Pulse Room 
ou comment réécrire son environnement en rendant une matérialité à la trace numérique
The interactive action with the digital is daily. However, few thoughts on the subject highlight the importance of the trace in this relationship which links us to the machine. Often, an interactive experience generates a trace and it is from this important element that we are thinking, in this master’s thesis, on the relationship with our interactive digital environment. The trace is then understood as a new epistemological approach to interactive digital arts. To think the digital as immaterial generates an almost non-existent of the trace within a digital work, involving a mystification. Throughout this research, our goal is to give back materiality to this trace, so that it can fit into our landscape called material. The work Pulse Room (2006) by Rafael Lozano-Hemmer will enable us to reflect on the ambivalences and convergences that exists in the approach of a computerized society in front of the digital machine, and understand how we evaluate the trace that is left behind each of our digital performances. It's only when the digital trace will incorporate a certain materiality, that we will be able to see ourselves as an object of reflection, to discern how we behave facing this environment and learn to be critical.
Trace Rafael Lozano-Hemmer Pulse Room Digital interactive art Trace Experience Environment Immateriality Materiality Technique of self Spatio-temporally Rafael Lozano-Hemmer Pulse Room