Arts and New
Technology the special issue described the technology for a sensing floor and
touched upon its possible applications This work raises the age-old question of
how we reconcile new technology with new media art forms [. How does
behavior-sensing technology contribute to a different perspective on art? The
questions of how art should be defined and how it should be interpreted are
central questions of art history [Gombrich 1995]. As was noted by Crary, the
creation of an artwork is not independent of the observer (i.e., the audience),
and human culture has developed (or better still, co-evolved) ways of creating
and appreciating the arts over many centuries [Crary 1992]. The Umwelt of an
artwork defines (to a certain extent) the conditions of its production,
preservation, valuation and meaning. New technology enables more physically
interactive arts, which is different than the passive audience’s interaction
with an exhibited or performed work of art. This development results in a
refocusing of the relationship between the artwork and the audience. Through
the use of technology, it becomes possible to use cognitive mechanisms of
interaction (like mimicry [Castellano et al. 2012], emotional contagion
[Samadani et al. 2012], perspective taking [Trafton et al. 2005], and
imitation1) more extensively, and the interaction afforded by artworks (or
games, for that matter) is not restricted to the kinematics of the physical
design. In connection with the sense-making process for artworks in general,
attention to making sense of the artistic production—which, in the case of
interactive art, includes the ways in which the artwork was intended to
interact with members of the public—has been quite important [Foreman-Wernet et
al. 2014]. Consequently, interactive technology requires a simultaneous
re-evaluation of artistic production and the practice of arts appreciation
[Ho¨ok et al. 2003]. ¨ A related question is that of what technology ultimately
leads to a shift in art development trends. A clear example of this type of
shift occurred when painting technology changed in Europe and artists could
move from egg-tempera-based paint to oil-based paint [Mayer 1991]. This move
completely revolutionized the practice of painting. By being able to paint on
canvas (instead of on plastered surfaces in palaces and churches), the artists
could produce artworks for the bourgeoisie, and the entire art market changed.
Many old technologies (which are not even seen as technologies today) were new
at one point in time. In the context of interactive intelligent systems, can
such revolutions still occur? If so, in which directions? We do not seek to
answer this question here, but let us consider the sensing floor and the
possibilities of interaction that it affords. The cheap production of sensors
makes this technology accessible and affordable. The range of possible forms of
sensing through this modality is broad: It is certainly possible to sense the
presence of the audience, but potentially also soft biometrics such as the
weight of the subject, his or her activity level and age (up to a point; it is
possible to tell a child from an adult most of the time), and the personal
history of interaction with the sensed space. It takes the 1See for instance
Daniel Rozin’s interactive mirror series at http://www.smoothware.com/danny/,
in which the sculptures react in real time to the viewer’s movements. ACM
Transactions on Interactive Intelligent Systems, Vol. 5, No. 3, Article 12,
Publication date: September 2015. 12:4 A. A. Salah et al. notion of the smart
sensing of affective responses of an audience via their spontaneous
physiological [Cupchik et al. 2009; Wang et al. 2014] or movement [Martella et
al. 2015] behavior beyond existing approaches. Other technologies, like the
CAVE, create different possibilities [Cruz-Neira et al. 1993]. The CAVE enables
surround-screen projection-based virtual reality, and it creates a vast
visualization space, into which dynamically updated content can be placed. We
tend to see possibilities and affordances through each new technology, but once
the combinations of technology are also considered, the expressive potential of
the artist is vastly increased. This is not to say that new media are
limitless; each technology brings its own limits. The CAVE is still a virtual
environment that requires specialist equipment to be experienced; and by
design, it is an exclusive medium, which makes co-experiencing difficult. Part
of the general challenge is to overcome these limitations by integrating
technologies that complement each other or make up for each other’s
limitations. In addition to critical content (discussed in the next section)
and aesthetic value, the spectacle aspect is also boosted through technology.
It becomes possible, for instance, to turn a large public artifact like the
London Eye into an interactive and social spectacle [Morgan and Gunes 2013].
Behavior analysis can not only incorporate awareness of the reactions from the
audience into the experience of the spectacle itself [Salah et al. 2013a]; it can
also provide means for behavior change in artists’ creative pursuits [Morgan et
al. 2015a]. It is by no means a coincidence that many artists explore new ways
of expression and interaction, gaining mastery in one or more technology along
the way, and collaborative projects (see for instance Numediart2) are initiated
to bring artists and engineers together. We discuss some issues related to such
exploration next.
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