The History of the Interface
in Interactive Art
Söke Dinkla
At the moment the catchword "interactivity" is common talk. Most often it is
mentioned in connection with a revolution in television. Techno-prophets
anticipate more than 200 TV channels for the near future in each home. Thus,
viewers will not only be able to choose from an almost unlimited offer, they
will also be able to determine the course and outcome of individual programs
[1]. Proponents of these new opportunities are already praising
interactivity as a means to change the passive reception of the viewer into
an active one [2]. Thus, it seems as if Bertolt Brecht's Radio Theory [3],
which he developed in the late twenties, is now to become reality. Brecht
envisioned the transformation of broadcasting from a distribution machine
into a communication device that offers listeners the opportunity to help
create its content. And actually this development has been actively persued
for years by groups such as the Ponton Media Art Lab, by persons such as
Myron Krueger, and by the communication structure of the internet.
This slightly anarchistic approach was notably absent from this year's
Siggraph computer trade show in Orlando, Florida. The trade show showed that
besides interactive TV games the US-American entertainment industry is
concentrating on the employment of interactive technologies in the scope of
big theme parks. While the well-known Virtuality games by W-lndustries
individualize the player, the theme parks stress cooperation and team
spirit. The company Evans & Sutherland, for example, presented at Siggraph
the game Virtual Adventures, in which six players search together for the
eggs of the Loch Ness monster. The game appeals to typically athletic
characteristics such as ambition and team spirit. It offers alternative
experiences of pleasure and frustration, that is the classic features of a
game.
Computer games like this have a more than 20 year old history of
technological development, which remarkably took place at the same time in
military research and in art. In these years Interactive Art supplied many
alternatives to the above mentioned Loch Ness game and is essentially
characterized by the attempt to "humanize" the interface between system and
player. On top of this, the use of technologies that address the viewer
directly and involve her or him in a dialogue, constitutes a decisive change
in the tradition of the image. Therefore my main attention focuses in the
following on the reciprocal dialogue between user and system and on the
design of the interface. In the following text I will distinguish six
important implications of interactivity.
0. Historical Background and some Conflicts of Interactive Art
Its background in art consists of participational art forms from the late
sixties like for example Happenings and reactive kinetic environments.
Theoretical works like Umberto Ecos Opera aperta (1962) [4] contributed to a
reinterpretation of the part played by the spectator. In German aesthetics
this view was developed further especially by Wolfgang Kemp in the middle of
the eighties. His book Der Betrachter ist im Bild (The Viewer is Inside the
Picture) [5], in which he describes the method of receptional aesthetics
(RezeptionsSsthetik), seems to anticipate the perception principle we are
experiencing today in virtual reality. But this line of tradition is not
unbroken, as will be shown later on in this paper.
In a way Interactive Art builds on the traditions of participational art
forms by allowing the viewer to intervene in the action. However, in most
works, unlike in Happenings, this interaction is not meant as an attack
against the established art audience. Instead, it meets the needs of a
mediaeducated public. The implications of Interactive Art, though, go even
further: this art also reflects the role played by computer technology [6].
This may seem complicated, because Interactive Art uses the same technology
it comments upon, meaning, there is a certain lack of distance. The
situation of Interactive Art is therefore comparable with Video Art, which
had to gain certain independence from the language of television. Both art
forms demonstrate that today the role of the artist is changing
significantly. Instead of being a commentator standing outside society, the
artist now decides to take part in the socio-technological change and judge
from within.
1. Power and Play
With the American Myron Krueger the development of computer-controlled
Interactive Art started. He began as early as 1969 to conceive spaces in
which actions of visitors set off effects. In co-operation with Dan Sandin,
Jerry Erdman and Richard Veneszky he conceived the work Glowflow in 1969.
Glowflow is a space with pressure sensitive sensors on its floor,
loudspeakers in the four corners of the room and tubes with coloured
suspensions on the walls. The visitor who steps on one of the sensors sets
off either sound or light effects. In the scope of the Art & Technology
movement in the late sixties artists like Robert Rauschenberg and James
Seawright created similar 'responsive environments'. But at that time no one
in the 'art world' thought of creating a more complex computer-controlled
dialogue and focussing the interaction itself.
