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Hyper-Interactivism or Immersionism Mary Sader

Hyper-interactivism- ArtRadar: Contemporary Trends in Art

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This trend is a step further into interactive art, combining interaction with immersion in a virtual reality environment (mostly). Immersion is defined as the state of consciousness where a person’s awareness of physical self is diminished or lost by being surrounded in an engrossing total environment - often artificial. The term is widely used for describing immersive virtual reality, installation art and video games. This trend is obviously concerned with the art aspect. An immersive digital environment is an artificial, interactive, computer-created scene or "world" within which users can immerse themselves. Interactive art is generally considered to be something physical and solid to be messed with and moved around, but this trend incorporates computer and, often, projection or film technology. The whole idea is to involve the audience in a virtual, immersive experience. I titled this trend as “hyper-interactivism” or “immersionism” because of that extra level of involvement. One artist, Maurice Benayoun, created the Tunnel Under the Atlantic and Cosmopolis. The Tunnel features an “entrance” in Paris and one in Monreal, allowing people in those areas to view each other by what has been described as “televirtuality.” Cosmopolis is a very large-scale rotunda of sorts with 12 screens facing a center. There are 12 little view stations that each show a 360 degree view of one of 12 cities. What is being viewed from those view-finders at a particular moment is projected onto the screens, creating a giant 360 degree view of a cityscape created by bits of other cities. Another artist, Don Ritter, created Vested and Intersection. Intersection features a dark room with 4 speakers representing a 4-lane highway. Each speaker contains a sensor that, when it senses a person, will react by projecting sounds of cars screeching to a halt, accelerating, or crashing. The last artist I chose for my presentation is Myron W. Krueger. He is an American computer artist who developed early interactive works, and is in the first generation of virtual reality researchers. One of his ideas sums up my trend well: the art of interactivity, as opposed to art that happens to be interactive. He did several pieces of art leading up to this bigger virtual immersion art in the late 60s and early 70s. The piece I featured was Small Planet, which allows the user to stand in from and control what he viewed of this small planet by moving his arms in an airplane fashion.

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Page 1: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

Hyper-Interactivism

orImmersionism

Hyper-Interactivism

orImmersionism

Mary SaderMary Sader

Page 2: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

Immersion:(Virtual Reality)

Immersion:(Virtual Reality)

• Immersion is the state of consciousness where a person’s awareness of physical self is diminished or lost by being surrounded in an engrossing total environment; often artificial

• Widely used for describing immersive virtual reality, installation art and video games

• Immersion is the state of consciousness where a person’s awareness of physical self is diminished or lost by being surrounded in an engrossing total environment; often artificial

• Widely used for describing immersive virtual reality, installation art and video games

• An immersive digital environment is an artificial, interactive, computer-created scene or "world" within which a user can immerse themselves.

• An immersive digital environment is an artificial, interactive, computer-created scene or "world" within which a user can immerse themselves.

Page 3: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

Maurice BenayounMaurice Benayoun

• French• New-media artist

• French• New-media artist

Page 4: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

The Tunnel Under the Atlantic

The Tunnel Under the Atlantic

• 1995• A virtual tunnel between Pompidou Centre in Paris (right)

and the Museum of Contemporary Art in Montreal (left)• “Televirtuality”• Architecture of communication

• 1995• A virtual tunnel between Pompidou Centre in Paris (right)

and the Museum of Contemporary Art in Montreal (left)• “Televirtuality”• Architecture of communication

Page 5: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

CosmopolisCosmopolis

• 2005• “Cosmopolis endeavours to examine urban realities through

people's eyes. It is an artistic, and scientific interpretation of urbanization, making a visit a physical and intellectual experience.”

• Paris , Berlin , Barcelona , Chicago , Johannesburg , Cairo , Sao Paulo , Beijing , Shanghai , Chongqing , Chengdu , Hong Kong

• http://www.youtube.com/watch?v=qU_MOJVGgbQ

• 2005• “Cosmopolis endeavours to examine urban realities through

people's eyes. It is an artistic, and scientific interpretation of urbanization, making a visit a physical and intellectual experience.”

