of mirrors, as the screens both sides of the mirror display different images! (NTT InterCommunication Center [ICC], 2004)

Tablescape Plus
By Yasuaki Kakehi Takeshi Naemura and Mitsunori Matsushita, 2006

Video: Tablescape Plus, 2006 (Kakehi, 2016)

Tablescape Plus is a playful interface, allowing visitors to create their own stories with characters upon a screen. It blends physical objects with digital images. The physical objects can be manipulated by visitors, allowing them to move characters and objects together to form interactions or trigger movements. (Kakehi, 2016)


Clauss, N. (2010). Pool of Fingerprints – Fingerprint Scanner. [image] Available at: [Accessed 7 Feb. 2018].

Google Cultural Institute. (2010). Pool of Fingerprints/details – Euclid Masahiko Sato (b.1954, Japan) Takashi Kiriyama (b.1964, Japan) (Photo : Nils Clauss) – Google Arts & Culture. [online] Available at: [Accessed 7 Feb. 2018].

Kakehi, Y. (2016). Tabletop Plus. Available at: [Accessed 8 Feb. 2018].

Kakehi, Y. (2015). Transmart Miniascape. Available at: [Accessed 7 Feb. 2018].

Kakehi, Y. (2015). Through the Looking Glass. Available at: [Accessed 7 Feb. 2018].

NTT InterCommunication Center [ICC]. (2014). ICC | “Transmart miniascape” – KAKEHI Yasuaki (2014). [online] Available at: [Accessed 7 Feb. 2018].

NTT InterCommunication Center [ICC]. (2004). ICC | “through the looking glass” (2004). [online] Available at: [Accessed 7 Feb. 2018].

Artworks from Code



Moon up close (Designboom, 2014)

Moon is an interactive installation piece created by Olafur Eliasson and Ai Weiwei. It invites viewers from around the globe to draw and explore a digital “Moonscape”. (Feinstein, 2014)

Eliasson and Weiwei’s work is focused around community and the link between the online and offline world. (Austen, 2013)

Over the course of its 4 years of existence, Moon grew from simple doodles and drawings, to collaborations & clusters of work, such as the “Moon Elisa”, where multiple users came together to recreate the classic Mona Lisa painting. (Cembalest, 2013)

“The moon is interesting because it’s a not yet habitable space so it’s a fantastic place to put your dreams.” – Olafur Eliasson, on Moon (Feinstein, 2014)

Library of Babel
By Jonathan Basile

The Library of Babel is a website based on Borge’s “The Library of Babel” (Borges, 2018); a theoretical piece about a library containing every possible string of letters. It is theorized that the books contain every word that has ever been said and will ever be said, translations of every book ever written, and the true story of everyone’s death. (Basile, 2018)


A section of the Library of Babel (Basile, 2018)

The actual workings of the Library of Babel are quite complex – using randomized characters with an algorithm complex enough to create the same block of text within the same place in the library every time it is viewed. When a search is made for a specific string within the library, the program works backwards to calculate its position based on the random seed that would produce that output.  (Basile, 2018)

Code Poetry
By Daniel Holden & Chris Kerr

Code Poetry is a collection of code-based pieces, each written in a different programming language with a different concept behind it. The collection was published into a book in 2016. (Holden and Kerr, 2018)

Some examples of the content of this book are as follows:

IRC (Markov Chain Poetry)
Markov chains are generated sequences based on probability. In this example, poetry is created by using strings generated from IRC logs. (, 2018)
Similar: Create lyrics using markov chains

Water is a piece written in c++ that is styled in such a way to resemble rain clouds. When run, the code generates raindrops. (Holden and Kerr, 2018) Water is an interesting piece as it challenges the way we traditionally view and approach code.


Machine Learning Art
By William Anderson

Using Markov Chains and a collection of training images from the Bauhaus art movement, an artist was able to create new artworks in this iconic style. (Anderson, 2017)

bauhaus genart

Bauhaus art generated by AI (Anderson, 2017)


Anderson, W. (2017). Using Machine Learning to Make Art – Magenta. [online] Magenta. Available at: [Accessed 7 Feb. 2018].

Anderson, W. (2017). Bauhaus Markov chain art. [image] Available at: [Accessed 7 Feb. 2018].

Austen, K. (2013). Drawing on a moon brings out people’s best and worst. [online] New Scientist. Available at: [Accessed 30 Oct. 2017].

Basile, J. (2018). About. [online] Library of Babel. Available at: [Accessed 6 Feb. 2018].

