By 1966, Roy Ascott had developed a view in which participation and interaction between the audience and the artwork was central (Ascott, 1966): “In California in the 1970s, introduced to the computer conferencing system of Jacques Vallée, Informedia, I saw at once its potential as a medium for art and in 1979 abandoned painting entirely in order to devote myself wholly and exclusively to exploring telematics as a medium for art” (Ascott, 1998). Ascott has become one of the most active figures in the community, as a teacher, speaker, writer and conference organizer, as well as a practicing artist. Notwithstanding the fact that he “abandoned painting entirely” in the 1970s, he has continued to produce objects from time to time, as can be seen in his 2011 London exhibitionX, but all of them have addressed the issues of participation and the implications for art of the ideas of computing and communications. The development of interactive art was a geographically wide phenomenon with significant activity, for example, in Australia. The Sydney collective ‘Optronic Kinetics’ were committed to ‘responsive artworks’ and they made such a work (unnamed) around 1969. “It consisted of a dark room in which was placed a cathode ray screen controlled by a radio frequency device sensitive to movement. As one moved about the room a wave pattern changed form on the screen and a sound of varying pitch was emitted from a device called a Theremin.” (Davis Smith, of Optronic Kinetics, quoted by Stephen Jones in his book on early art and technology in Australia (Jones, 2011: 164)) The Growth of Interactive Art From the early days of experimental interactive art, it became apparent that the computer could have an important role in facilitating, or managing, interaction. This role is quite different to the computer as a means of producing graphic art images. By ‘managing’, was meant that the computer controls the way an artwork performs in relation to its environment including its human audience. Because the role of the computer was envisaged as critical to the experience, some speculated that such work could transform the artist from a maker of artworks to a catalyst for creativity. The role of the audience was seen as the important new element in the artwork. Once the personal computer and the individual workstation appeared, the pace of change in interactive art accelerated significantly. Earlier mini-computers had been interactive and people had developed ideas about human-computer interaction before personal computers appeared, but the new availability of computer power brought access to interactivity out of specialist laboratories. Although artists did not necessarily restrict themselves to using personal computers, the availability of such machines certainly caused a significant growth in interest and activity. The history of these developments in interactive art still has to be told in full, but a number of authors have included partial histories as part of books that address the broader subject of digital, or information, art. Stephen Wilson devoted significant parts of his major book “Information Arts” to reviews of developments in art using artificial life, robotics, gesture and touch etc. (Wilson, 2002) and covered an interesting selection of such art in a later publication (Wilson, 2010). Another example is Wolf Lieser’s book on “Digital Art”, which includes a section devoted to selective artworks involving ‘Interactive Objects and Art in Public Spaces’ (Lieser, 2009). There is no space to repeat or extend such histories in this book, but a few examples will help to present a background picture of the field and illustrate the context in which authors have conducted their work. Karl Sims is an artist, with expert technical skills, who developed a strong line of work around the notion of evolution in artificial life-like systems, implemented in his case, as for many others, by the use of Cellular Automata (CA)XI. A cellular automata system is a matrix of simple on/off elements (cells) that have an effect on their near neighbours at each step in a step by step process (each step being called a ‘generation’). All kinds of rules may be invented to determine the effect, for example a cell might be set ‘on’ at the next step if it has two neighbours that are on. Artists, such as Sims and Dave Burraston who contributes a chapter to this book, produce graphical representations of such evolving processes as time based artworks, sometimes using random variation in the rules and a selection algorithm that decides which alternative next generation to go with. Sims has made works where he has turned such systems into interactive artworks by replacing the selection algorithm by human choice, a process that he called ‘perceptual selection’ (Sims, 1992). Sim’s work Galápagos, from 1997, exemplifies this approach. The work consists of twelve screens on stands driven by a network of twelve Silicon Graphics workstations. Pads on the floor are used for participant actions. They are used in two ways. When there is a set of