• Paris , Berlin , Barcelona , Chicago , Johannesburg , Cairo , Sao Paulo , Beijing , Shanghai , Chongqing , Chengdu , Hong Kong

• http://www.youtube.com/watch?v=qU_MOJVGgbQ

Page 6: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

Don RitterDon Ritter• Canadian artist living

in Berlin, Germany• Work consists primarily

of large interactive video and sound installations that audiences control through their body position, body movement or voice.

• Content is primarily concerned with human behavior.

• Canadian artist living in Berlin, Germany

• Work consists primarily of large interactive video and sound installations that audiences control through their body position, body movement or voice.

• Content is primarily concerned with human behavior.

Page 7: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

VestedVested

• 2009• a large interactive video and sound

installation that "reflects the commodification of human tragedy."

• 2009• a large interactive video and sound

installation that "reflects the commodification of human tragedy."

Page 8: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

IntersectionIntersection

• 1993• An interactive sound installation within a large dark

room. The work presents the sounds of four lanes of car traffic that respond to audiences by screeching to a halt, idling, accelerating or crashing into each other.

• 1993• An interactive sound installation within a large dark

room. The work presents the sounds of four lanes of car traffic that respond to audiences by screeching to a halt, idling, accelerating or crashing into each other.

Page 9: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

Myron W. KruegerMyron W. Krueger

• American computer artist who developed early interactive works.

• One of the first generation virtual reality and augmented reality researchers.

• Envisioned the art of interactivity, as opposed to art that happens to be interactive.

• American computer artist who developed early interactive works.

• One of the first generation virtual reality and augmented reality researchers.

• Envisioned the art of interactivity, as opposed to art that happens to be interactive.

Page 10: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

Early Interactive WorkEarly Interactive Work• In 1969, he collaborated with Dan Sandin, Jerry Erdman

and Richard Venezky on a computer controlled environment called "glowflow," a computer-controlled light sound environment that responded to the people within it.

• Developed Metaplay, an integration of visuals, sounds, and responsive techniques into a single framework. The computer was used to create a unique real-time relationship between the participants in the gallery and the artist in another building.

• In 1971, his "Psychic space" used a sensory floor to perceive the participants' movements around the environment.

• In 1969, he collaborated with Dan Sandin, Jerry Erdman and Richard Venezky on a computer controlled environment called "glowflow," a computer-controlled light sound environment that responded to the people within it.

• Developed Metaplay, an integration of visuals, sounds, and responsive techniques into a single framework. The computer was used to create a unique real-time relationship between the participants in the gallery and the artist in another building.

• In 1971, his "Psychic space" used a sensory floor to perceive the participants' movements around the environment.

Page 11: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

Small PlanetSmall Planet

• 1998• Interactive computer graphics

• 1998• Interactive computer graphics

Page 12: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

CAVE:Cave Automatic Virtual

Environment

CAVE:Cave Automatic Virtual

Environment• An immersive virtual

reality environment where projectors are directed to three, four, five or six of the walls of a room-sized cube.

• Rear-projection screens• The first CAVE was

developed in the Electronic Visualization Laboratory at University of Illinois at Chicago

• An immersive virtual reality environment where projectors are directed to three, four, five or six of the walls of a room-sized cube.

• Rear-projection screens• The first CAVE was

developed in the Electronic Visualization Laboratory at University of Illinois at Chicago

Page 13: Hyper-interactivism- ArtRadar: Contemporary Trends in Art

SourcesSources

http://en.wikipedia.org/wiki/Immersive_virtual_realityhttp://en.wikipedia.org/wiki/Interactive_arthttp://en.wikipedia.org/wiki/Maurice_Benayounhttp://www.youtube.com/watch?v=qU_MOJVGgbQhttp://www.benayoun.com/projet.php?id=31http://en.wikipedia.org/wiki/Don_Ritterhttp://en.wikipedia.org/wiki/Myron_Kruegerhttp://en.wikipedia.org/wiki/Cave_Automatic_Virtual_Environment