Basile, J. (2018). Library of Babel. [image] Available at: [Accessed 6 Feb. 2018].

Basile, J. (2018). Theory – Grains of Sand. [online] Library of Babel. Available at: [Accessed 6 Feb. 2018].

Borges, J. (2018). The Library of Babel. [ebook] Available at: [Accessed 6 Feb. 2018].

Designboom (2014). Moon close up. [image] Available at: [Accessed 30 Oct. 2017].

Cembalest, R. (2013). How Ai Weiwei and Olafur Eliasson Got 35,000 People to Draw on the Moon | ARTnews. [online] ARTnews. Available at: [Accessed 30 Oct. 2017].

Feinstein, L. (2014). Make Your Mark On The Moon With Olafur Eliasson and Ai Weiwei. [online] Creators. Available at: [Accessed 30 Oct. 2017].


Holden, D. and Kerr, C. (2018). ./code –poetry. [online] Available at: [Accessed 6 Feb. 2018].

Holden, D. and Kerr, C. (2018). water.c. [online] Available at: [Accessed 6 Feb. 2018].

Holden, D. and Kerr, C. (2018). The code behind Water. [image] Available at: [Accessed 6 Feb. 2018]. (2018). 17 Line Markov Chain. [online] Available at: [Accessed 6 Feb. 2018].

Inspirational Artworks


EELS 3D Projection-Mapping game
By Leo Seeley, 2011

Video: EELS projection mapping multiplayer game (Seeley, 2011)

EELS is an interactive multiplayer game bringing together three-dimensional projection mapping and mobile application design. Users can control the movement of an eel as it moves across 3D space. (Casperson, 2018)

Ohne Titel (Hello World.) / Untitled (Hello World.)
By Valentin Ruhry, 2011 

Ohne Titel (Hello World) – Installation (Ruhry, 2018)

Reciprocal Space
By Ruari Glynn, 2005

Reciprocal Space challenges the perception of buildings as a solid and unchanging space. (We Make Money Not Art, 2005)

Video: Reciprocal Space in action. (Glynn, 2011)

The Agency at the End of Civilization.
By Stanza, 2014

Video: Agency at the End of Civilization (Stanza, 2014)

This installation uses real-time data from UK car number plate recognition systems across the South of England.

The piece includes 24 screens and multiple speakers and CCTV cameras, engaging the audience into the role of the observer. (, 2014)


Seeley, L. (2011). EELS projection mapping multiplayer game. [Video] Available at: [Accessed 31 Jan. 2018].

Casperson, M. (2018). Projection Mapping Multiplayer Game – Projection Mapping Central. [online] Projection Mapping Central. Available at: [Accessed 31 Jan. 2018].

Ruhry, V. (2018). Ohne Titel (Hello world) – Installation. [image] Available at: [Accessed 31 Jan. 2018].

We Make Money Not Art. (2005). Reciprocal Space. [online] Available at: [Accessed 31 Jan. 2018].

Glynn, R. (2011). Reciprocal Space. Available at: [Accessed 31 Jan. 2018].

Stanza (2014). The Agency at the End of Civilization. Available at: [Accessed 31 Jan. 2018]. (2014). The Agency At The End Of Civilisation. By Stanza. [online] Available at: [Accessed 31 Jan. 2018].


Netscapes: Building Bluetooth Connections – Part 2

Today we had access to the physical side of the project, so I tested my Bluetooth code (see my previous post) with the Arduino side. Luckily, after pairing with the HC-05 Bluetooth component, the code worked first time without need for debugging!


The Arduino side, with HC-05 Bluetooth component & Neopixel ring

Chris and I modified the Arduino code to output different lighting effects based on the character sent across Bluetooth. We decided on the default being Red, with a breathing effect (which I created for a previous project) and a rainbow spin effect.


Bluetooth message sent on tapping “Generate”

How it works

  • When the local server is started, it searches through paired devices to find the HC-05 module.
  • When it is found, it opens a connection and sends it the instruction to turn on.
  • When the generate button is pressed, a new message is sent across the connection instructing it to run the rainbow effect.

Critical analysis/Reflection

To begin with, we were going to use a separate mobile app to input user data across Bluetooth to the Arduino. Switching instead to using the same input as the user data adds a level of interactivity than we would have previously had from a separate phone app. It allows a user to instantly see the effect their inputs have had even before the visualization updates.

This also ties the piece together better, making it an all-in-one system rather than being split up.

Future Improvements

If we had more time, I would modify the code to react differently depending on some of the user inputted data, such as changing colours or effects based on values.



