Interactive Art - History

History

According to the new media artist and theorist Maurice Benayoun, the first piece of interactive art should be the work done by Parrhasius during his art contest with Zeuxis described by Pliny, in the fifth century B.C. when Zeuxis tried to unveil the painted curtain. The work takes its meaning from Zeuxis gesture and wouldn’t exist without it. Zeuxis, by its gesture, became part of Parrhasius’ work. This shows that the specificity of interactive art resides often less in the use of computers than in the quality of proposed “situations” and the “Other’s” involvement in the process of sensemaking. Nevertheless computers and real time computing made the task easier and opened the field of virtuality- the potential emergence of unexpected (although possibly pre-written) futures- to contemporary arts.

Some of the earliest examples of interactive art were created as early as the 1920s. An example is Marcel Duchamp’s piece named Rotary Glass Plates. The artwork required the viewer to turn on the machine and stand at a distance of one meter in order to see an optical illusion.

The present idea of interactive art began to flourish more in the 1960s for partly political reasons. At the time, many people found it inappropriate for artists to carry the only creative power within their works. Those artists who held this view wanted to give the audience their own part of this creative process. Aside from this “political” view, it was also current wisdom that interaction and engagement had a positive part to play within the creative process.

In the 1970s artists began to use new technology such as video and satellites to experiment with live performances and interactions through the direct broadcast of video and audio.

Interactive art became a large phenomenon due to the advent of computer based interactivity in the 1990s. Along with this came a new kind of art-experience. Audience and machine were now able to more easily work together in dialogue in order to produce a unique artwork for each audience. In the late 1990s, museums and galleries began increasingly incorporating the art form in their shows, some even dedicating entire exhibitions to it. This continues today and is only expanding due to increased communications through digital media.

A hybrid emerging discipline drawing on the combined interests of specific artists and architects has been created in the last 10–15 years. Disciplinary boundaries have blurred, and significant number of architects and interactive designers have joined electronic artists in the creation of new, custom-designed interfaces and evolutions in techniques for obtaining user input (such as dog vision, alternative sensors, voice analysis, etc.); forms and tools for information display (such as video projection, lasers, robotic and mechatronic actuators, led lighting etc.); modes for human-human and human-machine communication (through the Internet and other telecommunications networks); and to the development of social contexts for interactive systems (such as utilitarian tools, formal experiments, games and entertainment, social critique, and political liberation).

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