In the computer sciences this situation was different. Almost simultaneously
with Glowflow Ivan Sutherland developed at the Universiy of Utah the
precursor of today's head-mounted-display (HMD). This display was worn like
a pair of glasses and contained two small monitors, each of which showed a
stereoscopical sight to the eyes. Sensors registrate the headmovements and
transmit the information to a computer which then calculates the perspective
and gives the viewer the impression to move within the image.
Thus, at the end of the sixties two trends emerged independently of each
other, which have significantly influenced the present situation of
Interactive Art and computer technology in general:
1. the development of 'responsive environments' in the scope of the
US-American Art & Technology movement and
2. the development of the head-mounted-display
Krueger's work cannot be assigned to either of these trends. Neither did he
participate in the projects of the Art & Technology movement, nor did he
regard the head-mounted-display as a suitable interface. He thus used a
different variant, which was also developed at the end of the sixties, but
in the scope of Video Art: it was the closed-circuit installation in which
visitors are confronted by their own camera image. Krueger now combined this
principle with computer technology.
In Videoplace, a work Krueger has been constantly developing since 1974, the
visitors find themselves faced with their own projected video image that can
be changed by the computer program. In Videoplace there are a number of
different interactions, in which Krueger subverts the rules of narcissistic
self-reflection and self-control of the traditional video closed-circuit and
lets the user play with constantly changing versions of themselves. In the
most famous interaction called Critter a green figure appears on the screen
and tries to make contact with the visitor. It steers towards an exposed
part of the visitor's body and lands there. Then Critter begins to climb up
the arm, shoulder and neck until it reaches the highest point of the head.
Once there, it performs a joyful dance. Since Critter is programmed to reach
the highest point of the visitor's outline, the aim of the players is to
outwit Critter, that is, to subvert the program and develop their own rules.
Thus, the interactions of Videoplace are not only a joyful game but are also
concerned with the probing of power distribution between user and system.
Krueger's attitude towards the interface shows that he is opposed to the
isolation of the user caused by the head-mounted-display. Instead, he
creates an open space where it is the interaction and not the instrument
that causes the proximity to the system. This has important consequences for
the understanding of the interface. The technical interface - in this case
the video camera - is, in a way, invisible and loses significance. It is
substituted by the application itself.
In Europe the approach to Interactive Art and also the use of the interface
was quite different. The situation at the beginning of the 80's could be
characterized by the catchwords "Participation versus Interaction".
2. Participation versus Interaction
In Amsterdam in 1983 the Australian Jeffrey Shaw produced his first
interactive installation. He transferred his participational concept of art,
which he developed during the sixties to computer installations. In his
first interactive installation Points of View Shaw takes up the joystick,
the interface that is still customary for video games. Sitting on a chair
the spectator can move the projected video image of a stage with Egyptian
Hieroglyphs. With a second joystick she or he can steer sound traces. In
Points of View the spectator turns into the director who individually
selects the picture and sound material. The intended reception of Points of
View is described by Shaw as following: "It is the particular audio visual
journey made by a spectator who operates the joystick which constitutes a
'performance' of this work. For the other spectators that performance
becomes 'theater'."[7]
Although in Points of View Shaw dispenses with the physical performance of
the spectator, he still keeps his familiar terminology. The term movement
does not any longer signify the movement of the performer in space, like in
the former Happenings, but the movement of the image caused by the joystick.
The projected scene can be changed in its perspective with only very small
physical expenditure. Thus, the computer-controlled system inverts the
reception situation of the earlier Happenings. Formerly the spectator had to
change her or his position to perceive differently; now she or he induces
the computer image to change its perspectives. Thus, the movement of the
spectator is substituted by the movement of the image.
