Figure 16 - uploaded by Ryszard Kluszczynski
Content may be subject to copyright.
Lawrence Malstaf, Nemo Observatorium , 2002. Photo Otto Saxinger, courtesy: OK Offenes Kulturhaus, Linz/ Austria and Maria Falkinger. 

Lawrence Malstaf, Nemo Observatorium , 2002. Photo Otto Saxinger, courtesy: OK Offenes Kulturhaus, Linz/ Austria and Maria Falkinger. 

Source publication
Article
Full-text available
An interactive artwork takes on the shape of an event. An artist does not make a final, completed piece of art, instead produces an area of activity for the receivers, whose interactive actions bring to life an artwork-event. Regard-less of what shape the final product of an artist's activity takes on, an interactive artwork finds its final formati...

Context in source publication

Context 1
... in Linz in 2005, contrary to other works of art rewarded there, was only presented in form of documentation. In case of works of this kind there is no form of dispositive that could be placed in the gallery environment as a whole and then become a place of existence for an artwork-event. For its complete development, they require public spaces. This also means actual, final for this strategy, doing away with the role of a receiver-observer of the event; participation is here the only form of a genuine, full experience. Recent appearance of numerous interactive artistic phenomena which made me outline the last one strategy in this typology * the Strategy of Spectacle, seems paradoxical, spiral return of interactive art to traditional esthetics founded on reserved, contemplative experience, esthetics that was quite firmly rejected in the context of interactive art and defied by its creators in the whole early period of its history (by many of them up to the present moment). In the very center of this strategy is the event itself, which * as a result * takes on a form of a spectacle. In the context of the Strategy of Spectacle comes back the position of an observer contemplating a spectacular event, so firmly declined from the Strategy of Network. This position, however, is significantly redefined here. Interaction required by spectacles of such sort, various activities undertaken by the participants for the spectacle to actually take place, activity expected from them (even though minimal), makes them eventually a part of such event. This property did not characterize the classic observers of a spectacular event in the slightest, because in this case the distance separating them from the watched spectacle was of basic and non- measurable within space character. This being- part-of-an-event status of a participant with reference to the Strategy of Spectacle is quite particular and this property results from the character of relation occurring between two sides. This participant has very limited possibilities of having any real influence on the course of an event. Or she/he determines just the beginning and the ending of the whole event, either she/he is solely a person to whom it happens, yet * and this should be stressed * the event takes place in his/her own world shared of course with the dispositive of an artwork, and it occurs with a minimal participation on their part. This eventually causes the position taken by the receiver of the work organized around the Strategy of Spectacle, joining participation with observation, take on a well-known form of participating observation. It is precisely because of that fact that I would not include an otherwise spectacular installation by Rafael Lozano-Hemmer Vectorial Elevation (2000) among the works created with the use of the Strategy of Spectacle. An event organized as its part, from majority of participants required only observation, with no possibility to mark their participation in any way. Lozano- Hemmer’s work is an example of recent, telematic projects within which the audience is divided into groups and their members are attributed with various possibilities of behavior (I mentioned that before while discussing Strategy of System). Such artworks, from the point of view of their participants, may refer to various strategies at the same time. The installation cited here, Vectorial Elevation , for a small but active group of participants who, on the Internet, designed a spectacular event taking place in reality, takes on a form of a work connected with Strategy of Instrument. For majority of the viewers, however, it is more of an indication of starting the Strategy of Network. What differentiates observation taking place in the context of interactive art from the one that is appropriate for social sciences is the fact that the first one aims at an esthetic experience, whereas the latter one remains within the cognitive one. In both cases the experienced sphere sustains significant autonomy and the experience itself gains its final shape and brings certain results depending on attitude and behavior of a participant-observer. It is also worth recalling here the (v)user category, suggested simultaneously by Mirosl aw Rogala and Bill Seaman, created from a combination of observer/viewer and user ( viewer/user ). Placing more stress on observation aspect transforms the ‘‘(v)user’’ into the participant of an event created around the Strategy of Spectacle. An