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Simon Penny
Towards a Performative
Aesthetics of Interactivity
                              Kathryn Hartog
                              Rhyan Mahazudin
Interactivity and the Emergence of
      Digital Cultural Practices
• The aesthetics of interaction has not advanced a
  great deal in recent times
• Forms of interaction that were once obscure
  (motion control) are now commercial
  commodities
• This essay looks at how the past innovated on
  design and theory and how we can look at this
  as inspiration for the future
1985-2005(roughly)
• Golden ages of interactive technology
• During this time period interactive aesthetics were mainly
  dependant on the technology available to them
• There was a significant amount of time invested in to
  R&D by both artists and engineers
• Artists were less focused on user-subject experience
  and more focused on artefact behaviour and creating bio
  mimetic artefacts
• Problem solving of work arounds for limited technology
  created a very organic development process, often
  requiring custom tech and coding. This led to more
  experimental theories and ideas
• This often required an extensive budget, as well as
  knowledge of engineering which most artists did not
  possess, creating a small niche where tech skills and
  artistic creativity fused together
• With the advent of using technology as a means of entertainment,
  the mass production and trivialisation of rich aesthetic-theoretical
  systems began
• This created a rift between people against technology and those for
  it
• This field of interactivity was becoming more accessible due to
  cheap over the counter tech bundles
• This stimulated a new generation of artists and allowed more
  interdisciplinary forms of interaction to be created
Major Advancements during this period

• Digital multimedia, hyper media, virtual
  reality, the internet, digital video, real time
  graphics, digital 3D, mobile telephony,
  GPS, bluetooth, wireless communication
  systems
• Although there were many tech advancements during
  this 20 year period, there was little development in
  formal qualities of interaction
Influential Artwork
• Edward Ihnatowicz – Senster
  – first work of robotic sculpture to be controlled
    by a digital computer
  – A computer implemented a behavioural system so
    that the Senster was attracted to sound and low level
    movement, but repelled by loud sounds and violent
    movements
• Myron Kreuger
  – Videoplace
    • Machine vision
    • Artificial reality
    • His work predates motion controls in video games
      by 40 years
• Grey Walters
  – Turtles – 1940
    • Autonomous behaviour using minimal technology
    • Were as complex as a children's toy of the present
      day
    • Early attempts to simulate A.I
    • Was entirely analog
Interactive Art before the PC


• This time period was more focused on
  inventiveness rather than commercial
  application
• Advances in A.I over 1965-1985 can be
  attributed to advances in hardware
  engineering
• There began a lack of ideas being
  developed
• Advances were being made more for
  monetary gain and commercial appeal,
  leaning more towards small improvements
  rather than innovation
Grounding Interaction
• Theoretical challenges
   – Traditional objects dont have behaviours
      • Plastic art had limited theoretical tools available
   – “what does the act of interaction mean?”
• Fuller – “I seem to be a verb”
   – He emphasised process, performance and site specific
     art(dynamic, procedural, performative and relational)
   – Proposed a critical paradigm shift in implications for theory and
     practice of interactive art
• An interdisciplinary realm was created, scientific and human
  narratives collide and form more theorization
• Interaction makes sense to the extent that it is consistent with or
  analogous to the learned effects of action in “the real world”
• This could be due to the evolutionary adaptation to embodied
  experience in the world
    – Perceptions of gesture and sensor-motor experience
        • Mimetic environments like second life
• Most common interactive forms are connections made from genetics
    – Perhaps we can use this information to create more organic interactions
Who or what is Interacting?
•   System design vs. User experience
     – The question of “is it interactive?” has wildly different answers depending on your
       alignment