By means of the development in Shaw's oeuvre the above mentioned break in
the tradition reaching from participational art forms to Interactive Art
becomes clear. New points of view are not formed by physical experience but
with the help of new interactive media strategies. As I presumed at the
beginning, artists like Shaw adress in their Interactive Art a
media-educated audience, but nevertheless formulate an opposite position to
the passive reception of technically produced moving images. At the same
time Shaw is also criticizing certain potentials of interactive technology
itself. He decides against the video camera as the interface with the
system, probably because he considers it too unvisible. Instead, he uses a
bicycle in his most famous work called The Legible City, begun in 1988. With
the familiar pedaling and steering movements the cyclist can move through a
projected city of letters. The choice of this specific interface on the one
hand aims at providing the visitors with familiar patterns of behaviour, on
the other hand the bicycle as interface constitutes a refusal to do without
physical activity altogether.
3. Proximity and Manipulation
At the same time as Points of View - in 1983 - the Canadian David Rokeby
began to develop his interactive sound installation Very Nervous System,
which in the beginning he exhibited with changing titles and changing
technical equipment [8]. After Rokeby had experimented for a short time with
light sensors as interface and with analogous electronics, he decided -
without knowing the earlier works of Krueger - to use the video camera as
interface. Rokeby's Very Nervous System has a much more suggestive effect
than the works of Krueger and Shaw because he works with nonvisual system
effects as well as with an invisible interface. If one reacts intuitively to
the sound, a closed-circuit is created, in which music and movement are
slowly becoming a unity.
There is, however, a basic restriction: Krueger's Videoplace requires a
contrasted background to absorb distinguishably the persons in space; Rokeby
on the other hand is working only with a strong spotlight to achieve the
same effect. Therefore, the causal relations between an actual movement and
the sound are ambiguous. Although Rokeby employs the same interface as
Krueger, their positions differ from each other. Krueger's dissatisfaction
with the 'responsive environment' Glowflow was caused primarily by the fact
that the visitors interpreted chance events as the response to their
actions. While Krueger attempts a precise attribution of cause and effect to
reveal the reactions of the system, Rokeby is playing with the irritation of
the visitor. He hugely reduces the distance between visitor and system.
This is shown by his newest installation so far, titled Silicon remembers
Carbon from 1993. In this installation the visitor is even allowed to enter
the image that is projected on the floor and change it with her or his
movements. Infrared sensors and cameras are used as interface. With this
concept of reducing the distance Rokeby attempts a tightrope walk: on the
one hand the visitor assumes that she or he can control the image or the
sound, on the other hand the visitor is manipulated by these effects. This
suggestive power of interactive correlation is only disturbed by the fact
that Rokeby, as well as Shaw and Krueger, creates environments which allow
the presence of more than one visitor.
The works of Shaw, Rokeby and Krueger are conceived as environments. This is
not the case with the works which were created in the United States at the
same time or a bit later. Most of them are conceived as installations, that
is, the surrounding space is involved less strongly and the user often has
direct access to the input instruments. The most common input instruments
are the touchscreen and the mouse. As the works of Krueger, Shaw and Rokeby
have shown, the description of the interface is not restricted to its
technology. The same holds true for videodisc installations.
4. Strategies of Seduction
Nearly around the same time as similar works by the group around Glorianna
Davenport at the Media Lab at MIT [9] Lynn Hershman from San Francisco
developed her first interactive installation Lorna , finished in 1984. Lorna
as well as Hershman's second installation Deep Contact (1990) both work with
verbal requests like "Help Lorna Leave Her Home!". The picture sequences and
the texts depict women in the world of media as passive objects of male
desire. In Deep Contact changes in a projected video image are triggered by
touching a screen. The touching of body parts of the character Marion on the
touch-screen sets off different strands of narration and, according to
Hershman 'entangles the viewers into meeting their own voyeurism'[10.]
Her newest work so far, A Room of One's Own (1992), also attributes this
part to the spectator: the visitor looks through a little periscope into a
small bedroom on whose back wall sequences of images are projected. The
interaction in Hershman's work is being sexualized by the tactility of the
touch screen (in Deep Contact ) as well as by the intimacy of the observed
situation (in A Room of One's Own ). At the same time a fatal situation
ensues. As soon as the spectator acts he or she is caught in his or her role
as voyeur. Hershman does not use interactivity to free the user from
passivity, but to expose him or her as a voyeur. Put differently, the
desires of the audience are the cause for the repressive depiction of women
in media. Not even interactive technology can change that fact.
