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  • O 2013 Massachusetts Institute of Technology

    AII rights reserved. No part of this book may be reproduced in any form by any electronic ormechanical means (including photocopying, recording, or information storage and retrieval)without permission in writing from the publisher.

    MIT Press books may be purchased at special quantity discounts for business or sales promotionaluse. For information, please email [email protected] or write to Special Sales Depart-ment, The MIT Press, 55 Hapvard Street, Cambridge, MA 02142.

    Set in Stone Sans and Stone Serif by Toppan Best-set Premedia Limited. Printed and bound inthe United States of America.

    Library of Congress Cataloging-in-Pubiication Data

    Kwastek, Katja.Aesthetics of interaction in digital art / Katja Kwastek ; forervord bv Dieter Daniels.

    pages cmIncludes bibliographical references and index.ISBN 978-0-262-01932-3 (pbk. : alk. paper)1. Interactive art. 2. New media art. 3. Aesthetics, Modern-2Oth century. 4. Aesthetics,Modern-21st century. I. Title.N6494.157K89 2073776.01-dc2320t2049423

    109876s4321

    Contents

    Foreword by Dieter Dan e

    Preface xiAcknowledgments xiilntroduction xv

    1 lnteractive Art-D(New) Media Art, Comp-

    Aesthetic Strategies in P':

    Art, Technology, and Soc.

    2 lnteraction as an /The Artwork as the Obje:

    AestheticExperience riAesthetics of Response

    Aesthetics of Process 5,Methodology 62

    3 The Aesthetics ofArt and Play from Schil e-

    Characteristics of Play

    Performance and Perfor-

    4 The Aesthetics ofActors 90Space 99Time I09lnteractivity and lnterac-- :

    Materiality and lnterp:e::The Ontological Status :'

    5 Case Studies 17Case Study 1: Olia Lia -:Case Study 2: Susanne 5q

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  • 90 Chapter 4

    A more complex proposal was developed by the Variable Media Network between2001 and 2004. That North American research network created a model that takesinto account specific characteristics of ephemeral, time-based, and media-supportedprojects, and can be used to describe artistic works without assigning them to anyparticular genre. Artworks are differentiated on the basis of process-related qualities(behaviors), which may also appear in different combinations. The model distin-guishes between contained, installed, performed, interactive, reproduced, duplicated,

    encoded, and networked behaviors. Different criteria can then be applied so as toachieve a more precise description of each of these behaviors. The majority of worksin the traditional visual arts (paintings and sculptures, for example) are meaningfullydescribed as contained by their own materiality and as having clear physical boundar-ies. Consequently, the options for describing this type of work are based on standardcharacteristics related to matter, such as the type of surface and the support material.Instalted artworks, by contrast, are characterized in terms of their location, theirboundaries, and the associated lighting directions and sound elements, whereas in thecase of performed works information about props, stages, costumes, performers, andtime frames is collected. The options for describing code-based works include therecommended screen resolution and the data sources and fonts used. Interactivity is

    characterized by defining the input options and the interaction partners.a This kindof approach makes it practicable to compile a classificatory description of artisticactivities (including media art)-while taking into account close intermeshing of mate-rial and processual characteristics.

    In this chapter I will deal first with the main actors and parameters found in inter-active media art. I will then analyze the spatial and temporal structures within withthe actors stage and realize the processes of interaction. Only on this basis will it bepossible to describe the processes of interaction themselves and discuss their aestheticpotential in terms of gestalt, aesthetic distance, and epistemic potential. Toward theend of the chapter, I will return to the question as to whether and to what extent itis possible to define the ontological status of interactive art.

    Actors

    A meaningful description of interactive art must begin with the active entities involved.Human actors are addressed here as individual subjects-as opposed to mere operators

    of the interaction system-because an aesthetics of interaction must give priority toindividual perceptions and interpretations. Perceptions and interpretations arise sub-

    fectively and cannot be generalized.The creator(s) of a work must be addressed as the first actor(s), if only because they

    are the first, chronologically speaking, to be involved in the proiect. In most cases,

    The Aesthetics of

    Figure 4.1

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  • 92 Chapter 4

    The artistThe activity of the artist generally consists in conceiving of and then facilitating theinteraction process, and therefore takes place before the actual moment of interaction.

