Ghost in the Machine

Ghost in the Machine. Cybergarden@Towne West Mall, May 2022

Originally conceived in 2008, Ghost in the Machine (GITM) consists of a webcam and display which mixes and crossfades events in realtime with motion-activated video it has recorded previously. It continually shifts between 3 states: individual, community, and the world.

GITM has been shown in many venues and contexts.

Similar Posts

  • TechArtICT: Dreamgrass

    In Fall 2022, TechArtICT installed Dreamgrass at Exploration Place. The installation was presented as part of the Tallgrass Film Festival. Dreamgrass described a dystopian world where a corporate conglomerate called Happy Corp proudly demonstrated its aggressive use of 80s technology to pacify children. Dreamgrass featured Wichita artists Ernie Kind, Tom McGuire, Kyra Rubinstein, Pankaja Withanachchi,…

  • Touch #1

    In 2012 I created my first interactive touch wall: Touch #1. The work built on my experience creating the visuals for Still Life and was largely inspired by seeing autistic children experiencing pure joy while interacting in an immersive environment. Touch #1 received a great response and was later installed at Exploration Place and at…

  • Be The Shortstop!

    Be The Shortstop! is a permanent public indoor installation at The Baseball Museum in Riverfront Stadium, Wichita KS. Players hit a large button on a kiosk to start the game. After a few seconds the game starts as they race to hit the correct button on a large wall. A crowd cheers on speakers as…

  • Ballet Wichita: Innovations

    As part of the Ballet Wichita’s Innovations performance April 2024 I teamed up with Wichita State University’s Shocker Studios to track a dancer live, reinterpreting their motions on a stage-sized display behind them. Wichita State University’s Fairmount String Trio accompanied the dance, performing Dohnányi’s Serenade. To track the dancer we used 3 Vive 3.0 trackers…

  • Digital Puppetry

    I worked with a team of colleagues, community members, and urban youth. Our intention was to help the youth learn in a playful environment, find personal self-expression, and have their voices heard by communities in Boston. To do this, we adapted commercially available technology to provide a unique medium: digital puppetry.