Skip to Content

Homepage
 Excerpt: 

Chapter 1: INTERACTION EVERYWHERE

If the last decade of the 20th century is to be remembered by one word, it would have to be ‘interactive'. The computer age brought with it many promises, from speed and efficiency to the street directory for the global village. It connected us to the world in new and unforeseen ways, integrating people into networks – virtual communities that were every bit as real as our families and the people next door. With the computer network, interaction – once the province of face-to-face communications – extended its reach across impossible distances. This new social connectivity was part of an overall ‘computerisation' of society and culture. Once the puzzling behemoths of science-fiction films, computers rapidly became just another familiar household technology.

Prior to the advent of CD-ROMs, multimedia and the World Wide Web in the early 1990s, computers had already found their way into domestic life in the form of video games. This association of computers with entertainment and game-play indelibly fixed the computer and its modes of interaction as part of available culture. In this respect, the popularity of video games is the first and most pervasive instance of the computerisation of society. Interactivity, as a concept, was natural to game-play. However, game-play, with its logic of pursuit, strategy and problem solving, offered a paradigm for engaging with electronic media generally, requiring two-way or reciprocal interplay between itself and the user. Video and computer games also introduced styles of engagement with computers that would find resonance in our first encounters with computer-based artworks. Interaction was quite different from our experience of television and cinema, or paintings in an art gallery, which were decidedly one-way encounters; that is, the work was not capable of responding to our engagement with it. As art and culture became increasingly computerised, we found ourselves once again wrestling with the advent of a new technology and its terminology. Terms such as ‘digital art', ‘computer art' and ‘interactives' emerged to categorise the ways in which artists were engaging with new-media technologies. By the end of the 1990s the aesthetics of interaction, grounded in the video-game paradigm, had become a familiar way of doing things in the name of culture. The age of interaction had arrived.

This brief introduction is suggestive of the main themes and objectives of this book: the relationships between art and new technology, between words, concepts and the cultural phenomena they signify. In introducing a book dealing with media arts in Australia , drawing attention to such things is important. Words and concepts bring many assumptions with them that may need to be looked at more closely. In fact, I'm already doing it myself. Media arts in Australia ? Why not ‘digital' arts in Australia , or ‘interactive art' in Australia ? What's wrong with ‘new media' art in Australia ? In deliberately avoiding the use of such terms I am critically engaging with the very notion of interactivity and its associated concepts. If the art of the last 10 years or so was all about interactivity, does this assume that previous art was not? Are there varying degrees or different kinds of interactivity? And what is all the fuss about interactivity anyway? The concept of interaction clearly requires some explanation.

In using the term ‘media arts' I am introducing some assumptions of my own that inform this book and the ways in which it sets about the business of conceptualising and describing its subject. First, I have resisted using the term ‘digital art' because it is too reductive, foregrounding the computer as the decisive factor in the art-making process. Terms such as ‘painting' or ‘sculpture' don't carry the same resonance, instead implying a relationship and a practice, an interface (that's another word we'll get to) between an artist and a medium. At a time when artists were trying to win the confidence of a bewildered public with their new fangled ‘interactives', terms such as ‘digital art' were not particularly helpful in dispelling popular cynicism to do with art and computers. Secondly, I have also resisted using the term ‘new media art' because it is the one term most closely aligned with the concept of interaction and therefore even more reductive than digital art. It assumes interaction is a process to be explicitly associated with computers and digital technologies generally (collectively known as new media). The implicit contrast between interactive new media and non-interactive old media makes no discrimination as to the nature of the interaction being invoked. Furthermore, the labelling of a particular art form in terms of a persistent novelty (new media art) assumes that it lacks predecessors. This is certainly not the case. In fact, most of the misunderstanding surrounding the development of art practices associated with computer-mediated technologies stems from the application of the term ‘new media art'. Instead, I have adopted the term ‘media art' in recognition of a historical continuity of technological experimentation with media, old and new. I have endeavoured here to describe, in the context of Australian artists, the kinds of interactivity that applies to particular kinds of media arts practice.

Media Arts in Australia is specifically interested in arts practices in which the computer is the predominant medium, integrating and synthesising a range of diverse media. Its chronology is narrow and deals with works produced from the early 1990s to the present. Media arts have come to be regarded as the signature form of this period, the art of its time. But the discussion of media art is not exclusively an issue to do with emerging technologies and how artists use them. It also concerns the ways in which artists explore the social and cultural implications of the very technologies they are working with. The intervention of the computer has given rise to complex new forms of knowledge, disturbing new ways of thinking about what it means to be alive in the age of advanced technology. It has contributed to the development of extraordinary scientific and medical procedures, ways of exploring the human body that leave few of its mysteries intact. It has enabled us to think differently about personal and collective identity, but at the same time prompted us to question how far the human–computer interface can go before we compromise the very idea of humanness itself. It has required us to reconsider our established notions of space and place, of what is real in a world of virtual realities, cyberspaces and World Wide Webs. Being ‘online', whether in role-playing games, chat rooms or email, has rapidly become a parallel form of experience. It has become immersive, every bit as compelling and familiar as the intense reality of bodies, of weight, substance and dimension. Along with interaction and interface, immersion is another key word. It is a particularly useful term that will also help us to clarify the nature of interactivity as it applies to media art.

Computer-based art didn't simply appear as if from nowhere, so it is important to look at the influences, practices and attitudes to art, culture and technology that laid the foundations for a media arts culture in Australia . While Media Arts in Australia is concerned with a specific time, it is also timely, a portrait of something that is ongoing and unfinished. This book describes art forms that are still evolving and finding their place in culture and society, as well as the critical debates around what they mean and how they should be named, discussed and valued. It would be folly, and indeed presumptuous, to think that a book such as this can or should be in any way definitive, purporting to be the final word on media arts in Australia. That story is still being written. Media Arts in Australia is a glimpse, a pause in a dynamic field of artistic experimentation, an opportunity to fix our bearings on a time when art in Australia went interactive.

 

INTERZONE : Contents

Chapter 1: Interaction Everywhere
Chapter 2: What is Media Art?
Chapter 3: Precursors and Visionaries
Chapter 4: Cyberzone
Chapter 5: Artificial Nature
Chapter 6: Story Spaces
Conclusion: Towards a Media Arts Culture
Endnotes
Timeline

Interzone: Media Arts in Australia
is published by Craftsman House
an Imprint of Thames and Hudson Australia Pty Ltd.
First published 2005

ISBN 0 9757305 8 X

 

Interzone Homepage