    Several different people may be involved in the conception and creation of an interactive

    work, especially when different skills---e.g., sound design, interface design, programming-

    are required. As author of the work, the artist(s) create(s) the interaction proposition

    by designing, programming, or implementing the underlying system, by constructing,

    selecting, or assembling its digital assets and material components, and often also by

    selecting or configuring the required setting. In this context, digital media provide ameans for structuring interactivity, in the sense of processes that can potentially beactivated. The games researcher Noah Wardrip-Fruin uses the term "expressive process-

    ing" to highlight the creative potential of programming as a medium of expression.6The production process is guided by visions or mental representations of possible

    interactions, or by assumptions about how the recipient will realize the interactionproposition. Many artists, however, also emphasize the need for openness or willing-ness to relinquish total control. This applies to media art just as much as it does toparticipatory works outside media art. In reference to the latter, the artist YvonneDroge Wendel has stated that "the beautiful thing about interactive work is that themoment you let go the unthinkable occurs and unknown situations arise beyond your

    own pre-conceptions. . . . I have to suppress my tendency to intervene or impose my

    intentions as to how the work is used or experienced."T Such declarations illustrateonce again how the interest in random processes that informed art in the years afterWorld War II is related to the strategy of open works, in which indeterminability was

    achieved through the active involvement of the recipient. However, Droge Wendel is

    referring to circumstances where the artist himself may well be present in order topropose a situation within which recipients can act, so that the outcome results froma joint elaboration of the initial situation and the main focus is on a collaborativeaesthetics of production. Such open invitations to collaborate are also found in themedia arts, especially in Internet art. However, in this book I am not focusing on col-

    laborative works. I am interested specifically in the aesthetics of projects within which

    the reactions of the systems to the decisions of the recipients are defined in advance.Nevertheless, the processes of realization can still occasionally surprise the artist. For

    example, aS was mentioned above, Rafael Lozano-Hemmer experienced Surprise inrelation to his work Body Movies when the recipients were so fascinated by playtngwith their own shadows that they lost interest in using them to reveal the portraitsthe artist had projected onto a buitding facade. Likewise, Agnes Hegedtis is unlikely

    to have imagined that a recipient attempting to assemble the interactive Fruit Machine

    puzzle-which is designed to inspire cooperative behavior-would take over the workand manage to operate all three control stations on his own. David Rokeby, who cites

    Myron Krueger as sharing this vieq sees the possibility of the artist being surprised

    The Aesthetics of t

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  • 94 Chapter 4

    The assistantArtists occasionally appoint third parties to assist in the presentation of interactiveworks. Such assistants may act as performers, as in Sonia Cillari's Se Mi Sei Vicino,which involves a female performer as a permanent interaction partner. Assistants also

    often play a mediating role when the input required of the recipient must be explained,

    supported, or supervised, and may be asked to distribute equipment. However, it isdifficult to make a clear distinction between assisting functions that are a constituent

    element of the realization of the work and those that belong to the external setting.

    Matt Adams of the group Blast Theory, for example, sees the briefing phase in Rider

    Spoke-.in which recipients must borrow a bicycle from a supply point-as extremelyimportant for the success of the subsequent activity phase. According to Adams, the

    interaction is immediately preceded by a "particularly rich moment for us because

    people are thinking'this hasn't started yet,' and so they are still relaxed and . . . ourability then to stage the experience and give them subtle cues is very strong."1z Thus,

    overlapping roles are possible in this case, too: assistants can simultaneously be per-

    formers, and performers can act as or be perceived as recipients.

