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An essay submitted in partial fulfillment of the requirements for the Diploma of Media Arts
(Interactive Art)
This paper posits that interactive art is sensory in nature in that it invokes and engages
the sensorium, and that through this richness of sensory experience, the socio-cultural context
of the artwork can be effectively communicated. This position is based on critical theories of
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A unique art form
Unlike almost any other art forms, interactive art has a non-linear narrativei. This
means that the audience can observe, explore and modify the narrative of the art work. The
non-linearity comes from the fact that there are no fixed outcomes since the audience’s
experience of the art work depends on his or her actions. While interactivity has existed in
other art forms, such as some forms of ancient Greek theatre, contemporary forum theatre and
Marcel Duchamp’s mobiles in the 1920s, it is only in recent decades, with the advancement
of digital and media technology, that the genre of interactive art has arrived in its own right
as a mainstream art form, and is rapidly evolving through the connectivity of the World Wide
Web.
Interactive art, with its accruements of technology, creates open possibilities on the
form in which the artwork takes. It can take the form of wearable art, be incorporated into
theatre technical design for the performing arts, exist purely on a virtual screen, as an
For example, the installation works of David Rokeby, a pioneer in this field, often
incorporate sophisticated imaging, sensor and mechanical components that react and respond
to human touch and presence. His work, Very Nervous System (1982-1990), which uses body
movement to create sound, has undergone three successive variations, each time using better
technology.
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Fig 1. Very Nervous System. David Rokeby. 1990
Hence, interactive art, as defined in this paper, is art that offers a non-linear narrative,
is independent of form for its presentation and engages the space between technology and art
making. For these reasons, the experience of interactive art occupies a unique position among
our clothing, the background noise of traffic, the warmth or coolness of the air, our visual
are embodied subjects, we perceive phenomena through our bodies first before we can reflect
or philosophise them via this mediation which is instantaneous and synonymous with our
being and perception in, as, and with body, i.e. embodiment1.
Our bodily sensations of the phenonemal world, combined with our thoughts,
senses do not operate in isolation. The senses are all engaged at once and operate in
experienced via bodily warmth, sight as well as speech. Co-consciousness describes the state
of our consciousness at any one point of time. Over time, these states form a stream of
also describes how we experience art. How we experience interactive art - with its non-linear
1
Merleau-Ponty, Maurice. Trans: Colin Smith. Phenomenology of Perception. London: Routledge, 2005.
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narrative, two-way exchange of meaning, exploration and open outcomes, and the way in
which it engages the sensorium (to be elaborated) - closely mirrors how we experience the
A sensorial aesthetic
The word ‘aesthetic’ comes from the ancient Greek word for ‘sense perception’ or ‘I
feel’. Aesthetics is related to the idea of beauty, that is, an object of beauty appeals to the
senses and causes the viewer to arrive at a perception of beauty. Interactive art appeals to the
sensoriumiv. It moves away from the emphasis on the aesthetic of form towards the aesthetic
of experience. The non-linear co-conscious experience of interactive art that engages the
The sound artist Stephen Vitiello often features ambient sounds in his installations,
such as creaking noises in buildings, clicking frogs, falling rain or buzzing insects. A Bell For
Every Minute2, installed in a park, features recorded bells all over New York City and
beyond. Through the sounds of the bellsv, the listener experiences New York City aurally as
the sounds have corresponding locations on a mapped journey. Consciously or not, the
listener would form mental images of these locations which may then inspire various
thoughts and feelings, such as nostalgia, curiosity, puzzlement, awe, annoyance and so on.
2
14th Street Passage, between West 13th Street and West 14th Street, New York. June 2010. Presented in
partnership with Creative Time, and the New York City Department of Parks & Recreation.
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Fig 2. A Bell For Every Minute. Stephen Vitiello. 2010.