•   Interaction is; mutually determining actions between two systems
    possessing agency, whether the critique addresses the experience of the
    user or the behaviour of the systems
     – The design of a system must complement the experience
          • The system is viewed as an organism enactive in sensor-motor loops with user
          • Sensing must gather relevant information about the world and interpret it correctly
          • Content outputted must be meaningful and relate to users behaviour
• Creating intuitive access to unfamiliar
  modalities is part of the design task for
  artists
• Began to move away from the novelty of
  digital interaction and root themselves in
  more poetic interactions
Temporality and Poetry in
            Interaction
• Commercial success impedes aesthetic progress
   – Creates confusion between interactivity for instrumental
     purposes and cultural purposes
       • Instrumental = intuitive and transparent
       • Cultural/aesthetic = behaviour which exists in territory between
         perceived predictability and perceived randomness, a zone of
         surprise and of poetry
• Augmented Reality
   – Interactions based on analogical events are poetic
   – Maintains semblance of reality but distorts certain consistencies
• The dynamic of behaviour between the subject and the
  artefact was being explored
• Experience can be explained as a sequence of
  stoppages, a temporal process
• The action of the subject in the context of the work is
  what constitutes experience, less focused on the
  destination, and more on the temporal process
• Increase in use of technology which is elegant and
  economical
Influential Work
• David Rokeby
  – Very Nervous System
    • Based more on dynamic use of temporal patterns
      rather than pictoral
    • Machine vision for interactive artworks
    • Realised that colour was less important than the
      temporal bodily dynamics
• Norman White
  – The helpless robot
     • This piece pre empted affective computing that
       would be researched in institutions by a decade
     • Pioneer in affective computing
• Affective Computing
  – Systems that recognize, interpret,process and
    simulate human affects
• Artists had to tack on new modalities on to
  understood ones to demonstrate them
  – In contemporary interaction the tables have
    turned, use of digital devices are widespread
    and serve as a window to obsolete/preceding
    technology
The Implicit, Enactive, Performative
                   Body
• Interactive Systems fall under two camps
   – Ones that are simple and easy to understand
   – Ones that are complex and baffling
• Proposed is a new system that learns from its users and regulates
  the level of complexity accordingly using A.I
• Terminal Time
   – Such a system is used in terminal time, where the audience is asked
     questions about their historical preferences, and then a documentary is
     cut together to suit their likes and dislikes accordingly
       • Expressive A.I
       • This displayed automated reasoning and how the A.I was based on
         observations
A.I autonomous agents and
            Virtual Ecologies
•   Deeper understanding of the fusion between sensing and user action
•   Outcome of the experience is not prescribed, it is realized through
    experience
•   Theoretical innovation of autonomous machines that users simply observe
     – Resurgence of minimalist/formalist ideas
•   The reuniting of plastic art systems and interactive aesthetic systems
•   Pursuit of an organic interrelation between machine behaviour and
    sensioriality/materiality than their predecessors could, due to tech restraints
    and the maturation of fine arts
     – The result is machine-machine interaction