    The recipientThe task of the recipient in interactive art is to realize the artwork. This means thatthe recipient actively responds to the interaction proposition (although not in thesense of "Correctly" exeCuting a preSCribed COnCept, for reCipients' behavior will notnecessarily always correspond to the artist's expectations).13 The scope for actionoffered by different works varies considerably, starting with the question as to precisely

    how the possible or expected actions are communicated. Written or verbal instructions

    may be provided, but most works are constructed and configured in such a way that

    the possibilities for action can be deduced from the installation itself. In many cases,

    one of the central components of the interaction is the recipient's exploration of the

    actual possibilities for interaction offered by the work.

    As was mentioned in chapter 2, the recipient's activity depends to a large extenton his experience with similar works, his resulting expectations, and his willingness

    to take action. This is also confirmed by the results of the research projects carried out

    in the context of this study. For example, a recipient of Tmema's Manual Input Work-

    station recounted that his behavior was shaped by the fact that, aS a teacher, he was

    accustomed to opelating the kind of overhead projector presented in the work.la Arecipient of Rider Spoke explained that the proiect went too far for her sometimes

    because she was not the kind of person who was inclined to speak openly about her

    feelings.ls In order to counteract such contextualizations, David Rokeby sought specifi-

    cally in Very Nervous System to ensure that recipients would not be able to draw onsimilar experiences in their interactions: " [I]t doesn't automatically register something

    that's famili ar."16 ln addition to depending on the possibility (or impossibility) of

    The Aesthetics of I

    drawing on faminterests-for exwise, the recipiertionality of a wo

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  • 96 Chapter 4

    the same principle as the subsequent interaction with the different modes themselves.

    For Levin this is an ideal way to demonstrate the functionality of the system tospectators.

    The concept of vicarious interaction once again addresses the question of aesthetic

    distance. Is it really essential that the recipient be active in order to enioy the aesthetic

    experience of an interactive artwork, or do forms of experience such as vicariousinteraction actually create the distance to the object of experience often required by

    theories of aesthetics?Robert Pfaller has been acclaimed for coining the term "interpassiviry" which he

    uses to question the ostensible omnipotence of interactive media.zz Pfaller suggests

    "denoting those media that already provide the process of their reception and con-

    Sumption in ready-made form as interpassive media." The example he uses for suchmedia is the video recorder, which, Pfaller claims, watches the films in place of theobserver, so that the recording of films replaces their consumption. Pfaller explains

    the use of the prefix "inter" in terms of the transfer of roles that occurs: "[]ust asinteractive media transfer the activity to the observers, interpassive media transferthe passivity of the observers to the artvvork."23 Although the term "interpassivity" is

    admirably thought-provoking, it seems fair to ask whether it is really "passivity" thatis being transferred in Pfaller's example or, in reality, actual or potential activity. What

    is certain is that the interaction propositions at the focus of the present study are

    neither (inter)passive nor vicariously active; rather, they are bearers of a processual

    potential that can be activated by a third party (the recipient).Although Pfaller's concept of interpassivity thus appears less suitable for analyzing

    the aesthetic experience of interactive art, the broader context of his ideas certainly

    deserves consideration, insofar as they are based on a general mistrust of the view that

    activity is positive on principle and that activating observers is thus always "aestheti-

    cally rewarding and politically liberating." As Pfaller argues, many of the emancipation

    movements since 1968 have presupposed that "active is better than passive, subjective

    is better than objective, personal is better than other, changeable is better than fixed,

    immaterial is better than material, Constructed is better than elemental, etc."24 We

    must therefore ask critically which particular forms of aesthetic experience are specifi-

    cally enabled by the activity of the recipient, whether a recipient's activity may also

    potentially prevent aesthetic experience, and to what extent contemplative observa-

    tion of actions in the form of vicarious interaction should be taken into consideration

    as a distinct form of aesthetic experience of interactive art. Lars Blunck deals with this

    question in detail in his discussion of participatory art forms. In his study of (non-

    electronic) works that invite audience participation (e.g., the action art of the 1960s),

    Blunck doesn't discuss vicarious interaction so much as the possibility of mentalanticipation of interactions. He asks whether actively responding to an invitation to

    participate is even necessary: "Is the theoretical possibility ofparticipation not enough