5. Nonlinear Narration
The New Yorker Grahame Weinbren produced his first interactive installation
The Erlking in 1986. In this installation the interaction is mainly
initiated and born by mysterious, almost static images. Weinbren - in
co-operation with Roberta Friedman - works with distinctly cinematographic
sequences.
The first picture shows the soprano Elisabeth Arnold who sings Schubert's
song Der Erlksnig. This picture functions as a leitmotif and guideline
assistance to which the user can return again and again. The other pictures
are partly based an Goethe's ballad, in which an old man narrates the saga
of the Erlking. Originating from the basic sequence the structure of the
narration branches out. It goes not only into detail but also into
additional aspects which are only loosely associated with the main plot or
the backup picture. In addition to this storyline Weinbren uses Freud's 1918
case study "From the History of an Infantile Neurosis" to try out a
nonlinear access to the sequence of images.
Narration and song in The Erlking are being quoted as historical examples of
oral tradition and are confronted with the nonlinear interactive form of
narration. As a result the interactive system takes over the role of
pictorial memory. The user occupies the role of the director and cutter
respectively, similar to Shaw's Points of View. Weinbren hopes that
interactive technologies are a more appropriate means to tell these old
stories [11]. This hope is problematic, since with originally linear
storylines the fragmentation of content doesn't necessarily lead to a better
understanding. Only if the stories were very well known today - that means
if they had a kind of social significance - the interactive access could
possibly add new points of view.
6. Remembering, Forgetting, Reconstructing - The 'Surrogate Travel'
The New Yorker Ken Feingold is the first who uses a touchscreen as interface
without integrating a second monitor. In his first interactive installation
The Surprising Spiral from 1991 the surface susceptible to touch is set in
the cover of a book. Fingerprints and two open hands inside the book
indicate that this object may be touched. Thus, the book functions as
interface to the pictorial action of The Surprising Spiral. A second contact
point, depicting a mouth with a light source, makes sound manipulations
possible.
On the videodisc of The Surprising Spiral pictures and sound are stored that
Feingold recorded in India, Japan, Argentina, Thailand, Scotland and the
United States over a period of 12 years. The documentary pictures are
contrasted with fast-moving Japanese TV advertisings and coloured computer
animations. Feingold makes a collage out of disparate film material from
different contexts, such as ethnographical, cultural, historical, religious,
aesthetic and medial contexts. Thus he combines nearly all the approaches
that until now made the reconstruction of historical facts possible. It
becomes clear that despite the partly documentary film material and the
mostly photorealistic video pictures the aspect of documentary truth in the
The Surprising Spiral is of no importance [12].
Because of the missing mise-en-sc*ne it is only the interaction, or to be
more precise, the filling up of empty positions, which creates a new context
for the user. Thus, her or his part in the reconstruction of reality seems
to be autonomous to a large extent Although Feingold - with the book as
interface - is quoting the reading culture, his position differs
fundamentally from Shaw's, who in his Legible City tries to mediate between
reading culture and interactive perception. In Feingold's Surprising Spiral
the book is a relict of times past - auratically charged, but nevertheless
hollow and robbed of its original function. What today is preserved or
forgotten as history, does not follow the laws of written culture anymore,
but is determined by the technological memory media. The reconstruction of
the stored material is determined by the perception strategies of these new
media.
The Surprising Spiral does not allow the purposeful approach of certain
places, which is still possible in Shaw's Legible City. Its place is taken
by the nondirectional, intuitive exploration of images and texts. This
gliding through the picture sequences is similar to the images of Feingold's
travel impressions - short moments which are unrepeatable, which are always
remembered, or reconstructed differently or sometimes even forgotten.
