This research derives from a survey of primary and secondary literature and my practice as a professional artist using electronic information delivery systems. The research has informed the creation of an interactive art work, authored so that emergent meaning can be examined and explored within a specific generative virtual environment by a variety of participants. It addresses a series of questions concerning relationships between the artist, the art work and the viewer/user. The mutable nature of this computer-based space raises many questions concerning meaning production, i.e., how might such a technopoetic mechanism relate to past practices in the arts, and in particular how might its use affect our understanding of theories of meaning? If the outcome of this part of the research suggests a radical transformation in meaning production as dynamically encountered through interactivity with a generative work of art, then how might the construction of this device inform a new field of practice? The scope of the topic and the secondary questions that flow from the initial speculation focus on the inter-conveyance of text (both spoken and written), image (both still and time-based) and music, as encountered by participants through interactive engagement within an authored and inter-authored virtual environment. The method has been to extend the realm of a series of theoretical positions relative to these areas as they appear in the mainstream literatures on art and interactivity, meaning and understanding. A virtual interactive art work has been developed in parallel to the literature survey and exhibited in Europe and Japan. The conclusions have been drawn by the author on the basis of a series of theoretical positions that examine the operative nature of an art work which is intended to generate emergent meaning. Future research is also discussed that seeks to extend our understanding and use of generative virtual environments.
computational art
AdLiPo is a browser plugin that replaces advertisements with generated language art. Leveraging the ad-detection techniques of popular ad-blockers, AdLiPo not only blocks ads, but replaces them with calls to a JavaScript language library (the RiTa library, in this case), filling the advertising regions of pages with static or kinetic text created for the specific context (the containing page, advertising-content, and dimensions of the ad-frame). (Source: http://rednoise.org/adlipo/)
Although human interaction with technological artifacts often involves treating them as if they are alive, the dominant discourse in our society portrays technology as the instrument of its human master. In the context of computing, our desire of absolute control over machines manifests itself both as the human computer interaction (HCI) community’s emphasis on “usability” and as popular culture’s apocalyptic imagination of the out-of-control artificial intelligence (AI) systems trying to eliminate humanity. It is revealing that, for instance, the word “robot” comes from “slave” in Czech. This paper examines the social and aesthetic limitations of this narrow instrumental view of technology. It proposes an alternative interaction model based on machine subjectivity, that is, constructing and perceiving computer systems as an independent entity in its own right.
Based on Heidegger’s theory of the “enframing” nature of modern technology (Heidegger, 1977), and experiments of modern dance (Copeland, 2004), this paper argues that perceptual and sensory habits, including our interaction with computing artifacts, are political. Both the prevailing human-leader-computer-follower interaction model and the apocalyptic literary imagination are limited by and reinforce the discourse of hierarchical control and power relationship in broader social contexts. Machine subjectivity, on the other hand, offers a playground for exploring alternative relationships between human and “the other” (i.e., computer) and consequentially provides insights to new social orders, such as the ones based on “multi-dominance” (Lewis, 2000).
In addition to political commentaries, machine subjectivity also affords novel aesthetic and meaningful interactive experiences. This paper examines the manifestation of machine subjectivity in a range of cultural artifacts in electronic literature, music, dance and visual arts, and highlights the novel aesthetics and expressions afforded by allowing computers to act independently.
Finally, the paper discusses our text-based interactive narrative system Memory, Reverie Machine. The system algorithmically generates stories about a robot character, who is controlled jointly by the user and the AI system. The tension between user and machine subjectivity, foregrounded in the struggle to gain control over the main character, is used to explore themes such as agency, resistance, and dis/empowerment.
(Source: Author's abstract for ELO_AI)