    The Aesthetics ol

    to initiate an afworks by Geo4suggests that a pa situation notin its absence, ilemergence.,,a Eway to non_serumeans of receptcomponents thaof reception. Horeflexive imaginiwhich Blunckt scourse it may talof Wurm,s One Iwe are usually deprocesses can be ran aesthetic expedoes exclude Bluvicarious interacworks that operalworks that are baallow vicarious in

    Nonetheless, dor reflexive imagiinteractive art, incentral to aesthetitanced observatioran artwork, shiftstanced (self-)obserprocesses at stake i

    The technical sy:teThe technical systenents of that systerthe system is configenable actions; theprogrammed by thexample, proceeds

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  • 98 Chapter 4

    possible, forbid, and So on."28 The ploponents of actor-network theory are not primar-

    ily interested in processual entities, however, but in static obiects. Donald Normanuses the term "affordance" to describe the action potential of objects. "Affordance"refers to the actual and perceived characteristics of things, especially those that deter-

    mine how things can be used.2e In the area of HCI research, especially, the concept of

    affordance has become established as a means to describe the stimulative nature ofcomputer interfaces.3o The present study, however, doesn't deal only with the per-ceived stimulative nature of systems; it also deals with their processuality. Althoughmany interaction systems become active only after an input (in the form of humanactivity or incoming data fuom other systems) and otherwise remain in wait mode,some systems run their own processes while waiting for input. Thus, we must ask how

    processuality is triggered in each individual work, and what actually characterizes theprocessuality. Is it based on the activation of pre-stored playable assets, or on real-time

    processing of code? In the following, I will be looking at the processuality of technicalsystems especially with regard to the temporal structures of interactions and in thecontext of instrumental and phenomenological perspectives on interactivity.

    It is important to note, in this context, that this study seeks to abstract the proces-

    suality from the actual technology used in works. In other words, the aim is to describe

    general qualities of processuahry not specific hardware or software functionalities. Of

    course, interaction Systems are characterizedby technology-for example, by the typeof software and hardware that is available at the time a work is created or is familiar

    to the artist. The artist's decision in favor of a particular technology or system archi-

    tecture may be based on the concept of the work itself, but can just as easily be deter-

    mined by external factors. These include not only access to technology or the means

    for funding it, but also the roles played by sponsoring institutions, commissioners ofworks, and cooperation partners. For example, Ashok Sukumaran reports that the idea

    for his work Park Viau Hotel (20O6) came to him during his stint as an artist-in-residence

    at Sun Microsystems, where he was required to work with Sun-SPOT technology.3lSimilarly, Matt Adams relates that Blast Theory would unquestionably have used GPS

    technology for Rider Spoke if the group's cooperation partner, the Mixed Reality Labin Nottingham, had not proposed WiFi fingerprinting.32 But although the underlying

    technology influences the aesthetics of a work, the latter is still ultimately based on

    abstractable procedures and structures. These will be described here not primarily interms of their technical causality, but with a focus on the effects they enable. First,however, it is necessary to discuss the spatial and temporal structures within whichthe actors operate.

    Regarding the actors, it can be said in summary that interactive media art differsfrom other forms of participatory art in that the authorial role of the artist is usuallyrestricted to the phase before the actual interaction. At the same time, the interaction

    process is already embedded in the system as a potential, which leaves the recipient

    The Aesthetics of

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  • 100 Chapter 4

    Figure 4.2

    Spaces of interaction. Scott Snibbe, Boundary Functions (1998), installation view (@ ScottSnibbe).

    t\,vo processes are involved both in the configuration of the system and in its realiza-tion. The author of an interactive work not only alranges obiects and data (spacing),

    but also combines them so as to create a real or potential spatial structure (synthesis).

    In exactly the same way, the recipient not only constructs spatial structures withinhis own perception (synthesis), but also actively configules them by means of his own

    movement (spacing). Spacing and synthesis are thus relevant in equal measure for the

    configuration of the interaction proposition and for its realization.