Lovers Leap3, by Miroslaw Rogala, involves two screens on opposite sides of a room,
showing altered perspective scenes of a busy downtown street at Michigan Avenue, Chicago,
that shifts and warps with the participants’ movements in the room. However, if the person
stays still for a while, he will experience a “leap” into a normal random animated scene of the
same street, a beach or of daily life in Jamaica. The participant thus interacts kinaesthetically
with the artwork which engages his spatial awareness of the room. The speed of his
movement as well as his position in the room are factors that modify the artwork. The
participant would be analysing in the manner in which the artwork responds to him and his
train of thought emotions would probably be hijacked as he experiences the “leap”, that is, if
3
Interactive installation environment. ZKM Centre for Media Art, Karlsruhe, Germany. 1995.
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Fig 3. Lover’s Leap. Miroslaw Rogala. 1995.
Interactive artwork can also offer a sensory experience akin to synaesthesia. Sounds
invoke a sense of space in the Music for Sound Joined Rooms4 series by Maryanne Amacher,
sonic theatre in large expansive structures, in which “architecture magnifies the sensorial
presence of experience - rooms, walls and corridors that sing5.” Sound sculpture invoking a
Hawkinson, a massive musical instrument installed in several rooms that visually resembles
projected the faces of women working in the maquiladoras7 onto the dome of the El Centro
Cultural as they spoke emotionally of incest, police abuse, and work place discrimination.
The audience was immersed within the intimate territory of another person’s personal and
emotional space, their senses enveloped by the decorporealised presence of the narrator. They
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Installation and performances. Bern, Switzerland. 1998
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Lovejoy, Margot. Digital Currents: art in the electronic age, p205. Routledge, 2004.
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Sound installation. Ace Gallery of Los Angeles. 2000
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Assembly plants in Mexico near the border with the United States.
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sensually feel the other person through empathy in this field of haptic vision, such that their
virtual presence of a real woman on a bed, with profound results that show that the emotional
responses of the participants as well as the woman are just as real as if she were there
physically, as testified by the performer9. This shows that physical touch does not have to be
present as part of the sensorial aesthetic for it to work. The sensorial aesthetic works based on
the principle of stream of consciousness, whereby the all senses work co-dependently and in
touch, is enough for the reflective part of co-consciousness (thought, emotion and mental
8
Commissioned for the annual summer exhibition curated by the Finnish Ministry of Culture in Kajaani, with
support from Telecom Finland, in June 1992.
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Kozel,Susan. Spacemaking: Experiences of a Virtual Body. Dance Theatre Journal, vol 11 no 3. Autumn 1994.
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Fig 5. Telemetic Dreaming. Paul Sermon. 1992.
These examples reflect that interactive artworks are rich in sensations, which
combined with the interactive narrative, offer a non-linear co-conscious kind of experience -
the sensorial aesthetic. The sensorial aesthetic is able to influence our sensation of space, as
in artworks that invoke a sense of space, as well as our sense of touch via a decorporealised
human presence.
beings are symbolical creatures and attach meaning and interpretations to the embodied
knowledge attained through their senses. Our sensations are mediated by feeling and thought
concept. “The given cannot be known in itself. What can be known is a construct of
Over time, a baby learns through touch, sight and hearing via his interaction with his
parents, that these particular objects in his world of fleeting impressions are associated with
feelings of warmth and comfort and notions of safety and providence. Yi Fu Tuan describes
how people arrive at a concept of an object or place via sensation, thought and emotion - “An
10
Yi Fu Tuan. Space and Place – The Perspective of Experience, p9. U of Minnesota Press. 2001
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object or place achieves concrete reality when our experience of it is total, that is, through all
Coming back to the examples shown earlier, Very Nervous System prompts the
participant to explore the relationship between man and machine, by engaging the body in a
joyful and intimate sound-making experience with the computer in a human-scaled space. A
Bell for Every Minute invites the listener to relate to the urban landscape through the sounds
captured in that environment, and reflect on the site’s connection to the city around it.