On the basis of this sketch showing the beginnings of Interactive Art one
can see that critical concepts about the role of interactivity in society
are not missing. By discussing the works of Myron Krueger, Jeffrey Shaw,
David Rokeby, Lynn Hershman, Grahame Weinbren and Ken Feingold I have
distinguished six important implications of interactivity:
1. Power and Play
2. Participation versus Interaction
3. Proximity and Manipulation
4. Strategies of Seduction
5. Nonlinear Narration and
6. Remembering, Forgetting, and Reconstructing
7. The Second Generation
In the past years the second generation of interactive artists has emerged.
Like with every second generation things are both easier and more difficult
for them. On the one hand the artists are able to build on what has already
been achieved, on the other hand they have to fulfill expectations of new
developments. This young generation shows a clear geographical separation
concerning the technologies used. While North-American and Canadian artists
like Bill Seaman and Luc Courchesne are working with interactive
installations and are using a touchscreen as interface, in Europe and
especially in Germany the environment is asserting itself. The group Supreme
Particles from Germany, for example, is working with the video camera as
interface like Krueger and Rokeby. In Architexture the recorded image of the
visitor is reproduced as a metallic-organic colour pattern on a moving
projection screen. The computer graphical alienation of the image is so
pronounced that a recognition is not easy. The fascination of the game is
created primarily by the inner life of the image that pulsates between its
own morphology and the representation of the visitor.
The sea animals in A-Volve by Christa Sommerer and Laurent Mignonneau have
an autonomous existence, too. In A-Volve the visitors create little sea
creatures with which they can then interact in a large water basin. The
individual virtual creatures react very differently to the hand movements of
the visitors. Some can be attracted, others try to flee from the hands. As
their modes of behaviour are very difficult to find out, they create free
play for the visitors who start to ascribe individual characteristics to the
various animals. The interface Sommerer and Mignonneau worked with has
completely lost its technoid character. This idea was already employed by
the artists in their 1992 work Interactive Plant Growing. Here the reaching
for real plants causes the growth of computer-generated plants on a
projection screen. Sommerer and Mignonneau draw the consequences from the
increasing control computer technology has over our environment. To them the
so-called artificial and the natural world do not oppose each other, but are
closely interconnected areas. In dealing with these areas a sensibility is
required that has to be partly re-learned, partly found anew.
Agnes Heged×s' work Handsight requires a similar sensibility. The
externalised eye - as the interface with the system - gives the viewer
access to the virtual world which in the end is to be explored by using the
sense of touch. In Joachim Sauter's and Dirk L×sebrink's "Zerseher", too,
the eye acquires tactile qualities. Only through the eye movements that are
recorded by an eye tracker can a monitor image be destroyed and newly
generated.
These few examples already show that the concepts for designing the
interface and with it the design of the interaction are getting more and
more subtle and diverse. The feedback-loop, which was most conspicuous in
David Rokeby's Very Nervous System, is getting closer in the works of the
young generation. The group Otherspace - that by the way, like the Supreme
Particles and Sommerer & Mignonneau worked at the Institute for New Media in
Frankfurt - uses brainwaves' to set little beetle-like beings into motion.
Only if the test person manages to relax, do the solar-powered beetles start
to move. Their movement in turn soothes the visitor so much that the result
is a very intimate relationship. The debate on Artificial Life - or A-Life -
that took place at last year's Ars Electronica seems to have created a sort
of 3. Frankfurt School that is decisively influencing the development of
Interactive Art. The question about the crucial differences between the
first and the second generation of interactive artists makes clear various
aspects:
1. Through institutions such as the Institute for New Media in Frankfurt,
the Media Art Academy in Cologne and the Karlsruhe Centre of Art and
Media Technologies SGI workstations are available to young artists
especially in Germany. This is one reason for the fact that the second
generation favours interactive environments (and invisible or 'natural'
interfaces) over installation work.
2. While in the work of the first generation a story or metaphors often
influenced the content of the work, the content of the newer works is
the interaction itself, which works without any form of traditional
narration. Because of this new meaning of the interaction the design of
the interface becomes increasingly important.
3. At the same time the antagonism between computer system and human being
is overcome. It is not so much the antagonism but the forms of future
co-existence that are being reflected. That is, to put it shortly, the
affirmation of interactive technology prevails over a critical
distance, but this does not result in an unreflected use of technology.