    The configuration of interaction spacesThe spaces that accommodate interactive works can be either man-made constructions

    or natural environments. FiScher-Lichte uSeS the term "performative SpaCeS" to denote

    the spaces used for staging artistic performances. She writes that these spaces areintentionally created or selected in order to organize and structure the relationshipbetween the actors and spectators and to enable specific forms of movement and

    The Aesthetics of lr

    perception. Accorcan build on th.

    In interacti\-e ;the performativeperforming art. ::during festir-als otcertain spatial pa:interactive projer-purposes-unlessopen to public acor an airport terrwork, or a group (spatial arrangeme)in Osnabrtick in land Bill Vorn.. asented Mexico at Ihistoric locationsVenice's Palazzo !buildings that stillor their age. .{morspaces with an inttenKunstVerein in ition of the ZK\l ; tguest appearance :in Linz.

    Often hower-era site, or a white c,tis designed so as tc,tions, the spaces aicontainers that o-,must then be adaphardware in vierr'technical devices. s

    Whereas interatrof simulations of Ibecame more com.often seen as no rncKrueger called erpiirecipients could clo:tage of being so fan

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  • Chapter 4

    is the only focus."43 This statement is consistent with Krueger's vision of an artificialreality that should be considered distinct to the spatiality of the here and now. Thefocus of Krueger's Videoplace, which he produced in the 1970s and the 1980s, is clearlyon the effect of the computer-generated graphic feedback conveyed by the projection,whereas the real interaction space is darkened. However, the spatiality of Krueger'scomputer graphics is not particularly complex, either. Though his intention may havebeen to allow the recipient to concentrate entirely on the actual interaction, the tech-nical possibilities available at the time the work was created limited the scope forcomplex graphical solutions from the outset. The 1990s saw the production of variousprojects that staged computer-generated graphic feedback as a visually illusionaryvirtual reality. Examples range from Jeffrey Shaw's Legible City (1998-1991), whichsought to create the illusion of a bicycle ride through a city,aa to Peter Kogler and FranzPomassl's '1,999 Cave (produced for the Linz Ars Electronica Center's CAVE environ-mentas), which invited the recipient to immerse himself in a labyrinth of graphicallypatterned tubes, pipes, and passageways.

    In more recent installations, by contrast, physical space is understood by manyartists to be a fundamental component of the work and is configured accordingly. Thismay take the form of complex sculptural settings, such as Web of Life (2002) by JeffreyShaw and collaborators. Visitors to this installation must traverse an artificially curvedfloor and pass through a web of taut wires before arriving in an inner space that housesthe interaction system. However, space may also be structured simply by means of acoordinated interplay between dimensions and lighting.46 Spatial structures can alsointerconnect different components of a project. For example, Sonia Cillari's Se Mi SeiVicino stages the spatial relationship between interface and visual feedback by meansof multiple projections onto the walls surrounding a clearly marked touch-sensitivearea of floor in the center of the room. David Rokeby's installation n-Cha(n)t (2001)features several monitor towers that communicate both with one another and withthe recipient, inviting him to wander around the space delineated by the work. Inother cases, spatial structures may be used to clarify the possible roles of the actors.As has already been mentioned, Grahame Weinbren, in his interactive installations,constructed one area for the active realization of the work and another for the observ-ers of the interaction. In this case, action and observation-two possible functions ofthe recipient as actor-are presented as spatially separated roles. At the same time,they are distinguished from another possible actor function-that of the passer-bywho is involved neither in the active realization nor in the observation. Thus, thisartist uses material means to suggest different possible forms of reception. The spatialarrangement illustrates that the interaction is part of the work but is also a possibleobiect of observation and reflection.

    Visual art has always (also) been a spatial art, and twentieth-century installationart placed the spotlight on spatial configuration. I have already mentioned the action

    The Aesthetics of

    art of Allan Ka;experiential envRirkrit Tiravanii:art offers muchin relation to tlmaterially confi1spaces will not nis usually determthe need for proobserving the recoften not visible Itechnology. In v:Utterback used atouch-sensitive flrNervous System, txof interaction. tnothers lighting. Hrtion at all, so that

    As has alreadyrounding the im-Eparticipation or d<he allot them a sp(areas for differentCircus deserves mein 2004-20O6, offeactivity, including iinteraction space ar

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  • 104 Chapter 4

    levels of representation (e.9., fictional texts) refer to it, and its historical, social, oratmospheric implications are taken into consideration in the staging of the work. Alsogenerally, locative artworks are characterized by a close nexus between their spatialstructure and the public space, because GPS technology or some other location-tracking technique can be used to directly link information to specific coordinationpoints.

