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1995, MEDIAGRAMM (ZKM, Summer 1995)
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6 pages
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Consider the dichotomy: an art object in a gallery setting versus a software program in a computer. On entering an exhibition of media art we encounter signs that tell us that we are in the realm of Art: the overall exhibition space is dark, each installation is positioned in a separate, carefully lit space, each accompanied by a label with an artist's name. We know well what to do in this situation: we are supposed to perceive, contemplate, and reflect. Yet these initial signs are misleading. An exhibition of media art points us to very different cultural settings such as a computer games hall or an entertainment park (in each of these one often has to wait in line before getting a chance to "try" a particular exhibit) and also to a different type of cultural object (and, correspondingly, a different set of behaviors) - a software program in a computer. In approaching a media artwork, we typically discover some elements of standard human-computer interface (a computer monitor, a mouse; arrows, buttons and so on); we have to read instructions which tell us how to us it; we then have to go through the process of learning its own unique navigational metaphors. All in all, the behaviors which are required of us are intellectual problem solving, systematic experimentation and the quick learning of new tasks. Is it possible to combine these with contemplation, perceptual enjoyment and emotional response? In other words, is it possible to experience the work aesthetically while simultaneously learning how to "use" it? The works in NEWFOUNDLAND II exhibition provided a variety of different solutions to this basic problematic of media art.
Within the systems of artistic curation, it is generally agreed that there is a shift taking place. It is a shift in the roles of the curator, artwork, and viewer, which are increasingly intertwined and inter-mediated. With the advent of hybridized artistic activities, the definitions of art, artist and curator are being blurred and therefore we must fundamentally reconsider traditional exhibition practices which would isolate them into separate activities and order them into hierarchies. In order to understand how to address this shift, we might begin with the work of Architectural theorist and critic, Sylvia Lavin. In her text, Kissing Architecture, Lavin describes the root of the shift as a reaction to Clement Greenberg's style of modernist contemplation where the "spirit of modernity was revealed when the viewer's response to an object was purely and laboriously cognitive without affect" (18). When the world began to recognize the biases inherent in that style of aestheticism (namely its hierarchical patriarchal and imperialist tendencies which ignore alternative viewpoints), there arose a need for a different type of approach. With Greenberg's Modernist aesthetic epitomized by architecture, Lavin suggests that this new approach may be connected to characteristics of media art-primarily in its ability to layer and create "slippage" with older forms of practice. Introducing this premise, she writes:
newmedia.yeditepe.edu.tr
Artworks are highly coded power objects. At best, they serve as windows onto profound and unspeakable experience; at worst, they’re simply “wall obstructions.” In this paper, two issues will be addressed: • What do artists, in their role as extremely subtle information designers, have to teach us about how deep knowledge is conveyed? What do their visual strategies teach us about interface? • How can a digital program be designed that respects the properties inherent in each artwork, and yet harnesses the power of multimedia to make connections across space and time?
Aesthetic Computing, 2006
Current Psychology
In the current study, the influence of the physical context and the knowledge of artworks on the aesthetic experience of installation art is tested for the first time. We assessed non-experts in the field of art (N = 158) who viewed interactive installations in either the art gallery context or the classroom. Some participants knew both the artworks’ titles and the curator descriptions, some knew only the titles, and some had no contextual information. We tested both the aesthetic emotions and the aesthetic judgments. For the measurement of aesthetic emotions, we used the Self-Assessment Manikin approach including the traditional dimensions of affect and the measurement of recently-proposed dimensions such as origin or subjective significance. The study replicated previous findings that the gallery context enhances the aesthetic experience – both of art appreciation and aesthetic emotions. Moreover, our results showed that the emotions caused by viewing the installation in the galle...
In this hands-on creative workshop you will explore different ways of looking at art through multi-sensory props. You will have the opportunity to discuss and explore different ways of looking and accessing artwork and creativity in a gallery and museum settings. The goal is to remove or reduce physical, sensual and intellectual barriers so that art galleries, exhibitions and activities are accessible for children with different backgrounds and abilities. Providing the right tools everyone can feel welcomed and gain full access to the exhibition and the art activity.
Proceedings of the second …, 2005
This paper describes a study into the situated experience of interactive art. The study was conducted with audiences of the artwork Iamascope and is framed by the four categories of embodied experience that have been proposed by its artist Sidney Fels. The video-cued recall method we employed was shown to reveal rich detail about situated interactive art experience. The results provide a detailed account of how the categories of embodiment manifest themselves in audience experience and lead to the proposal of a ...
Any discussion of aesthetics and interactivity must first transgress the divide in modern western Art History between art and technology. Despite the fact that technical principles have always underpinned fine art production (rules of perspective, proportion and the golden section for example) photography, film, television and video are still marginalised in art-historical dialogues. The mechanically-reproduced artefact is easily dismissed in a discourse where value is still equated with dubious concepts of authenticity and originality anchored in production techniques. For example, whilst video art has been part of the art world since the 1960s when artists such as Nam June Paik brought the TV set into the gallery, the aesthetics of video is still neglected in art theory. Not only can video artefacts be mechanically reproduced, but the potential for mass access or worse still, mass appeal, is assumed to negate the exclusivity essential to establishing an aesthetic value. Digital artefacts manifest these two problems of reproduction and access to an even greater extent. A digital artefact, by conventional standards, is even less authentic and original than a mechanically-reproduced one; a true simulation, a mathematical model of the real. Furthermore, not only is the digital artefact accessible by the masses, it is very often interactive, i.e. shaped by audience input; a product of ‘the mass’ itself. These material factors should not inhibit an academic discussion of the aesthetics of interactivity. An aesthetic value is always established by the consensus of an elite. In media studies for example, textual analysis of televisual artefacts clearly demonstrates that whilst television might appear generally accessible and understood by everyone there is quite clearly a relative, yet elaborate, aesthetic code operating within a wider, still elite, cultural context.
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This paper examines the practice of electronic media art from a perspective that stresses the technological and spatial contingencies of presentation. Electronic media art is by nature dynamic, a dynamism that extends to the spatial and technological specificities inherent to the ultimate exhibition of a work. Media artworks are often transformed by the context of exhibition, and it is the question of how to best approach this relationship between artistic intention and local infrastructure that concerns us here. To explore this question, this paper examines how infrastructural issues experienced during the installation of Flow in Toronto (2002) affected the presentation of several artworks. It also looks to the interactive work of Canadian artists David Rokeby and Istvan Kantor as examples of artists whose design and exhibition aesthetic grapples with this question in a productive fashion.
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