Netscapes: Art imitates life

After experimenting with different forms of artworks and exploring the limitations and expectations of the brief, we decided on creating an artwork that is a reflection of personality and the self.

We also considered bringing in other aspects, such as Maslow’s hierarchy of needs, and using it to effect how each entity reacts within the space. (, 2017)

Our Inspirations:

Jellyfish Animation
By Marc Muller



Jellyfish Animation by Marc Muller (Muller, 2017)


One of the first inspirations we looked at is the above animation, a fluid motion of concentric circles resembling a swimming jellyfish.This is animated using a mix of HTML, JS and CSS. It can be viewed here.(Muller, 2017)

By I-DAT, 2006

Noogy is a Tamagotchi-like creature living within the PSQ building of Plymouth university. Noogy invites viewers to ask it questions using their mobile phones, which it will respond to. The piece also reacts to conditions within the building, such as water or electricity usage. (i-DAT, 2006)

Sources: (2017). Maslow’s hierarchy of needs. [online] Available at: [Accessed 19 Nov. 2017].

i-DAT. (2006). Noogy. [online] Available at: [Accessed 19 Nov. 2017].

Muller, M. (2017). Jellyfish animation still. [image] Available at: [Accessed 19 Nov. 2017].

Muller, M. (2017). Jellyfish Animation. [online] CodePen. Available at: [Accessed 19 Nov. 2017].

Netscapes: Arduino & Raspberry Pi – Lee Nutbean Workshop

Today we had a session with Lee Nutbean, who gave us insight into his work with Raspberry Pi and Arduino for multiple products and projects. He talked about the different types of Arduino boards available, what they are useful for, and how he has used them in the past for his own professional projects.

by Lee Nutbean


Race by Lee Nutbean (Art in Odd Places, 2017)

Race is an installation piece consisting of an array of LEDs mounted on a board, designed to be hung in windows and moved around. The piece is connected to social media, and the lights will only turn off when mentions of the word “race” cease. The plus symbol flashes whilst it is connected to the internet, checking for the word “race” in a human categorization context. (Estes, 2017)


We looked at all the different ways you could build a single product. We did this by looking at a piece he had previously made, and planning out how we would have made it ourselves, such as what technologies we would have used, how they would work together and why we chose the technologies we did.

There are multiple ways these products could be created; some easier and some more difficult, but all valid options.

Making your own Arduino

Whilst the Arduino is great for rapid prototyping, experimentation and building, it isn’t so great for a finished product.

We looked at how you could either create your own Arduino, by either building and programming one yourself or getting a board printed.

Whilst building with an Arduino can offer many benefits, building your own can be cheaper, smaller, and more specialised to the task it was built for.


Art in Odd Places (2017). Race by Lee Nutbean. [image] Available at: [Accessed 18 Nov. 2017].

Estes, C. (2017). Art in Odd Places | 2016 RACE. [online] Available at: [Accessed 18 Nov. 2017].

Netscapes: Related Projects

By Chevalvert, 2Roqs, Polygraphik & Splank


Murmur in exhibition (Holmes, 2013)

Murmur is an interactive installation piece, created by 4 design studios, that invites viewers to talk to a wall.  Murmur converts sound waves into LED and projection mapped powered visuals using a Raspberry Pi computer and openFrameworks.

Viewers speak into a cone; their words travelling along a cord to a wall, which is visualized with LEDs. Visualizations are then projected onto the wall at the end of the LED cord. Visualizations include particle simulations, polygon meshes, lines and squares, all of which react to both each other and the environment around them; bouncing off of the surrounding walls and the funnel the viewer speaks into. (Holmes, 2013)

I find this project interesting as it is interactive, reactive and playful. It is inviting and engages the audience by linking together both the material and the immaterial in a new and creative way. It is simple in nature and easy to understand; it needs to explanation on how it works in order to use it. It could be considered a reflection of the sound waves bouncing around a room after we speak; a representation of the lasting effects words have long after we have stopped talking.

By Onformative


True/False patterns(Creative Applications Network, 2017)

True/False is a kinetic sculpture consisting of mechanical columns of metal segments over fluorescent light tubes.  These metal segments move to show different areas of the light tubes, creating different patterns. The segments do not move independently; so different segments must ‘work together’ to achieve the correct position as commanded. (Visnjic, 2017)

The piece was inspired by Turing machines. It is built using a Raspberry Pi custom HAT board, ARM based micro controllers, an array of stepper drivers and a series of fluorescent lights. It was programmed using C++ and Node.js. (Visnjic, 2017)

True/False is a representation of the side of computing we don’t see; often hidden under layers of finely tuned graphical user interfaces, with complex workings hidden from view.  True/False could be inspired by how we interact with each other on a day to day basis. The individual metal segments do not move independently, so multiple columns must come together to create the desired end point; much like people coming together on a project, such as in a business or a collaborative art piece.