example of a work connected with the Strategy of Spectacle, in case of which the participant of an event defines its frames, could be an installation of a Belgian artist Lawrence Malstaf’s Nemo Observatorium (2002). In this work, the receiver, by taking place in an armchair placed in a cylindrical construction and using a buttons placed there (connected to five fans and polystyrene foam particles) can cause (and finish) an artificial typhoon or a cyclone that he/she safely contemplates from its very center (Figure 16). This work received in Linz’s Ars Electronica 2009 competition the main prize of Golden Nica in category of interactive art. This fact forcibly shows the scale of notes received nowadays (the installation dates back to 2002!) by works of art representing the Strategy of Spectacle. On the other hand, an example of a work representing a difference in which the viewer is faced with participation in the event, is an installation by Yoko Ishii and Hiroshi Homura It’s fire, you can’t touch it (2007). In this work which appoints the active environment, onto the hands reached out by the participants, miniature light signs are projected * a Japanese tanka poem is running through, glyphs change form, fuse together, move. Here we deal with a poetic spectacle in which the perspective of cognitive interactivity, set off in contact with poetry, is complemented by tactile sensations and poems themselves are as if extracted from the environment by interactive gestures of receivers-readers (Figure 17). I do not perceive of course as the final and definite one the typology of art suggested here. Develop- ment of new technologies in this area of artistic activity, but also going through its current achievements with reference to other categories than quoted by me, to other criteria of division, may bring a different picture of the analyzed phenomena. Classification of interactive art presented in this study gains, to my mind, a methodological coherence due to the fact that while characterizing individual strategies, I always remain within the same set of indicators of interactive art, which play here the role of division criteria. Interface, interaction, the used data and the way in which they are organized (in this case it is the alternative possibilities * database, hypertext, cybertext * they all become factors of systematic), inner technological order, the created social network, and the event itself * they are basically the factors of each interactive work-event. Differences in interactive art variations where identification is the basis for outlining individual strategies lie mostly * as I mentioned already * in organization, each time different, and arrangements in hierarchy of those factors. These differences lead to the many other differentiations still shaping on the level of general arrangements and not with reference to individual realizations concerning, for example, interactive tactics possible to undertake or recommended within particular strategies, their aims and environments in which they develop, relations between participants of the events, the characteristic array of the issues. And it is only on the basis of these further differentiations that are still a part of differentiation systematic that individual works of art-events appear, developing and inter- preting their eventful frames. Among the latter ones, which must be stressed, the merging of strategies is a very significant tendency nowadays * numerous works are created today on the edges of many strategies. This is the result of hybrid character of contemporary interactive art, the progressing virtualization and telematization, and of course the developing individual artistic attitudes that correspond to this tendency. Changes that take place in the area of interactive art, which is outlined by identified here and singled out strategies, are * to my mind * of triple character. Firstly, interactivity is no longer explored in a way abstract, only for itself, but is more and more often entangled into various problem contexts: social, political, ecological, etc. It is not the interface constructions then, but the events taking place in the area specified by interactive strategies that begin to be the main field of interest of the artists. Long gone are the times of fascination just with the phenomenon of digital interactivity itself. Secondly, transformations taking place in this area bring interactive art closer to institutionalized gallery-museum system. This brings certain consequences concerning the character of the work, dispositive’s construction, environment in which it is located and its relation with artistic tradition. Thirdly, higher and higher number of interactive works is located in public space, transforming it and combining in many ways with virtual environments. These transformations are significantly connected with the processes described in point one. Many works realized in public environment takes on a form of locative art. They reach out for network strategies and by pushing interactive digital technologies aside to the background (which does not necessarily have to mean irrele- vant), they subdue them to social tasks, or they analyze the consequences of their presence for the life of individuals and ...

