Study process

TANGIBILITY OF DATA

The interactive installation Tangibility of Data explores the shift from the digital space being an innocent extension of the real world in the 90s and early 2000s to becoming the core of everyday tasks, communication, and entertainment in today’s society, as well as challenges the idea of tangibility of the data consumed digitally. Visitors can immerse themselves in early internet era nostalgia by creating their own compositions using my favourite childhood software, Tux Paint, which has been customised with a catalogue of digital nostalgia artefacts. In the end, the visitor’s creation is printed on a pre-designed sheet of paper with my essay on it.

Project info

Supervisor

Valters Kalsers

Iesniegt projektu