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October 26, 2004

Ken Feingold

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The Interactive Art Gambit

"Going back even farther in time, looking for cultural formations which are now familiar aspects of interactive art, I was struck early on by the essentially interactive nature of shrines, and other somehow consecrated public places. What differs here from the contemporary interactive artwork which relies on, as Crichton said, temptations and sources of curiosity--here the encounter is ritualized and made into theater. It is performative, highly prescribed and passed on from generation to generation. In the ritualized encounter, there is quite often an actual physical exchange which is also a symbolic exchange. One leaves something, in a certain way, and takes something away--usually as a mark upon the body. It is generally performed by simultaneous actions of touching and looking, but here, very importantly, and in most cases completely absent in interactive art, the voice of the participant plays an important role."

Read "The Interactive Art Gambit" ("Do not run! We are your friends!") by Ken Feingold, Technology in the 90s presentation, The Museum of Modern Art, NY, April 7, 1997.

Also from Ken Feingold's web site:
The History of the Interface in Interactive Art, Söke Dinkla, 1994
Seeking Deeper Contact: Interactive Art as Metacommentary, Erkki Huhtamo

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Self Portrait as the Center of the Universe takes up and extends the themes of Séance Box No. 1 (1998-99). The self-portrait animatronic head has open-ended, improvisational conversations with its alter ego, a virtual head that appears as the central figure in the projection. Like If/Then, the conversations between these two figures do not include the audience; rather, they interact only with each other. Their conversations are generated in real time, utilizing speech recognition, natural language processing, conversation/ personality algorithms, and text-to-speech software. The physical side of the conversation is performed by an animatronic figure (a speaking silicone cast of my head) and the central subjects of their conversations revolve around, on one side - generalization and distance; and on the other - questions and memories of himself. These conversations, bridging real and virtual spaces, are within video-like digital scenes that recompose themselves based on the nature of the conversation between the two main characters. The subject of the conversation, as determined by the artificial actor, controls the landscape which is seen, so these change as the conversations go along, and other figures appear and disappear. The scenes are also populated by figures - autonomous "software agents" in the form of realtime 3d computer animation - which appear in the projected image-world that fills his vision.

Posted by jo at October 26, 2004 08:51 AM

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