NEW Experimental Installation for the Mobile Phone Network:

"Urban_Mobile Project" (2007) *chinese.pdf*

"Urban_Mobile Project", is a location sensitive mobile media art piece that facilitates interaction and exchange between users, participants, passers-by and the local inhabitants, by bringing people together from all ‘walks of life’. New media technologies, such as the mobile phone, overlay older forms of communication to constitute a new type of urban space in the form of a social communication matrix. The sending of text messages (SMS) via mobile phones has become a ubiquitous component of such communication practices, enabling every inhabitant to take part in the "Urban_Mobile Project" by recording their daily impressions and forwarding them to the "Urban_Mobile Project" via the mobile phone. This phenomena creates a share and the exchange cultural platform, through its global media dissemination this leads to the local region entering a global city dialogue.


In many ways language and the city are the most fundamental inventions to man. The former enables us to continue and exchange knowledge, the latter allows us to gather this knowledge in its urban population; language is a human achievement over several millenniums of cultural and art, the city is the material achievement of civilization which is an irrepressible urban sprawl. The underlying concepts of the "Urban_Mobile Project" are new forms content for the social interaction and communication. In this project I propose to spatially place the environment, education, race, and gender. The place the public enter is the reflection of society as the present situation, between the exploration of creation and the public's differentiation from the space they live.

The entire "Urban_Mobile Project" will be publicly accessible for a period of three weeks. All SMS text submissions are received by a message server with a built-in GMS card, via an internet connection. The editorial agency has constant access to the data, independently of location, in order to release it for the presentation. Following editorial release, SMS contributions are triggered in the order they are received and converted into the presentation. This project involves a broad ranging audience, their participation and interaction uses a motion news brief to exchange the transmission of news by instructing the urban community to text message their personal conditions, aspirations, dreams, memories, ideas and opinions.

Technical and space requirements:








NEW Net Art Install Project :

"Dream-Lanboratory"(2007) *chinese.pdf*


In the early 1990’s Professor Roy Ascott [Reframing Consciousness 1999] drew a parallel between the human mind and the internet and discussed the idea of the internet search engine as a paradigm of the way the human brain functions. By referring to the neuroscience approach to explain conscious thought as a series of synapses that connect across the human brain to create a mental thought or experience that is triggered by a single word, we can compare and parallel this process with the internet search engine as an identical model of what the human brain is doing, but on a global scale using servers and high speed telecommunication links rather than the biological synapses and neurones in the human brain. Roy Ascott went on to encapsulate the idea of the Internet as the global brain and present the idea of global consciousness.

But what of global subconscious, is it possible that we can also use the internet to mirror our subconscious dream state and recreate our dreams or the structure of our dreams through a random collection of images and sounds that are gathered from this global brain that Roy Ascott presented. This project takes Ascott’s vision of global consciousness and attempts to go deeper into the networked subconscious of the internet and again draw parallels with the neuroscience explanation of how and why dreams occur by using a user interface and custom built software to generate dream video sequences that are both archived and presented in a “dream-laboratory” installation environment.

Technical and space requirements:
a darkened room, approx 4x6 m. The graphic card renders the stereoscopic and other effects with special drivers and directX graphical library. Video camera signal with 'night-view' function, enhanced by infrared light is analysed by pattern recognition and motion tracking software. Morphed coordinates of previously captured 3D motion data of real people are mixed together live with visitor movement and gesture data. The object property database supports scene changes and calculations. Various areas in the scene space trigger different parameters for animation, visual and sound effects (like intensity, density, level of details, etc.)  The electro statistic field sensors trigger various modes, depending of visitor presence.

- 3 PCs
- 2 CRT (RGB) projectors (alternatively 1 projector)
- stereo shutter glasses
- video camera
- custom-built electrostatic field sensor interfaces
- MIDI in/out/mix interfaces
- 2 game joysticks

- blaxxun Contact VRML client with custom (C++) extensions: MIDI client, SpaceMouse plug-in, TCP server/client plug-in, SQL (ODBC) client plug-in,
- EyesWeb video tracking/motion analysis software,
- Java applets for various specific AI algorithms.





Chinese cv


Born in Taiwan, Chun-chi Wang has been living in New York since 1992. She received a B.F.A from The Pratt Institute and an M.A from The New York Institute of Technology. In 1997 she start created virtual reality environments as an exploration into the perceptual and emotional aspects of real-time 3d technology.