Similar publications

Thesis
Full-text available
The aim of this research is to analyze the possible relationships between the literary universe and the computational environments, considering that both might configure virtual spaces where hypertextual and rhizomatic practices and techniques are developed in relation to the processes of reading and writing. Through historical and analytical foray...

Citations

... Accordingly, this introduction does not elucidate interactivity itself in interactive new-media art, as several previous studies have done. (Krzyzaniak et al., 2022;Burbano, 2020;Jeon et al., 2019;Al-Ofisan and Al-Wabil, 2015;Edmonds, 2010;Kluszczynski, 2010). Instead, it serves the scope of the current project by problematizing the technological embodiment of human perception as a phenomenological structure in interactive new-media arts. ...
Article
Full-text available
Human-technology interactions have constantly exposed humans’ technologically mediated perception to a psychological paradox of two conflicting coupled states. The first supports human capabilities, whereas the second affects individuals’ self-perceptions. “A Drop of Light” is an interactive new media art investigation based on human-computer interaction. It seeks to reproduce this paradox by developing a computer-generated holographic spot. This spot acts as a responsive technological hypermedium with which participants interact, and their technologically mediated perceptions are embodied, expressed, and analyzed. By defining and applying three structural principles of an assumed technological embodiment model of human perception, a dialogue was established between the generated holographic spot and the participants to facilitate three levels of integration with the technological hypermedium. The project culminated in the creation of an empirical interactive installation performance employed as an experimental psychology lab. In this exhibition-based lab, the interaction zone embodied the performer’s hesitation mode. Her technological attitude and consequent responsive activities oscillated between technophilia and technophobia. These are two conflicting psychological states. By analyzing the interactions’ real-time-based processes, the role of the structural principles was validated. They were instrumental in developing the technologically mediated symbolic conversation between the performer and the hypermedium. Operationally, the principles equipped the conversation’s two parties to upgrade their mutual interactions toward a symbiotic coexistence in the installation’s ecosystem. Through this, the performer’s hesitation mode was reduced, and her balanced technological attitudes were validated. Within this context, the project emphasizes how interactive new media practices contribute. They help investigate participants’ technologically mediated experiences and behaviors. They also aid in the derivation of related quantitative and qualitative data in favor of human perception studies and related psychological inquiries.
... Bu durum ile ilgili olarak Rieser (2002), eskiden edilgen olan seyircinin günümüzde yapıtı oluşturmakta etkin rol oynayan bir duruma geldiği yorumunu yapmıştır. Benzer bir görüşe sahip olan Kluszczynski (2010), seyircilerin sanatsal etkinliklerde katılımcılara, performansçılara ve yapıtın ortaya çıkmasını sağlayan kişilere dönüştüğünü belirtmektedir. Amerikalı matematikçi Myron Krueger, 1970'li yıllarda etkileşimli sanatın temellerini atan isimlerden biri olmuştur. ...
... Her geçen gün sayısı artan etkileşimli sanat çalışmaları yapan kişiler, seyircinin katılımına ve yapıtla kurduğu iletişime daha çok ihtiyaç duymaya başlamıştır. Günümüz sanat çalışmalarında sanatçının ara yüz tasarımı, yazılım/donanım, bilgi bankaları, bilginin işlenmesi ve katılımcılarla olan iletişim gibi birçok konuyla baş etmesi gerekmektedir (Kluszczynski, 2010). Bununla ilgili olarak Bourriaud (2005) şunları söylemektedir: "Sanatçılar muhataplar arıyorlar: Kitle oldukça gerçekdışı bir zatiyet olarak kaldığına göre, onlar da muhataplarını bizzat üretim sürecine dâhil ediyorlar. ...
