input + outcome = meaning
History:
- situation and audience involvement in the process of sensmaking
- specificity of interactive art resides less often on the use of computers, instead it depends on quality of proposed situation and audience involvement of sensmaking. nonetheless...Computers do make the task easier and opens the realm of possibilities of contemporary art
- some of the earliest examples are dated back to the 1920's
- artwork was a kind of optical allusion
- 1960's inappropriate for artists to have all the power when creating art. Give part of power to public. interaction and engagement had powerful part to play within creative process
- 1970's use new technologies such as video and satellites.
- 1990's computer based interactivity
Forms:
- installation art
- interactive cultures
- interactive films
- art games
Impact:
- not in achievement of the formal shape BUT in design of the rules
Tools:
- Anduino
- I-Cubex
- Max/MSP
- Processing
- Pure data
- Unity games engines
- Scratch + pico board
Art game:
- interactive media digital software art
- sub genre of serious game movement
- video game as work of art
- not just a form of entertainment, made to cause a reaction
- beauty and complexity in design
Origins:
- Dada
- Surrealist games of 1920's
- Fluxus (1960)
- Marcel Duchamp
- OULIPO
= Procedurality took a central position of certain forms of art, brought into lime-light of art world
Ian Bogost's procedural rhetoric:
- rhetoric is not sufficient to explain how video games communicate meaning
- addresses process that occurs in computer environment or game process
- Individual can only grasp meaning by interacting with model instead of simply looking at it = more convincing
- understand better using models (board games is an example of a model)
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