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Interactive Art: Virtual & Augmented Reality
Overview
Immersion like interaction is not unique to media art. In an immersive environment the immersant experiences a collapse of psychological and physical space. The staging of this kind of art often requires the audience to have an active input and addresses processes of perception. In 1896 people were running out of cinema fleeing the filmed train and in the 1960s Sensorama attempted to engage other than visual senses to give a convincing illusion that the reality presented is experienced as real. There are two major ways in which the Virtual worlds are presented: one, it is constructed as in computer games in such a way that the participant enters that world metaphorically via an interface which allows for navigation through that world, and two, where a space is customised or build from scratch to create a literal possibility for a full physical immersion/interaction. The Shadow Dance , an engraving dating back to 1675, shows magica laterna at play, a precursor to augmented reality involving incorporation of actual and illusionistic or virtual space. In a work such as Raphael Lozano-Hemmer's Vectoral Elevation , a direct reference is made to this pre-cursive example. In 2004 interaction was defined in new media art to also engage system interaction, when Listening Post by Ben Rubin and Mark Hansen won the Golden Nica at Ars Electronica.
Simon Penny , Lynn Hershman , Jeffrey Shaw , Myron Krueger , David Rockeby , Ken Feingold , Agnes Hegedues , Grahame Weinbren , Luc Courchesne , Mark Cypher , Christa Sommerer & Laurent Mignonneau , Perry Hobermann , Paul Sermon , Toshio Iwai , Judith Barry , Zoe Beloff , Charlotte Davis, Janet Cardiff . Alexei Shulgin , Decosted & Rahm , Entropy8zuper! , Jane Prophet , Diller + Scofidio
Primary Reading
Weibel, Peter Expanded Cinma in Shaw, J & Weibel, P 2003 Future Cinema: The Cinematic Imaginary after Film , The MIT Press, Cambridge/Massachussetts, London/England, p110-125
Huhtamo, Erikki Trouble at the Interface
Druckery, Timothy Real Telepresence , receiver #9 connecting to the future
More
Polaine, Andrew Lowbrow, High Art: Why Big Fine Art Doesn't Understand Interactivity
Gunning, Tom Illusions Past and Future: The Phantasmagoria and its Specters
Wagner's Gesamkunstwerk
Descrate's First Meditation
Adorno, Theodor 2005 In Search of Wagner , Verso, London
Benjamin, Walter discussions of World Expositions
Goldberg, Ken (ed) 2000 The Robot in the Garden: Telerobotics and Telepistemology in the Age of the Internet , MIT Press, Cambridge, Mass
Electra exhibition
Huhtamo, Erikki Silicon Remembers Ideology, or David Rokeby's meta-interactive art
Betsky, Aaron The Age of the Recursive in SFOMA 2001 010101: Art in Technological Times, Hemlock Printers, Canada
Forde, K Step into the Frame , in SFOMA 2001 010101: Art in Technological Times, Hemlock Printers, Canada, p89-93
Baudrillard, Jean 2005 Simulations , Semiotexte, synopsis
Deleuze, G & Guattari, F 1983 On the Line , The MIT Press, synopsis
Durlach , N & Slater, M (eds) Presence. Teleoperators and Virtual Environments , The first journal for serious investigators of teleoperators and virtual environments, incorporating perspectives from physics to philosophy.
Moser, M A & MacLeod (Eds) 1996 Immersed in Technology. Art and Virtual Environments , MIT Press synopsis
Mary E & Kendrick, Michelle R 2003 Eloquent Images. Word and Image in the Age of New Media , MIT Press, synopsis
Cyberdrama in Wardrip-Fruin, Noah & Harrigan, Pat (eds) 2006 First Person. New Media as Story, Performance, and Game , MIT Press synopsis
Popper, Frank 2006 From Technological to Virtual Art , MIT Press, ch5
synopsis
Mikas, Matt 2004 Tune(In))): Radio Community in Microcosm
Pias, Claus Zombies of the Revolution , refresh! Banff, Oct 2005
Hansen, Mark 2006 Bodies in Code , Routledge, NY
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