In terms of its visibility in the mass media or in the art world, it may,
indeed, seem to be a newcomer. Its "coming out" has coincided with the
vogue for concepts such as "interactive media" and "interactive games",
which have become (already inflated) buzz-words since the turn of the
decade. However, interactive technology was discussed and developed much
earlier in the research and development community. In fact, many of the
early artistic experiments with interactivity emerged either from within or
from the fringes of the R&D world (e.g. Myron Krueger). The access to
personal computers, more intuitive interfaces and user-friendly programming
tools inspired independent artists (e.g. Jeffrey Shaw and Lynn Hershman) to
explore this area in the early 1980's.
Such a "history", however, overlooks the fact that interactive art is
firmly rooted in the aesthetic upheavals of the 20th century. The
questioning of the role of the artist, the work, the audience, the market
and the relationship between art and society by the dadaists, the
constructivists, the surrealists and others prepared the ground. In the
1960's Fluxus, happenings and "participation art" (Frank Popper),
cybernetic art, the art & technology movement, environmental art and video
art already provided many of the incredients of interactive art. The
pre-digital work of pioneers like Shaw and Hershman bears evidence of this.
Present day artists by no means ignore their parentage.
It is true that interactive artworks were first welcomed (and even
commissioned) by science centers rather than art institutions. This was
partly a consequence of the context in which pioneers like Myron Krueger
had worked and first been appreciated. Interactive art is still most often
seen in the context of the computer world (e.g. Siggraph art show) or the
festivals and institutions dedicated to bridging the gap between art,
technology and design (e.g. Ars Electronica in Linz, Austria). In the mass
media, interactive art is often featured in the context of science and
technology, rather than art and culture. C.P. Snow's old idea of the "two
cultures" still seems to have some validity.
The situation reflects the customary inertia of the art world, which has
hardly legitimized video art, just 25 years after its inception. What's
more, video art has developed much closer to the existing art institutions,
whereas computer art allegedly has a questionable background as the bastard
son of the military-industrial complex. Interactivity is seen by many
cultural elitists as a fad, inseparable from the all-pervasive banal
discourses of technoculture. Or, maybe there is an unconscious fear of the
potential of the interactive media (CD-ROM, WorldWideWeb) to make the
museum obsolete? Sure enough, museums now have interactive touch-screen
information kiosks, or CD-ROM catalogues for sale - should these be
considered as mere marketing ploys, "vaccinations" against the I-infection,
or as real symptoms of a new "attitude"?
Although there is no reason to try to fit interactive art into any
traditional aesthetic canon, there is a need to differentiate it from other
interactive applications. Most of the latter use interactivity as an
operational strategy and aim at reducing it along the way, opting for a
closure. Video games may be remarkably complex in their architecture, but
they are a form of goal-oriented activity, whereas art is multi-layered and
open-ended. There is no final "solution" to an interactive artwork, no way
to exhaust its meanings.
Design (understood as rational planning) forms an important part of the
realization of an interactive artwork. There are many design tasks (often
distributed among co-creators or helpers): for example, designing an
interface, or a flow-chart for a hypertext architecture. There is also need
for engineering skills. However, neither a beautifully designed software
code, nor an ingeniously engineered hydraulic platform is a work of art. An
artwork requires something else, a kind of surplus of inspiration and
signification which will transcend the rational assembly of the "machine
parts", melt them together and give them a raison d'être on a higher level
of abstraction. This is something different than creating an involving plot
for a video game.
Some critics wish this was true. However, there is much less openness in
most interactive artworks than they hope. Even though the presence of the
artist is usually hidden behind the scenes, it can be inferred. There are
few interactive artworks which purport to give the user the impression of
being the (sole) creator. Kit Galloway's and Sherrie Rabinowitz's classic
telematic work Hole in Space (1980) was one of them - the situation was set
up in a public space, no learning process was involved, no announcements
were made, no indicators of "art" or "signatures" exposed. The two-way
"hole" highlighted the actions of the users in both ends - these were,
however, hardly conscious of producing art.
Most artists have adopted a more "traditional" strategy, inscribing their
presence in different ways. Many interactive artworks are "unique"
artefacts, "sculptures" or installations which can be experienced in a
certain time and space and are identified as somebody's creations. In most
cases there is an implied presence of the author in the work, which can be
felt e.g. as direct address to the user, but even in the restrictions
introduced into the modes of interactivity, thus deliberately positioning a
"distributed" will (of the artist) against the will of the user. The native
Canadian artist Yuxweluptun has (in his VR installation Inherent Rights,
Vision Rights) given such restrictions an ideological significance by
superimposing strict rules of movement onto his "native" virtual world,
thus demarkating his own territory from white man's territory of
cyberspace.
As artists' Net sites will develop, the question about the death of the
author will appear again. Some artists will probably prefer to disappear
behind their sites, transforming themselves into invisible figures of the
webmaster, while some will "die" as the activity around the site
proliferates; some will do their best to impose their presence in the
manner of the countless private home pages, but with a product that makes a
difference.
