John Greenwood
California State
University
Channel Islands
Capstone Project
Fall 2005
PAGE 8

 
       Introduction       
    The New Media    
       Internet 101       
   New Media Artist   
         NET.ART         
 The Original Replica 
     NET.ART, Inc.     
     Interactive Art      
   Art Technologies   
  Selling Art Online   
       Conclusion       
      Bibliography      
 

 


 

INTERACTIVE ART

Interactivity is one of the unique features that set NET.ART apart from most of the traditional forms of art. Early NET.ART interactivity was humble by today’s standards, as it had to be created using the relatively simple technologies of a decade ago. It was limited by slower computers, narrow bandwidth and limited abilities of the browsers of the era. But interactivity on the net, like all digital technologies, has improved dramatically in usability and versatility within the last decade. Early video games faced similar limitations. Early internet connections were way too slow to do any serious gaming. Early video games like Pong or Pac-Man functioned on the slow CPU’s and limited video chips of the era, and these games were played on television screens and in video arcades.

However, times have changed. Video games are at the cutting edge of interactive media technology. The popularity of video gaming has created a multi-billion dollar worldwide industry that is both competitive and very profitable. Some of the largest corporations in the world, such as Sony and Microsoft, are major players in the video game industry. Video gaming is so popular that it basically drives many aspects of the computer industry. The billions of dollars spent each year by gamers are largely responsible many of the technological advancements in digital arts and hardware design. Video gamers are constantly demanding faster CPU’s, faster video processors and improved RAM to support the latest video games, and video game companies are continually working to produce more complex and technically demanding software that will deliver a more exciting and lifelike experience to their customers.

If interactivity, collaboration, and communication are some of the unique characteristics that define NET.ART, then modern online video games must be considered as an artistic medium. Thousands of different games can be played online, some games allow for hundreds of players to interact with each other to affect the games ever changing plot and eventual outcome. This interactive technology is combined with the advanced graphics and audio to create engaging virtual worlds that captivate online gamers. When we take into account the popularity and wide reaching affect of today’s online games the artistic success of the games creators seems apparent. According to video game designer Ralph Koster:

Mere entertainment becomes art when the communicative element in the work is either novel or exceptionally well done. It really is that simple. It has the power to alter how people perceive the world around them. And it's hard to imagine a medium more powerful in that regard than video games…The public already discusses and treats games as an art form, and uses the same standards of judgment for them as they do for films or novels or any other artistic medium. They just aren't comfortable with considering them to be art.

Still, some members of the art community question the artistic value of video games. In contemplating this argument we must respect the fact that video game creation requires the ability to conceptualize an artificial environment and bring it to life. This requires skills in design, animation, programming, image creation and the imagination to create an entire virtual world. Modern video games require entire teams of experts from various disciplines to create an experience that the modern “gamer” will enjoy. Many of the creative skills that art commonly attributed to artists are found in the workshops of the gaming industry. We must consider that video games are as much an art form as cinema, theatre, architecture or any other creative discipline that requires collaborative effort.

This does not suggest, however, that the average gamer is a patron of the arts. Some gamers may, in their own right, be artists. Certain gamers doubtless possess technical skills, creative talents or artistic tastes that allows them to appreciate the artistic value of video games. However, most gamers are chiefly interested in the entertainment value of video games, much the same as most moviegoers who are mainly interested in the entertainment effectiveness of a movie. Today’s game enthusiast is sophisticated in his demands for new technologies that enhance their gaming experience, but gamers generally tend to view video games as a product to be used and enjoyed more than an art form to be admired and appreciated. It seems that the artistic side of the video game, like cinema, music and many other artistic mediums, is rooted more in its creation than in its use.

Is the interactive art of the NET.ART community very different from realm of video games? The answer to this question is generally a matter of opinion. There is still a very blurry line as to where art stops and entertainment begins. Perhaps one of the qualities of NET.ART is to blend the two. Does the interactive function of some NET.ART enhance the appreciation of the artwork, or does it distract from it. If interaction is the primary function of a creation, then it would seem that by engaging this feature the user is inspecting the work in order to judge it by their own personal tastes, much in the way one would examine a painting or a sculpture. Here, perhaps, is one of the subtle differences between interactive art and interactive entertainment. It seems that part of the difference is in the perception of the user. If the user is a patron of the arts, and is approaching the object from an artistic point of view, then they will have an enhanced perception of its artistic qualities. If the user is primarily interested in being entertained then the artistic value of a creation will probably be overlooked.

Since the Internet itself is interactive isn’t all NET.ART, by use of the internet as a vehicle, interactive by default? In defining the interactivity of the Internet we tend to consider the acts of clicking a mouse, typing searching and even reading as interactive events. If this is true then we must consider watching television or reading a book interactive. These are both very comparable to looking at a computer screen. Turning the pages in a book, clicking on a hyperlink and changing the television channel are all very similar actions that produce similar results. Obviously not all NET.ART is interactive. The Internet is populated with millions of images that are art in their own right. Music, verbal comedy, poetry, prose, recitals and other forms artistic audio are available online. There are thousands of websites that contain artistic video content. None of these types of art are considered interactive yet all are designed to be accessed, experienced and appraised on the Internet.

It seems that there are a variety of relationships between interactivity and art. One function of interactivity is to enrich the users experience with the art. Another is to allow the user to alter or contribute to a work of art. Often interactivity allows the art object to become an object of function in an application or a more complex project. Sometimes interactivity is the purpose of the art. In all cases, introducing an interactive element into a work of art should enhance both the art object itself and any other work to which the art object contributes.

 
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Introduction | The New Media | Internet 101 | The New Artist

NET.ART | The Original Replica | NET.ART, Inc. | Interactive Art

Net Art Technologies | Selling Art Online | Conclusion | Bibliography