In 2000 she created the virtual actor, Hiakru, whose first assignment was broadcasting the latest art news, with information dreawn from databases. Her work has been included in exhibitions in Europe and the United States, including at PS1 in New York, and she has also published two books, the Futurists Guide to the Web in 2002 and Softimage Design Guide in 2001.

Now based in Taipei and Europe, Wang is continuing to explore connections between people and technology, how each affects the other, with two projects, "Urban_Mobile Project" and "Dream-Lanboratory".



The projects was included:

In the 2001 "Hikaru:Bio_Sythesis Session, 2001" in exhibitions at P.S.1 Contemporary Art Museum, New York, USA.

In the 2001 "CHALLENGES OF INSTABILITY" video streams on X-Cult Foundation, Switzerland;

In the 2001, Performance "ID_RUNNER" in Festival de cyberart du Studio XX Cyberspace Web Art Festival:

In the 2001 "CHANNELS" video streams on Generali Foundation, Vienna, Austria;

In the 2001 "SAME DREAM" , DVD Video Installation, performance at Kunstmuseum Luzern Museum of Contemporary Art, Luzern, Switzerland;

In the 2001 "i-drunners: re_flesh the body" presented at Digital Performance Archive:

In the 2000 "RU", installations connecting computer gaming at Tenacity-Shedhalle Gallery, Zurich, Switzerland.

In the 2000 "ECTOLAR" , installations virtual gaming environments, performance at Formula, San Francisco Museum of Modern Art

In the 2000 in Realtime 3D Visuals at Ars Electronica 2000 Next Sex ,Linz,Austria.

In the 2000 "HOSTS" interactive real-rime virtual gaming, performance at Blasthaus Gallery, San Francisco, USA.

iIn the 1999 "LSHELL" interactive installations connecting computer gaming in exhibitions at Synreal, (Netbase, Vienna Museum of Video Games;Tokyo Museum of Video Games, Berlin),Vienna, Austria.




In 2000, Chun-chi Wang created the virtual actors - Hiakru and present in of THE THING project;

"SNN Network News, a co-production of The Thing and basicray. Hikaru, a basicray virtual model, works on her first job assignment as an art world news caster"
"Hikaru marks an experimental beginning to virtual actors: the digital avatar recites information from pre-loaded and real-time online data sources."

- reviews about Hikaru




How Big is the World? 2003.5
Curator: Manray Hsu /Taiwan Southern China Architecture and Film (20 Feb- 11 May 2003)
In conjunction with the Dialog Exhibition, the O.K also focuses on Southern China in theory and films.
Together with the Architecture Forum Upper Austria and the Moviemento program cinema, we present a series of films and architecture workshops.

Futurist Guide to the Web, 2002.6
Futurist Guide to the Web is a compilation of digital works from artists and design firms worldwide. Covering the spectrum from commercial design to digital art-for-art's-sake, discovers emerging design trends,featuring the latest in Web graphics and animation. The main focus is to forge a link between " non-motion " and "motion". Thirty artists, representing diverse methods and subject matters in Web graphics; were interviewed by e-mail about their style. (plus Music Sound track and Video CD)

Softimage Design Guide, 2001.4
Softimage Design Guide is a Book in Chinese edition and it everythingg you need to master 3D Modeling and Animation. (plus CD-ROM features sample scenes and objects, and pre-rendered animation)




ph +886 920 601 422




(Above) "Urban_Mobile Project" ,This Experimental Installation for the Mobile Phone Network .


(Above) " Dream-Lanboratory", Net Art Install Project .

(Above) "Ru", interactive installations connecting computer gaming and real life consequences at Tenacity-Shedhalle Gallery, Zurich, Switzerland.
RU ( 2000 )

(Above) "Ru" is a virtual world where users create 3D soundscapes by navigating and interacting with virtual life forms.

LSHELL ( 1999 )
(Above) "LSHELL" is a virtual world of synthetic liquid and light.
Same Dream ( 2001 )
(Above) "Same Dream" explores subliminal realms of futuristic techno aesthetics. Filmed in New York and Hong Kong Same Dream follows the story of six fashion models locked in an electronically enduced dream scape. Erasing the border between virtual worlds and reality the film provides an immersive experience of emerging techno consciesness.
Hikaru ( 2000-01 )

(Above) Hikaru marks an experimental beginning to virtual actors.

i-drunners: re_flesh the body ( 2000 )
BOOK: Futurist Guide to the Web ( 2002.6 )

(Above) Poster of the Futurist Guide to the Web

BOOK: How Big is the World? ( 2003.5 )
(Above) The poster of the How Big is The World