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Three Interactive Art Systems

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Emergence in Interactive Art

Part of the book series: Springer Series on Cultural Computing ((SSCC))

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Abstract

This chapter describes three interactive art systems that were later found to facilitate emergent experiences. The discussion details my practice within a practice-based research approach. The three works are +−now (2008), Of me With me (2014) and Dichroic Wade (2016). Their form, technology and modes of interaction are very different, as are their creative, conceptual agendas. All are, however, primarily concerned with participant experience and emergence. As such, a key concern has been exploring the potential for perceptual emergence during participant interaction. Different approaches for facilitating perceptual emergence have been explored, including the use of models of physical emergence in the art system to effect perceptual emergence, an approach that draws upon both sides of the TEIA tree (physical and perceptual), simultaneously.

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Notes

  1. 1.

    The creation of this work has involved different computing technologies—specifically Augmented Reality (AR) and Tangible Computing . AR describes visual layering of digital data, though this can also be done aurally. +−now projects directly onto the sand. The shapes of coloured light fit into the marks made in the sand so that the coloured image registers directly with the gestural input. The shapes are generated and rendered as gestures are made, in real time. The overlay of a virtual image onto a real object, which is registered with that object and where this virtual image is computed in real-time, qualifies the colour image application as an augmented reality (AR) application (Azuma et al. 2001). The use of AR facilitates the liquid behaviour of the image: it can appear to follow a finger trailing in the sand and ‘well up’ in the sand.

  2. 2.

    Tangible Computing aims to give “… physical form to digital information, making bits directly manipulable and perceptible,” leveraging the rich understanding we have of instruments, physical objects and architecture by adding information to these. These researchers aim to re-integrate these objects and their physical richness into HCI and our lives (Ishii and Ullmer 1997; Ishii et al. 2012).

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Seevinck, J. (2017). Three Interactive Art Systems. In: Emergence in Interactive Art. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-319-45201-2_5

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  • DOI: https://doi.org/10.1007/978-3-319-45201-2_5

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