    The realization of spatialityThe recipient has the task of realizing spatiality within the structures provided by thesystem. When such a realization takes on manifest, physical form, it immediatelyacquires the quality of a performance. This was pointed out as early as 1980 by Michelde Certeau. When de Certeau observed that spaces are realized by walking throughthem, he was drawing clear parallels to performative acts. He believed that, owing toa "triple enunciative function," the act of walking was to the urban system what thespeech act was to language. First, it served as a "process of appropriation of the topo-graphical system on the part of the pedestrian"l second, it served as "a spatial acting-out of the place"; third, it implied "relations among differentiated positions, that is,among pragmatic 'contracts' in the form of movements." Walking, for de Certeau, wasthus a "space of enunciation."4e It was not iust a question of subjective constructionand perception of space, but also a perceptible performing. De Certeau was interestedin physical and cognitive perception, in the active utilization of the environment, inthe activation of certain places by means of presence, and in the construction ofrelationships between places and spaces through one's own movement.

    In the performing arts, such active realizations of spatiality are primarily reservedfor the performers (who may be following stage directions), whereas the recipient'scontribution is mainly cognitive in nature.so In interactive art, by contrast, the recipi-ent may be assigned an active role, or even the main role, in the material realizationand manifestation of spatiality. Observations of recipients interacting with Rokeby'sVery Nervous System, as well as interviews with them afterward, showed that manyrecipients first explored the motion-sensitive area and generally perceived their move-ments as an acting-out of space or as a way of finding the spatial boundaries of thework. In Cillari's Se Mi Sei Vicino, the material configuration of space functions as afoil for the negotiation of the spatial relations between the actors, especially withrespect to the recipient's distance from or proximity to the performer. In these cases,then, we can concur with Martina Ldw that spatiality can also characterize a relation-ship between people. In fact, the presentation of space as interpersonal relationshipis a central theme of Scott Snibbe's Boundary Functions (1998). As soon as more thanone visitor enters a demarcated area, lines are projected onto the floor so as to parti-tion the area in such a way that each recipient is assigned a section of equal size. Asthe recipients move, the partitioning lines shift to adapt to the new situation.sl

    The Aesthetics d

    The realizatirfested through swork) or thror4works). The reaprojects, whichSchemat's I4'assrdetermined by tunique in termsspace acquires aof the work,s inthave complete Idirection they pequal to the mathese projects htfor the constructtake the form ofeven extensive lcindividual activitendure only in d

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  • 106 Chapter 4

    physical space. Recipients were given head-mounted displays and were invited tomove around the foyer of Berlin's Neue Nationalgalerie so as to explore a virtual spacewhose boundaries and dimensions corresponded to those of the actual foyer. Withinthis space, the virtual homes of famous philosophers could be visited.

    In addition to using forms of visual illusion, artworks may represent social struc-tures by means of spatial metaphors. For example, the original interface of the earlynetwork platform De Digitale Stad was a mixture of a city map and a subway plan,whereas a more recent and more abstract version showed a web-like structure. In thiswork, urban space was seen as a network of social, societal, and political institutionsand relationships, and was staged as an online communication space. Ingo Grintherwent even further with his proiect refugee republic (1995), which presented a republicwithout a location in the real world and characterized by independence from all exist-ing political and geographical systems.sa These last projects address yet another formof digital spatiality, for they not only represent a place but also instrumentalize adigital communication network. Local and global data and communication networksare also spatially structured, manifesting themselves as such by means of access points,

    information flows, and entry requirements. Manuel Castells coined the term "spaceof flows" to describe this feature. As a counterpart to the "space of places," it denotesglobal economic, social, and political communication flows and relationships orga-nized around various nodal points.ss Anthony Dunne and Fiona Raby use the term"Hertzian space" to describe the immaterial spatiality of information carried by elec-tromagnetic waves.s6

