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Interactive Experience in the Digital Age: Evaluating New Art PracticeApril 2014
Publisher:
  • Springer Publishing Company, Incorporated
ISBN:978-3-319-04509-2
Published:08 April 2014
Pages:
267
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Abstract

The use of interactive technology in the arts has changed the audience from viewer to participant and in doing so is transforming the nature of experience. From visual and sound art to performance and gaming, the boundaries of what is possible for creation, curating, production and distribution are continually extending. As a consequence, we need to reconsider the way in which these practices are evaluated. Interactive Experience in the Digital Age explores diverse ways of creating and evaluating interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative process as a way of revealing and enhancing their practice. It draws on research methods from other disciplines such as interaction design, human-computer interaction and practice-based research more generally and adapts them to develop new strategies and techniques for how we reflect upon and assess value in the creation and experience of interactive art. With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field.

Cited By

  1. ACM
    Torpus J, Spindler C and Kellermeyer J Detecting Human Attitudes through Interactions with Responsive Environments Proceedings of the 2023 ACM International Conference on Interactive Media Experiences, (1-13)
  2. ACM
    Kellermeyer J, Torpus J, Kovacevic T, Kellner S and Spindler C To Touch or not to Touch? Differences in Affordance Resonating with Materialities. Hard and Soft Sensors embedded in an Artistic Research Setting Proceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction, (1-13)
  3. ACM
    Ståhl A, Tsaknaki V and Balaam M (2021). Validity and Rigour in Soma Design-Sketching with the Soma, ACM Transactions on Computer-Human Interaction, 28:6, (1-36), Online publication date: 31-Dec-2022.
  4. ACM
    Chew L, Loke L and Hespanhol L A Preliminary Design Vocabulary for Interactive Urban Play: Analysing and Composing Design Configurations for Playful Digital Placemaking Proceedings of the 32nd Australian Conference on Human-Computer Interaction, (11-24)
  5. ACM
    Chhikara A and Hespanhol L Rayuela Proceedings of the Fourteenth International Conference on Tangible, Embedded, and Embodied Interaction, (661-667)
  6. ACM
    Garretón M, Rihm A and Parra D #Default #Interactiveart #Audiencexperience Companion Proceedings of The 2019 World Wide Web Conference, (791-798)
  7. ACM
    Duarte E and Baranauskas M Revisiting Interactive Art from an Interaction Design Perspective Proceedings of the 17th Brazilian Symposium on Human Factors in Computing Systems, (1-10)
  8. Flint T Appropriating affordances Proceedings of the 31st British Computer Society Human Computer Interaction Conference, (1-11)
  9. ACM
    Marentakis G, Pirrò D and Weger M Creative Evaluation Proceedings of the 2017 Conference on Designing Interactive Systems, (853-864)
  10. ACM
    Ryokai K, Misra N and Hara Y Artistic Distance Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, (679-686)
  11. ACM
    Núñez-Pacheco C and Loke L Aesthetic resources for technology-mediated bodily self-reflection Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures: the Future of Design, (1-10)
Contributors
  • University of Technology Sydney
  • University of Technology Sydney

Reviews

Evangelia Kavakli

There are a number of potential synergies between digital technologies and the arts. One that has been extensively studied in the context of cultural informatics is the application of digitization technologies in order to preserve, archive, and communicate information about artworks. To this end, the systematic evaluation of digitization projects has resulted in widely accepted technical standards and procedures to be followed by curators and information professionals. Comparatively less settled are the processes involved in the development and experience of digital art. One of the main characteristics of digital technology that has been widely explored by digital artists is interactivity, the creative dialog that occurs between human participants and computer programs, in which participants' input determines the systems' outcomes. Although art was interactive long before the use of computers, today's ubiquitous, networked, and increasingly intelligent computing technologies have made this interactivity much more explicit, transforming the nature of audience experience. In this context, issues relating to human-computer interaction (HCI), especially in the context of experience design, play an important role in the creation and experience of interactive art in the digital age. In particular, this book puts forward evaluation in practice as a key to understanding interactive experience in line with the paradigm of practice-based research (PBR). Informed by methods drawn from HCI, it explores the meaning of evaluation in the context of interactive digital art, the kind of measurements that are relevant, and the formative role of the evaluation in understanding audience engagement. Through a series of selected case studies, the book investigates a broad range of artistic forms, enabling technologies, and evaluation methods, putting forward an interdisciplinary research agenda relating HCI and digital art. As such, this book is a timely publication that can be highly beneficial to practitioners and researchers engaged in the creative arts. Online Computing Reviews Service

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