Article
1960’lı yılların sanatsal pratiklerinde meydana gelen değişim, seyirci kavramının niteliğini değiştirmiştir. 1990’lı yıllarda ise seyirci odaklı etkileşimli sanat yapıtları, seyircinin etkileşimli bir şekilde sanat yapıtı ile diyalog kurduğu, sanat yapıtını dönüştürüp değiştirdiği ve etken bir konumda olduğu bir süreci başlatmıştır. Teknolojinin gelişimi ve teknik olanakların farklılaşması ile birlikte birçok kavram yeniden sorgulanmaya ve sanat yapıtlarında işlenmeye başlanmıştır. Etkileşimli sanat yapıtlarının üretilmesi ile birlikte seyirci, izleyici gibi kavramlar etkileşim olgusu ile anılmaya başlamıştır. Seyircinin katılımıyla değişen sanat anlayışı, seyirciyi edilgen konumdan etken konuma dâhil ederek, sanat yapıtının bir parçası olmasını ve farklı bir perspektifle sanat yapıtını deneyimlemesini, etkileşim kurmasını sağlamıştır. Bu çalışmanın amacı, seyircinin farklılaşan sanat pratiklerine bağlı olarak konumunu ve çağdaş sanat içerisinde üretilen etkileşimli sanat yapıtları ile kurduğu diyaloğu irdelemektir.
... La enseñanza de estrategias artísticas, se enfoca en cómo los artistas con su trabajo y métodos brindan herramientas innovadoras para vislumbrar potenciales nuevas formas de relaciones sociales y comunidades, subjetividades, producción y difusión de conocimiento, y nuevas formas de percepción y comprensión de los desafíos de nuestro tiempo (Kluszczynski, 2010). ...
... Algunos artistas, críticos y personas comunes en la sociedad argumentan que el arte no solo promueve la necesidad humana de autoexpresión y autorrealización; también es económicamente beneficioso porque la creación, gestión y realización del arte emplea a muchas personas. De igual forma, Kluszczynski (2010), refería que los artistas con su trabajo y métodos brindan herramientas innovadoras para vislumbrar potenciales nuevas formas de relaciones sociales y comunidades, subjetividades, producción y difusión de conocimiento, y nuevas formas de percepción y comprensión de los desafíos de nuestro tiempo. ...
Article
Full-text available
El presente estudio, pretendió determinar los métodos alternativos utilizados en la formación de artistas emergentes. Así como analizar la forma en que las obras de arte emergente influyen en la sociedad y plasmar la realidad del arte emergente en la ciudad de Cusco. Metodológicamente siguió una ruta cualitativa, alcance exploratorio, tipo aplicado y diseño no experimental. La técnica utilizada fue el análisis documental, la cual nos permitió extraer de distintas fuentes, como tesis, artículos y páginas web, la información necesaria para dar respuesta a los problemas planteados. Respecto a la ubicación espacio-temporal, el estudio se sitúa en la ciudad de Cusco, 2022. Se concluyó de la aplicación de las técnicas, que por artistas emergentes, se entiende que son aquellos que recién salieron de sus instituciones, para debutar en el papel de artistas como tal, los cuales se caracterizan por el uso de métodos subjetivos u objetivos, tradicionales o novedosos, físicos o virtuales; por lo que las escuelas superiores de arte, deben buscar innovar en nuevos métodos artísticos y no sólo aplicar y enseñar las técnicas tradicionales, donde el apoyo de la sociedad es fundamental para el impulso comercial de nuevos artistas, y donde la población cusqueña no debe la excepción.
... Even today, throughout China, cultural exchanges and mutual learning of various ethnic groups are still taking place and new forms of communication that incorporate the characteristics of the current era. The cultural characteristics of harmony, tolerance, and harmony that have been deposited in my country's cultural genes for thousands of years have become the inexhaustible nourishment for building a new type of ethnic relationship [10][11][12][13][14][15]. ...