By Julius Horsthuis

Prophecy (4K) from Julius Horsthuis on Vimeo. (Horsthuis, 2016)

Prophecy is a film created by digital artist Julius Horsthuis. Prophecy is a part of a series of fractal short movies. It is of made up of shifting fractal visuals of a city. It is paired with music created by cinema composer James Newton Howard. Through visuals alone, it tells the story of a destroyed futuristic city, by use of cave-painting style artworks. There is no explanation as to what many of the visuals mean, leaving it open to interpretation by the viewer. (Pangburn, 2016)

Prophecy is an interesting piece as it shows the complexity of a moving fractal visual with dynamic lighting. It is colour graded with a movie-style blue and orange, reflecting both the cinematic style of the piece and the cold emptiness of the desolate wasteland contrasted with the soft warm coloured sunlight and rays cast through the gaps in the structures.

By Ales Tsurko

microscale – Hackable music album generated from random Wikipedia articles from CreativeApplications.Net on Vimeo. (, 2017)


Microscale is a procedurally generated music album created with text from randomly selected Wikipedia articles. The idea behind Microscale is the transformation between one media to another; with the meaning of the original article also being transformed in the process.(Visnjic, 2017)

“the article has its own meaning, but the music generated from the article has a completely different meaning”. – Ales Tsurko, creator of Microscale. (Visnjic, 2017)

Letters are sequencer steps, track titles are regular expressions that switch the steps on and off. Whilst music is created, you can see the exact text that is being inputted whilst you hear the music that is being outputted by the system.(Visnjic, 2017)

Microscale is accessible in two different ways – you can download a digital version of the music, or you can access the platform in your web browser and hack it yourself – you can alter everything from the expressions to the samples used; meaning that Microscale is both a musical piece and a platform for the creation of your own music.(Visnjic, 2017)

Microscale is an interesting piece because not only is it a finished musical artwork that you can download and listen to, it is also a platform by which you can create your own artworks using the same system. It is inviting and playful and encourages users to explore the realms of possibility when it comes to creating cross-platform art. The idea of converting text to sound is not widely explored so it is quite unique.

By Chris Salter


N_Polytope in exhibition, Montreal (Creators, 2014)

N_Polytope is an installation piece that combines architecture, machine learning, music technology and mathematics. It explores the dynamics of light and sound within space. It consists of LED lighting, lasers, speakers, sensors and aeronautical cables. the cables are decorated with LEDs, which change colour and pulse. (Palop, 2014)

The music and light displays created by N_Polytope are generated using deep learning and AI. Using its own inbuilt sensors, the piece captures a continual feedback loop of its own generated sound, and uses that to re-transcribe and decide what lights and sounds to use next. This means that N_Polytope is a unique experience each time it is viewed; as it is constantly changing and evolving  (Palop, 2014)

This piece is interesting as it is generative in more than one way. It combines AI and deep learning technologies in a creative way which means each time it is viewed it will be a unique experience. The use of lasers and LEDs adds a new dimension to the piece; making it much more involved than a simple sound-based piece. It brings an interesting new perspective into how we view and react to spaces around us which we would otherwise not give any notice to.



Holmes, K. (2013). Murmur exhibition. [image] Available at: [Accessed 4 Nov. 2017].

Holmes, K. (2013). Talk To A Wall And Turn Your Words Into Light. [online] Creators. Available at: [Accessed 4 Nov. 2017].


Creative Applications Network (2017). True/False installation patterns. [image] Available at: [Accessed 4 Nov. 2017].

Visnjic, F. (2017). true/false – The audio/visual choreography of an algorithm. [online] CreativeApplications.Net. Available at: [Accessed 4 Nov. 2017].


Horsthuis, J. (2016). Prophecy (4K). [Video] Available at: [Accessed 4 Nov. 2017].

Pangburn, D. (2016). Mysterious Fractal Film Foretells the Abandonment of Earth. [online] Creators. Available at: [Accessed 4 Nov. 2017].

MICROSCALE (2017). Microscale – Hackable music album generated from Wikipedia articles. [Video] Available at: [Accessed 4 Nov. 2017].