I don't think the amount of interactivity should (always) be the main
criterium when judging interactive art (although it is crucial when judging
an industrial application). As stated before, there are works which
deliberately restrict the possibilities of interaction as part of their
artistic strategy. There are even works which terrorize the user with
deliberately produced "malfunctions" and "bugs". Ken Feingold frequently
deceives the user's expectations, e.g. by disturbing the principle of a
real-time one-to-one relationship between the user and the work. The
responses one gets may have been triggered by the previous user of his
Surprising Spiral. The work could, of course, have worked just like a
teller machine.
Works like these are highly self-reflective, reflecting also a
consciousness about the historical pre-forms of interactivity. They could
be characterized as meta-interactive art. Other artists appropriate
prevailing interactive applications and turn them into new experiences, as
exemplified by Perry Hoberman's way of using regular barcode readers in his
Barcode Hotel. This kind of interactive art maintains a constant dialogue
with the field of interactivity, questioning and deconstructing its
achievements, and sometimes extending them to unexplored directions.
Beside meta-interactive works, there is also need for artworks which
concentrate on building new systems, pushing the limits of interactivity by
applying the latest scientific ideas, for example artificial life,
intelligent agents or knowbots. These artistic experiments lead away from
prevailing patterns of interaction towards more complex situations, which
will eventually enlarge the user's range of possibilities. Christa Sommerer
and Laurent Mignonneau belong to such artists.
The idea of intra activity is simplistic. The self-reflective situation
should be seen as just one of the "conversational" options embedded in an
interactive system. The basic situation is a "polylogue" rather that a
monologue. The user of even a "local" (or "off-line") interactive artwork
engages in conversation with multiple "partners" (in addition to oneself)
simultaneously: the physical "frame" of the work, the fictional world it
"contains" with all its elements, the software with its agents, the implied
author(s) of the work.
In an artwork which also incorporates an on-line connection the situation
gets even more complex: in addition, there is now the possibility of
communication with real humans in remote locations as well as with manifold
software agents and knowbots residing in the net. Sometimes it will be
difficult to tell which is which. In the near future we will probably see
more and more of these kind of hybrid artworks, with both a local and a
global face, and providing the user the simultaneous experience of being
present and faraway in some distant location. Such situation tend to reduce
rather than increase the narcistic potential of the medium.
This idea, again, is too simplistic. Interactive technology isn't gendered
from the outset; it becomes gendered when it is put into a social context,
turned into a cultural form. Yet, interactivity has many different
applications in a variety of contexts. Not all of these can be labeled as
"masculine", even though the breakthrough of video games as the first
interactive medium with a strong mass appeal certainly seems to highlight
the masculine appeal. Video games provide a powerful outlet for suppressed
frustration. They also re-enact modes of behaviour which can be easily
adapted - when stripped off the notion of "talking back" - to acts aimed at
causing destruction and imposing dominion.
By putting the user into the controls interactive technology could be
claimed to have a strong liberating potential, as well, making it an
effective means to analyze and deconstruct pre-existing ideological
formations. Maybe this the reason why there are so many female artists
working with interactive technology. All New Gen, a kind of reversed video
game, meant to expose the masculine construction of the Nintendo ideology,
by the Australian cyberfeminist group VNS Matrix is perhaps the most
extreme, but by no means the only example. Lynn Hershman has used the gun,
the main fetish of the male-dominated American society, as the interface in
her America's Finest to reflect on representations of militarism and the
consumer society. Here interactive art functions as a kind of philosophical
instrument, enabling us to experience something familiar as if entering an
alien territory, to investigate the world - and ourselves - from a fresh
perspective.
Professor of Media Studies
University of Lapland
1. Interactive art is a very recent phenomenon. It is still in its infancy.
It will take a long time for it to mature as an Artform.
2. Interactive artworks celebrate high tech. They belong to the computer
fair, the science center and the corporate headquarters, but not to the art
museum. There isn't any serious role for interactive artworks in the art
world.
3. Instead of pursuing serious artistic and intellectual goals interactive
artists are content with technological trickery. There is no significant
difference between an interactive artwork and a well-made video game or
some other interactive application. The maker of an interactive artwork is
a designer or an engineer rather than an Artist.
4.Interactive art is the latest manifestation of the "death of the
author". The "interactive artist" is merely a context-maker, who provides
the basic incredients, sets up the situation, and then disappears. The
spectator-turned-into-the-user provides the meanings, in a sense creates
the work at the moment of the interaction.
5. The much tooted "interactivity" of interactive art is pure hype. One has
to point and click or keep touching an on-screen menu, to be rewarded by
mindless strolling in a pre-existing virtual landscape or by the pleasure
of choosing between a few pre-programmed alternatives. There is no real
responsiveness, no sense of contributing something to the work, of getting
a real personal answer.
6. Real interactivity is always related to the idea of the "interpersonal",
something happening between human beings. Interactive art, however, is
"intra active", creating a monologic loop between the user and his/her
self-representations, mediated by technology. The artwork serves merely as
a mirror. "Interactive art" is the ultimate triumph of the "aesthetics of
narcissicm".
7. Interactive art is masculine in nature, just like "the culture of
interactivity" in general. The spreading of interactive technology
represents the counter-attact of masculinity in a culture "feminized" by
watching television.