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Simon penny presentation

  • 1. Simon Penny Towards a Performative Aesthetics of Interactivity Kathryn Hartog Rhyan Mahazudin
  • 2. Interactivity and the Emergence of Digital Cultural Practices • The aesthetics of interaction has not advanced a great deal in recent times • Forms of interaction that were once obscure (motion control) are now commercial commodities • This essay looks at how the past innovated on design and theory and how we can look at this as inspiration for the future
  • 3. 1985-2005(roughly) • Golden ages of interactive technology • During this time period interactive aesthetics were mainly dependant on the technology available to them • There was a significant amount of time invested in to R&D by both artists and engineers • Artists were less focused on user-subject experience and more focused on artefact behaviour and creating bio mimetic artefacts
  • 4. • Problem solving of work arounds for limited technology created a very organic development process, often requiring custom tech and coding. This led to more experimental theories and ideas • This often required an extensive budget, as well as knowledge of engineering which most artists did not possess, creating a small niche where tech skills and artistic creativity fused together
  • 5. • With the advent of using technology as a means of entertainment, the mass production and trivialisation of rich aesthetic-theoretical systems began • This created a rift between people against technology and those for it • This field of interactivity was becoming more accessible due to cheap over the counter tech bundles • This stimulated a new generation of artists and allowed more interdisciplinary forms of interaction to be created
  • 6. Major Advancements during this period • Digital multimedia, hyper media, virtual reality, the internet, digital video, real time graphics, digital 3D, mobile telephony, GPS, bluetooth, wireless communication systems • Although there were many tech advancements during this 20 year period, there was little development in formal qualities of interaction
  • 7. Influential Artwork • Edward Ihnatowicz – Senster – first work of robotic sculpture to be controlled by a digital computer – A computer implemented a behavioural system so that the Senster was attracted to sound and low level movement, but repelled by loud sounds and violent movements
  • 8. • Myron Kreuger – Videoplace • Machine vision • Artificial reality • His work predates motion controls in video games by 40 years
  • 9. • Grey Walters – Turtles – 1940 • Autonomous behaviour using minimal technology • Were as complex as a children's toy of the present day • Early attempts to simulate A.I • Was entirely analog
  • 10. Interactive Art before the PC • This time period was more focused on inventiveness rather than commercial application • Advances in A.I over 1965-1985 can be attributed to advances in hardware engineering
  • 11. • There began a lack of ideas being developed • Advances were being made more for monetary gain and commercial appeal, leaning more towards small improvements rather than innovation
  • 12. Grounding Interaction • Theoretical challenges – Traditional objects dont have behaviours • Plastic art had limited theoretical tools available – “what does the act of interaction mean?” • Fuller – “I seem to be a verb” – He emphasised process, performance and site specific art(dynamic, procedural, performative and relational) – Proposed a critical paradigm shift in implications for theory and practice of interactive art
  • 13. • An interdisciplinary realm was created, scientific and human narratives collide and form more theorization • Interaction makes sense to the extent that it is consistent with or analogous to the learned effects of action in “the real world” • This could be due to the evolutionary adaptation to embodied experience in the world – Perceptions of gesture and sensor-motor experience • Mimetic environments like second life • Most common interactive forms are connections made from genetics – Perhaps we can use this information to create more organic interactions
  • 14. Who or what is Interacting? • System design vs. User experience – The question of “is it interactive?” has wildly different answers depending on your alignment • Interaction is; mutually determining actions between two systems possessing agency, whether the critique addresses the experience of the user or the behaviour of the systems – The design of a system must complement the experience • The system is viewed as an organism enactive in sensor-motor loops with user • Sensing must gather relevant information about the world and interpret it correctly • Content outputted must be meaningful and relate to users behaviour
  • 15. • Creating intuitive access to unfamiliar modalities is part of the design task for artists • Began to move away from the novelty of digital interaction and root themselves in more poetic interactions
  • 16. Temporality and Poetry in Interaction • Commercial success impedes aesthetic progress – Creates confusion between interactivity for instrumental purposes and cultural purposes • Instrumental = intuitive and transparent • Cultural/aesthetic = behaviour which exists in territory between perceived predictability and perceived randomness, a zone of surprise and of poetry • Augmented Reality – Interactions based on analogical events are poetic – Maintains semblance of reality but distorts certain consistencies
  • 17. • The dynamic of behaviour between the subject and the artefact was being explored • Experience can be explained as a sequence of stoppages, a temporal process • The action of the subject in the context of the work is what constitutes experience, less focused on the destination, and more on the temporal process • Increase in use of technology which is elegant and economical
  • 18. Influential Work • David Rokeby – Very Nervous System • Based more on dynamic use of temporal patterns rather than pictoral • Machine vision for interactive artworks • Realised that colour was less important than the temporal bodily dynamics
  • 19. • Norman White – The helpless robot • This piece pre empted affective computing that would be researched in institutions by a decade • Pioneer in affective computing • Affective Computing – Systems that recognize, interpret,process and simulate human affects
  • 20. • Artists had to tack on new modalities on to understood ones to demonstrate them – In contemporary interaction the tables have turned, use of digital devices are widespread and serve as a window to obsolete/preceding technology
  • 21. The Implicit, Enactive, Performative Body • Interactive Systems fall under two camps – Ones that are simple and easy to understand – Ones that are complex and baffling • Proposed is a new system that learns from its users and regulates the level of complexity accordingly using A.I • Terminal Time – Such a system is used in terminal time, where the audience is asked questions about their historical preferences, and then a documentary is cut together to suit their likes and dislikes accordingly • Expressive A.I • This displayed automated reasoning and how the A.I was based on observations
  • 22. A.I autonomous agents and Virtual Ecologies • Deeper understanding of the fusion between sensing and user action • Outcome of the experience is not prescribed, it is realized through experience • Theoretical innovation of autonomous machines that users simply observe – Resurgence of minimalist/formalist ideas • The reuniting of plastic art systems and interactive aesthetic systems • Pursuit of an organic interrelation between machine behaviour and sensioriality/materiality than their predecessors could, due to tech restraints and the maturation of fine arts – The result is machine-machine interaction