Visnjic, F. (2017). microscale – Hackable music album generated from random Wikipedia articles. [online] CreativeApplications.Net. Available at: [Accessed 4 Nov. 2017].


Creators (2014). Creators. [image] Available at: [Accessed 4 Nov. 2017].

Palop, B. (2014). Architecture Installation Makes Infinite Sound And Light Loop Based On Its Own Data. [online] Creators. Available at: [Accessed 4 Nov. 2017].

Art & the Internet of Things

By Timo Arnall, Einar Sneve Martinussen & Jack Schulze

Immaterials is a collection of pieces centered around the increasing use of ‘invisible interfaces’ such as WiFi and mobile networks, and the impact they have on us. (Arnall, 2013)

Immaterials: Light Painting & WiFi explores the scale of WiFi networks in urban spaces, and translates signal strength into unique light paintings.

Immaterials: Light painting WiFi  (Arnall, 2011)

Immaterials also utilises a series of satellite sensitive lamps that change light intensity according to the strength of GPS signals reveived. (Arnall, 2013)

The Nemesis Machine
By Stanza


The Nemesis Machine in exhibition (Stanza, n.d.)

The Nemesis Machine is a travelling installation artwork. It uses a combination of Digital Cities and IOT technology. It visualises life in the city based off real time data from wireless sensors, representing the complexities of cities and city life. (, n.d.)

By Shunichi Kasahara, Ryuma Niiyama, Valentin Heun & Hiroshi Ishii

Incorporates touchscreen interactions into the real world. Users can touch objects shown in live video; dragging them across the screen and across physical space. (Kasahara et al., 2012)

exTouch in action (exTouch, 2013)

By Dávid Lakatos, Matthew Blackshaw, Alex Olwal, Zachary Barryte, Ken Perlin & Hiroshi Ishii

T(ether) is a platform for gestural interaction with objects in digital 3D space, with a handheld device acting as a window into virtual space. T(ether) has potential as a platform for 3D modelling and animation. (Lakatos et al., 2012)



Arnall, T. (2013). The Immaterials Project. [online] Elastic Space. Available at: [Accessed 1 Nov. 2017].

Arnall, T. (2011). Immaterials: Light Painting WiFi. [Video] Available at: [Accessed 1 Nov. 2017].


Stanza (n.d.). The Nemesis Machine Installation. [image] Available at: [Accessed 1 Nov. 2017]. (n.d.). The Nemesis Machine – From Metropolis to Megalopolis to Ecumenopolis. A real time interpretation of the data of the environment using sensors.. [online] Available at: [Accessed 1 Nov. 2017].


Kasahara, S., Niiyama, R., Heun, V. and Ishii, H. (2012). exTouch. [online] Available at: [Accessed 1 Nov. 2017].

exTouch. (2013). [Video] MIT Media Lab: MIT Media Lab. Available at: [Accessed 1 Nov. 2017].


Lakatos, D., Blackshaw, M., Olwal, A., Barryte, Z., Perlin, K. and Ishii, H. (2012). T(ether). [online] Available at: [Accessed 1 Nov. 2017].

Everyware/Netscapes: Internet Art

By Aaron Koblin, Nik Hafermaas & Dan Goods


eCLOUD installation & display (Koblin, n.d.)

eCLOUD is an installation piece consisting of polycarbonate tiles that fade between being opaque and transparent based on real-time weather data. It has an accompanying display placed at eye level. The piece is permanently housed at San Jose International Airport. (, n.d.)

By Sand-won Leigh, Philipp Schoessler, Felix Heibeck, Pattie Maes, Hiroshi Ishii

THAW: Hybrid Interactions with Phones on Computer Screens from Tangible Media Group (MIT Tangible Media Group, 2014)


Thaw is an interaction system that bridges the gap between a handheld device and a large display. The handheld device is used as a means to manipulate objects on the display. Position tracking is achieved by using the smartphone’s back facing camera. (Leigh et al., 2012)



Koblin, A. (n.d.). eCLOUD installation & display. [image] Available at: [Accessed 1 Nov. 2017]. (n.d.). IoT Art – Real Time Networked Art Installations. [online] Available at: [Accessed 1 Nov. 2017].


MIT Tangible Media Group (2014). THAW: Hybrid Interactions with Phones and Computer Screens. Available at: [Accessed 1 Nov. 2017].

Leigh, S., Schoessler, P., Heibeck, F., Maes, P. and Ishii, H. (2012). THAW. [online] Available at: [Accessed 1 Nov. 2017].