Concerning this general affirmation of technology the first generation
does not differ greatly from the second.
All in all the multi-layered, encoded levels of meaning in early interactive
works, which disclose their actual content only after a sort of decoding,
contributed to a certain acceptance of Interactive Art in the 'art world'.
However, this strategy had its price: the narrational contents often do not
come from contemporary social contexts, but from the safe context of
history. With this, some artists of the first generation adressed the
'reading-habits' of the artcritic's establishment. They negated the
achievements of the avantgarde, which clearly saw that art only has a chance
when talking to the masses and not only to a small bourgeois elite.
This trend is starting to change with the new generation. If they will
pursue this direction Interactive Art will fulfill its promise of being the
beginning of a new dialogue between the two ideologically separated sections
of art and technology.
References
[1] Uwe Jean Heuser: Der Computer ×bernimmt (The Computer Takes Over),
in: Die Zeit, 29.10.1993, pp.41 -42
[2] See for example Lynn Hershman: Art-ificial Sub-versions,
Inter-action, and the New Reality, in: Camerawork. A Journal of
Photographic Arts, Vol.20, Nr.1, 1993, pp.20-25, p.22
[3] Bertolt Brecht, Radiotheorie (Radio Theory), in: Gesammelte
Schriften, Vol.18, Frankfurt/M. 1967, pp.119-134
[4] Umberto Eco, Das offene Kunstwerk (The Open Work, Opera apena),
Frankfurt/M.[2]. 21973
[5] Wolfgang Kemp, Der Betrachter ist im Bild. Kunstwissenschaft und
Rezeptionsästhetik (The Viewer is Inside the Picture. Sciences of Art
and Receptional Aesthetics), Köln 1985
[6] See Erkki Huhtamo: Commentaries on Metacommentaries on
Interactivity, in: CAD Forum, 4th International Conference on
Development and Use of Computer Systems, MediaScape, Zagreb 1993, pp
229-236
[7] Jeffrey Shaw, information on Points of View1,2,3, dated 1983, with
letter to the author, 24.6.1991
[8] For a detailed discussion of the development of Rokeby's oeuvre and
its dating see Sske Dinkla: Interaktive computergest×tzte
Installationen. Eine exemplarische Analyse (Interactive
Computer-Controlled Installations. A Study of Some Examples),
unpublished MA thesis, University of Hamburg, 1992, pp.73-78. Here you
will find a more detailed discussion of Shaw's Legible City and
Krueger's Videoplace, too. A kind of summary of the MA thesis is
published under the title 'Interactive Computer-Supported
Installations. Examples of a New Art Form', in: CAD Forum, 5th
International Conference on Development and Use of Computer Systems,
MediaScape, Zagreb 1994, pp.29-36 (originally published in:
K×nstlerischer Austausch. Artistic Exchange. Conference Proceedings of
the XXVIII. International Congress for Art History, Berlin 1992,
pp.283-294, ill., german)
[9] The former Film/Video Group (now the Interactive Cinema Group)
produced the Videodisc Elastic Movies Disc with pieces by Bill Seaman,
Luc Courchesne, Russell Sasnett and Rosalyn Gerstein in 1984. They
worked at that time with Benjamin Bergery and Glorianna Davenport in
the work-shop in Elastic Movie Time. This information is based on
interviews with Bill Seaman in Karlsruhe (8./9.2.1994) and with
Glorianna Davenport (11.7.1994) in Cambridge and on the viewing of the
Elastic Movies Disc at the Media Lab at MIT.
[10] See Lynn Hershman: (note 2), pp.23,24 and Lynn Hershman: Some
Thoughts on Deep Contact, unpublished statement, 1991
[11] Interview with Grahame Weinbren, 18.7.1994, New York City
[12] Timothy Druckrey made a similar observation concerning Feingold's
work Childhood/Hot and Cold Wars/The Appearance of Nature in his
article 'Revisioning Technology', in: Iterations. The New Image, ed. by
Timothy Druckrey, International Center of Photography New York City,
Cambridge/London 1993, pp.17-38, p.35
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