Article
Full-text available
Dunhuang Feitian is a complex of Indian culture, Buddhist culture, Western culture, and Central Plains culture. It has been loved by artists since ancient times and is an important embodiment of the essence of grotto art. Dunhuang culture is an important cultural heritage used to build Chinese cultural identity. With the development of science and technology and the progress of society, the exchanges between cultures are increasingly deepened. These exchanges are not only reflected in language, economy, politics, film, and technology but also in science and technology. From a macroperspective, culture includes all products, and products are also an intuitive manifestation of culture. How to continue culture and consider the customs and taboos of the outside world while continuing retains the essence of culture to the greatest extent and integrates local characteristics, so that foreign culture can be integrated into it. Being well accepted by local people will become an important proposition for crosscultural communication and value expression. Therefore, based on cognitive thinking and Kansei engineering theory, this research explores and analyzes product design methods that integrate Spanish and Chinese cultures, hereinafter referred to as “Western-Chinese” cultures. Analyze the two cultures separately: from a certain culture, after the image investigation, extract the target image; from another culture, get the modeling design factors and then realize the product image modeling design of crosscultural Dunhuang integration and the Dunhuang culture. Value generation and realization reasonably recognize the connection between the two cultures, form a crosscultural integration design theory, and provide new ideas for product innovation design.
... Internet applications, social media, mobile devices, etc. are all products of digital technology. In design and construction, digital data is used to present a user-defined product or result; it provides tools to enhance, support, and efficiently operate the built environment [5]. On the other hand, the term 'interactive' reflects a mutual dynamic response between two or more items, in our subject, between the installation, users and the surrounding context. ...
Article
Full-text available
City center spaces, especially in Egypt, suffer the absence of an interactive visual image and the richness of artistic installations, while its existence totally changes space perception and brings it to life… Although city centers include bunches of architectural elements with multiples vocabularies, yet still most architects and designers miss to include people or space visitors in consideration. Many designs lack the potential for social interaction and participation… This paper explores the role of “Digital Interactive Installations” as a main element in city centers’ design, it allows visitors to interact, participate and take part in the formation of a socially amusing experience. Thus, the research aims to identify the characteristics of “Digital Interactive Installations” as an essential tool for city center activation, recommending and guiding designers and decision-makers to achieve social interaction in city centers.
... Video game can provide an experience like this interaction universe. In fact, one of the interaction strategies can be implemented as a game (Kluszczynski 2010). Such as, Keith Lam's Paper Super Mario Bross (2007), Julian Oliver's Level Head (2007) installations can be examples to the virtual side of game strategy in interactive arts. ...
Chapter
The Night Journey (2007-2018) is one of the first experimental art game ever made according to the promotional content description made by its designers. The game directed by video artist Bill Viola who is known with his video installations that question fundamentals of human existence in relation to the nature. The Night Journey frames the similar conception with an unconventional journey to the basis of humane circumstances overwhelmed by a challenging environment. Although there is no narrative path to follow and no goals to achieve, decisions made by the players can create procedural changes in their existence and the world surrounding them. Thus, the game falls apart from the conventional understanding of user experiences and it moves to a conceptual experience that is symbolic and more metaphorical. The game raises an inquiry on being a video game with its mechanics and at the same time being an artwork with its aesthetic, conceptual and artistic qualities. This triggers an outmoded debate on involvement of technologies to art practices. Respectively photography, cinema, video and more recently digital technologies became the subject of the same debate in academic and practical circles. The commercial aspects of the aforementioned technologies have created confusion regarding their regard as art-forms. The position of their aesthetic experiences against being reproducible have remained open to discussion when compared to traditional art practices. When the video game literature today is examined, it is observed that the similar dilemma is a subject of discussion. This article aims to define the relationship between video game and art within the framework of current practices and discussions, and to identify the possibilities and potential boundaries of the video game medium as a contemporary art practice in terms of artist, artwork and audience. In this context, three exhibitions led by Museum of Modern Art Museum of New York, Victoria and Albert Museum and Barbican Center is examined to understand past, present and future of videogame as arwork.
... Video game can provide an experience like this interaction universe. In fact, one of the interaction strategies can be implemented as a game (Kluszczynski 2010). Such as, Keith Lam's Paper Super Mario Bross (2007), Julian Oliver's Level Head (2007) installations can be examples to the virtual side of game strategy in interactive arts. ...