    Internet art is never located primarily in physical space; rather, it is based on HTMLcode stored on a server whose location usually seems to be of no relevance for therecipient. When the appropriate address is accessed, the code is temporarily transmit-

    ted via an Internet connection and can be displayed on any computer. Nonetheless,these works involve spatiality both in the staging and in the realization. The rcaliza-tion is shaped significantly by the location of the reception-the public or privatespace in which the project is activated. It makes a great difference whether I interactwith an Internet artwork alone or in company, and whether I am positioned directlyin front of a large screen or am incidentally clicking through a work on a laptopcomputer. The staging, by contrast, concerns the technical location of the work indigital data space. If the work in question consists of Web pages that the recipient issimpty invited to explore, where the work is stored usually isn't relevant. One excep-tion is Olia Lialina's Agatha Appears, which is not just stored on but also narrated acrossmultiple servers spread around the world. The network nodes also acquire substantialimportance when a work links up different recipients, whether synchronically orasynchronically, as is the case in refugee republic. But then again, it is not so much theIocation of the server as that of the recipients that determines the individual spatialconstruction of the work. Even if I am not exactly aware of where my interactionpartners are, I still create the idea of a communication network, which is shaped by

    The Aesthetics of lntr

    my mental image ospatiality may havenot coincide with d

    Again, the moctspace happens in ppresented by the Cbformed the facadewindows as pixels.server, and these wthigh-rise building- trrthe facade.sT Phoninent's cell phone intcon the facade. The afor then the recipierwhom he knew mufacade of the buildirrise building changcwith a cell phone oto trace the incomiqand the path of the Itechnically speakingthe playing field. Noa network of connectof mobile transmittrSuch close linking ofIt may, as in Bli*anltions, or, as in W'assction space.

    In the locative pnartists selected speciftrast, leave the achralcorresponds to the arecipient, wherever hRaby sent a yirtual calInOperation CNfRCfla game that used texof the day and nightwin a virtual race toconsistency of physicMartina L6w's words,moving realms of cyt

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  • Chapter 4

    Regardless of whether the conjunction of real space and data space is staged in thepublic space or is a theme of a Internet artwork, and regardless of whether the artistdesignates locations within these spaces or simply initiates locative processes, therealization of such hybrid spatial constructs is central to the aesthetic experience ofinteractive art. Often it is in these mutually overlapping spatial layers that the bound-ary between interaction space and everyday space is challenged. The resulting irrita-tion of the recipients is explicitly desired. In addition to a constant questioning ofaesthetic distance, here a challenging of the boundary between the artwork and every-day life (addressed by Gadamer as "aesthetic differentiation") is also particularlyevident. When real space and data space, and interaction space and everyday space,overlap to varying degrees, does it still make sense to refer to an artwork as a self-contained entity?

    Presence

    The observations made above about individual and ephemeral constructions of spatial-ity indicate that spatial phenomena are increasingly viewed in processual terms.Spatiality thus acquires relevance not so much as an obiective condition as in termsof a perceived situation. If, on the one hand, interactive art relies on the absence ofthe artist during the process of interaction, on the other hand it requires not only theexistence of a system and a recipient, but also the readiness of these to become active-in other words, their "presence." The Oxford English Dictionary defines "presence" as"the state of being before, in front of, or in the same place with a person or thing,"and specifies that "being present" is also used to denote non-human phenomena, suchas things that are ready at hand, immediately accessible, or available. This last meaning

    of the term is also applied to traditional artworks, which are ascribed the quality ofpresence on the basis of their material effect or impression on the observer. This spatialimpact of art-criticized by Michael Fried as amounting to theatricality-has graduallybecome a significant issue in art since the middle of the twentieth century.se