Lover’s Leap provides a sensory experience whose context is to explore the notions of
rationality and control over technology. The Tijuana Projection raises the social awareness of
the plight of a marginalized group of people within the local community through the haptic
visuality of its narrator. Telemetic Dreaming informs us that a virtual human presence is
enough to invoke a sense of touch and a real emotional response, hinting at the socio-political
Art, with its utopian ideals, and functioning as a cultural barometer of sorts, aims to
communicate and effect meaningful socio-cultural change. Interactive art, using new media
technology, can create powerful experiences for the purpose of education and raising social
awareness. An example of such is the Italian artist collective known as Molleindustria, whose
mission is to reappropriate the medium of electronic games for educational, political and
social change. The McDonald’s videogame11 is one of their projects to expose the political,
The sensorial aesthetic, together with the specific socio-cultural context of the
interactive artwork, guides the process from sensation to conception. Due to the open
structure of the interactive narrative, it can be difficult to control or predict the outcome of
11
Flash game downloadable at www.mcvideogame.com
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the artwork. What is more certain is that the aura12 of the artwork, together with the sensorial
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an artwork’s presence in time and space, that gives it its unique identity, a term coined by the media theorist
Sir Walter Benjamin.
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Summary
art, with its non-linear narrative and richness of sensory forms, has a sensorial aesthetic that
The sensorial aesthetic, together with the socio-cultural context of the artwork,
engages our sensorium for a “true-to-life” experience, a simulacrum of reality that provokes
Conclusion
Interactive art is uniquely positioned as an art form for socio-cultural communication through
the sensorial aesthetic. Artists could do well to consider this genre in their practice.
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i
Endnotes
E
An interactive narrative is a time-based representation of character and action in which a reader can affect, choose, or,
change the plot. The first-, second-, or third-person characters may actually be the reader. Opinion and perspective are
inherent. Image is not necessary, but likely. (Mark Stephen Meadows, Pause and Effect – the art of interactive
narrative, p62, New Riders, 2002)
ii
As you start to manipulate the object (to figure out what object is given to you while you are blindfolded and seated on
a chair, as part of a game) you have tactile sensations in your hands and fingers. These do not occur by themselves, but
are continuous with the rest of your bodily experience (e.g. your body-image:sitting hunched in a chair). You are also
having some thoughts – ‘What is this damned thing? – emotional feelings (mounting frustration), and mental images
(you are trying to find an image to fit the feel). These thoughts and images do not occur in isolation from one another,
they are experienced together – they are co-conscious – both with one another (thought + emotional feeling + mental
image) and your various bodily experiences. (Barry Dainton, Stream of Consciousness – Unity and Continuity in
Conscious Experience, Introduction p3, Taylor & Francis, 2006)
iii
As examples of items possessing phenomenal character I have referred to particular experiences, but experiences do
not typically occur in isolation from one another. A stream of consciousness is an ensemble of experiences that is
unified both at and over time, both synchronically and diachronically. (Barry Dainton, Stream of Consciousness – Unity
and Continuity in Conscious Experience, Introduction p2, Taylor & Francis, 2006)
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Sensorium is the “resulting set of experiences ... from the visual, auditory, olfactory, and the tactile ... as sites of
embodied knowledge ... and is the subject’s way of coordinating all of the body’s perceptual and proprioceptive signals
as well as the changing sensory envelope of the self (Caroline A. Jones, Sensorium - Embodied Experience,
Technology, and Contemporary Art, p8, The MIT Press, 2006)
v
Sounds range from the iconic rings of the New York Stock Exchange bell, the historic Dreamland bell (recorded days
after it was discovered in the water off Coney Island), the United Nation's Peace Bell, and more everyday and personal
sounds of bike bells, diner bells, and neighbourhood church bells. During park hours an individual bell will ring each
minute from speakers placed throughout the tunnel space where it will be installed, the overtones fading out as the next
bell begins. A chorus of the selected bells will play at the top of each hour, filling the space. The sounds will be
represented on a physical sound map that identifies the location of each bell, allowing the listener to follow the
geographic journey of the recordings. (http://www.thehighline.org/about/public-art/vitiello)
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‘Haptic Visuality’ is an expression associated with the experience of sensual memorizing within visual
representation... to indicate an exploration into redefining notions of the perceptible, which extends the argument on
representational expressions towards an understanding of the embodied experience intercultural cinema conveys for a
postcolonial and transnational world view. (Jaeckel, Monica. Approach via the ‘Smooth Space’ - Laura U.Marks’
Research on Intercultural New Media Practice. October 2005.)