Chapter
The Night Journey (2007–2018) is one of the first experimental art game ever made according to the promotional content description made by its designers. The game directed by video artist Bill Viola who is known with his video installations that question fundamentals of human existence in relation to the nature. The Night Journey frames the similar conception with an unconventional journey to the basis of humane circumstances overwhelmed by a challenging environment. Although there is no narrative path to follow and no goals to achieve, decisions made by the players can create procedural changes in their existence and the world surrounding them. Thus, the game falls apart from the conventional understanding of user experiences and it moves to a conceptual experience that is symbolic and more metaphorical. The game raises an inquiry on being a video game with its mechanics and at the same time being an artwork with its aesthetic, conceptual and artistic qualities. This triggers an outmoded debate on involvement of technologies to art practices. Respectively photography, cinema, video and more recently digital technologies became the subject of the same debate in academic and practical circles. The commercial aspects of the aforementioned technologies have created confusion regarding their regard as art-forms. The position of their aesthetic experiences against being reproducible have remained open to discussion when compared to traditional art practices. When the video game literature today is examined, it is observed that the similar dilemma is a subject of discussion. This article aims to define the relationship between video game and art within the framework of current practices and discussions, and to identify the possibilities and potential boundaries of the video game medium as a contemporary art practice in terms of artist, artwork and audience. In this context, three exhibitions led by Museum of Modern Art Museum of New York, Victoria and Albert Museum and Barbican Center is examined to understand past, present and future of videogame as artwork.
... Observing her performance with robot, Rizzo described her interaction with the robot as a kind of game. The strategy of game as a concept for designing has been studied in the context of interactive media art, (Kluszczynski, 2010), but has yet to be taken up in human-robot interaction. According to Kluszczynski, the Strategy of Game organizes events and outcomes that emerge from the interaction itself. ...
Article
Full-text available
There is growing interest in developing creative applications for robots, specifically robots that provide entertainment, companionship, or motivation. Identifying the hallmarks of human creativity and discerning how these processes might be replicated or assisted by robots remain open questions. Transdisciplinary collaborations between artists and engineers can offer insights into how robots might foster creativity for human artists and open up new pathways for designing interactive systems. This paper presents an exploratory research project centered on drawing with robots. Using an arts-led, practice-based methodology, we developed custom hardware and software tools to support collaborative drawing with an industrial robot. A team of artists and engineers collaborated over a 6-month period to investigate the creative potential of collaborative drawing with a robot. The exploratory project focused on identifying creative and collaborative processes in the visual arts, and later on developing tools and features that would allow robots to participate meaningfully in these processes. The outcomes include a custom interface for controlling and programming robot motion (EMCAR) and custom tools for replicating experimental techniques used in visual art. We report on the artistic and technical outcomes and identify key features of process-led (as opposed to outcome-led) approaches for designing collaborative and creative systems. We also consider the value of embodied and tangible interaction for artists working collaboratively with computational systems. Transdisciplinary research can help researchers uncover new approaches for designing interfaces for interacting with machines.
... As Kluszczyński has noted, within interactive art or performance art, an artist does not create a finished piece of work but rather "produces an area of activity for the receivers whose interactive actions bring to life an artwork-event." [1] Vision and story within this artwork come by way of the body in a phenomenological capacity in accordance with Maurice Merleau-Ponty's work on the body. As Merleau-Ponty has famously asserted, the body is our main receptor for knowing the world and having experiences. ...
... As in [3][4][5][6][7][8][9], roboticists have been leveraging the context of art to further push the expressivity and interactivity of robots. Many of these techniques, particularly the large category of learningfrom-demonstration (LfD), leverage kinesthetic input modalities due to the immediate intuition that is often accessible through this channel of human-robot interaction, e.g., moving a robot arm with a human arm requires less new training than writing lines of code [10][11][12][13][14]. ...