    Dieter Mersch relates his concept of presence to non-human entities, describingtheir active qualities as "ekstasis" and "positing."60 Even Erika Fischer-Lichte, whoconsiders presence to be the defining characteristic of the performative ("an aesthetics

    of the performative is . . . an aesthetics of presence"),61 recognizes the active qualities

    of objects, although she would prefer to reserve the concept of presence for the physi-

    cal presence of human beings. Fischer-Lichte proposes a ranking scale of concepts ofpresence ranging from weak to strong to radical-from pure physical presence, topresence that dominates space and seizes attention, to the self-experience of recipients

    as "embodied minds" kept in a state of constant flux by the circulating energy.62Fischer-Lichte believes that the third type of presence is the exclusive prerogative ofhuman beings, whereas the first two can also apply to obiects. Nonetheless, for objects

    she prefers to use Gernot Bohme's notion of the "ecstasy of things."53

    The Aesthetics of

    Thus, media Iactive qualities :related, but notinvitation to tatence to HCI rese:Sheridan differerplace, and virtuatant to note is tSheridan, one cilhand, by the dqby the potentialand Theresa Dittof presence is baillusion that a m(as an illusion is, r"being there." Fissimulated, but ntpresence in one pnegotiation of thr

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  • 110 Chapter 4 The Aesthetics of

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    Interaction time. Holger Friese and Max Kossatz, antworten.de (1997), screenshot.

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    uV lel!6lg ut uolperalul ,o s)llaqlsav aql

    loqs

    y raldeql

  • 112 Chapter 4

    actions are primarily perceived and organized as succeeding one another, whereasother cultures live according to the polychronic model of time, in which there is astronger focus on the simultaneity of different chains of action.Ts Also Hall observes,however, that the information society is inducing a general trend toward polychronicmodels of time, and that cultural differences are being gradually broken down by thenew potentiality of time engendered by electronic media.

    Different concepts are used to describe this new potentiality. Paul Virilio uses theterm "simulation time," whereas Helga Nowotny examines "laboratory time." Follow-ing the ideas of Karin Knorr Cetina, Nowotny sees the laboratory as an interactionalenvironment-a "temporally structured environment capable of acceleration."T6 Sheargues that laboratory time is characterized by the "continuous presence" and theconstant "temporal availability" of technical objects, which allows temporal sequencesto be controlled and programmed. Moreover, it is possible both to accelerate processesand to slow them down under laboratory conditions, and events can be repeatedseveral times-with variations, if so desired.TT This brings us back to a topic we alreadyencountered in the context of play: the inner infinitude of processes that can berepeatedly activated and replicated within a set framework or rule system. In interac-tive media art, the repetition of actions is not only possible, it is often specificallydesired. Examples are the invitation to play further rounds in Berkenheger's BubbleBath and recipients' tendency to repeat sequences of physical movements, either withthe aim of exploring the reactions of the system in more detail or simply of enjoyingthe processes in quesflon, in Rokeby's Very Nentous Systern and in Cillari's Se Mi Sei Vicino.

    !nteraction timeThe time required for an interaction with artistic systems can also be described aslaboratory time in the sense that the point in dimensioned time at which short-terminteractions take place is not particularly important.T8 We do not contextualize suchinteractions as temporally relevant segments of the life course. In the configuredtemporal structures on which this study focuses, the interactions are usually inte-grated into societal time structures only at the level of representation-that is, theymay represent past or future events. The interaction itself, however, can only takeplace in the present, but the context is generally not that of everyday life. The excep-tions are works aimed specifically at calling into question the boundary between theartwork and the everyday, such as Operation CNTRCPY'M, which, as mentioned above,involves the recipient for a number of weeks in a virtual race to Mars. In this work,the recipients' contact with their virtual spaceship is created via cell phone, so thatthey can be alerted at any time of the day or night that they must intervene imme-diately, via an Internet connection, to prevent imminent danger (collisions, attacksby enemies, fuel shortages). Owing to the lengthy duration of this project and theinstrumentalization of the participants' personal appliances, the interactions with

    The Aesthetics of ln

    the system interftacting with the areality. In most pits artistic contexbe e