displays on the screens a participant can stand in front of the one they ‘like best’ and so make the ‘perceptual selection’. Other pads are provided that will activate the development of the next generation of the system. As Sims put it: “Twelve computers simulate the growth and behaviors of a population of abstract animated forms and display them on twelve screens arranged in an arc. The viewers participate in this exhibit by selecting which organisms they find most aesthetically interesting and standing on step sensors in front of those displays. The selected organisms survive, mate, mutate and reproduce… Although the aesthetics of the participants determine the results, the participants do not design in the traditional sense. They are rather using selective breeding to explore the hyperspace” of possible organisms…” (Sims, 1998: 68) The interaction is simple, but the computational complexity that it drives is quite high. It is an example of interaction where relatively simple acts, when taken together and over time can lead to a wide range of outcomes and to complexities that may seem quite surprising in relation to those simple acts taken individually. Christa Sommerer and Laurent Mignonneau have a substantial history of collaborating on interactive art works based on artificial life (Sommerer and Mignonneau, 2009). Indeed, as early as 1992 they made a work, Interactive Plant Growing, that used real plants as the interface that participants touched or approached. Figure 2. Life Spacies, Screenshot © 1997, Christa Sommerer & Laurent Mignonneau, collection of NTT-ICC, Tokyo, Japan A classic example of their work is Life Spacies, which was created in 1997. Physically, the work consists of a laptop computer on a stand in front a large projection screen. Virtual creatures, appear, grow and move on the screen using artificial life concepts. Participants are invited to type text into the laptop and, as they do, the text is used by the computer to generate new virtual creatures that enter the space. Participants can also type in text that becomes food for the creatures to feed on. “The creature’s lifetime is not predetermined, rather it is influenced by how much it eats…a creature will starve when it does not eat enough text characters and ultimately die and sink to the ground… Written text … is used as genetic code, and our text-to-form editor translates the written texts into three-dimensional autonomous creatures whose bodies, behaviors, interactions and survival are solely based on their genetic code and the users’ interactions.” (Sommerer and Mignonneau, 2009: 107-8) Many artists have explored artificial life in various ways. Mitchell Whitelaw has talked with many of them and published a theoretical study of the field (Whitelaw, 2004). In his article "Twenty years of artificial life", Simon Penny provides a brief survey of those developments (Penny, 2011). He cautions us to remember the vast changes in technology when we look at early examples of this (and implicitly other) kind of art. As he says, however, "... there is still much grist for the mill in the application of these ideas in emerging cultural forms." In other words, despite the rapid growth in research and art in this area and the changes in technology that have gone with it, artificial life still has significant potential to inspire new work. An interactive artwork that uses a direct relationship between the input and aspects of the output is Iamascope. As the designers of this system describe it: “The Iamascope is an interactive kaleidoscope, which uses computer video and graphics technology. In the Iamascope, the performer becomes the object inside the kaleidoscope and sees the kaleidoscopic image on a large screen (170”) in real time. The Iamascope is an example of using computer technology to develop art forms. As such, the Iamascope does not enhance functionality of some device or in other words, “do any thing”, rather, its intent is to provide a rich, aesthetic visual experience for the performer using it and for people watching the performance.” (Fels and Mase, 1999: 277) The idea is that one member of the audience acts as ‘performer’. An image processing system detects certain body movements that they make (typically, waving their arms) and uses that to generate both kaleidoscopic type image transformations of them and music. It is also intended to be interesting to other members of the audience who just watch the action - and it is! Figure 3: Iamascope © Sidney Fels and Kenji Mase: photograph Linda Candy, Millenium Dome Play Zone, London, 2000. Some artists have placed more emphasis on the object and the physical, one might say sculptural, qualities of their interactive art works than the interaction process. Jeffrey Shaw, for example, has made many such artworks where the interaction process is quite simple but the sculptural qualities are quite powerful. A well known early work of his is The Legible City, 1988-91. In this work a: “…bicycle with a small monitor on the handlebars is mounted in front of a big projection screen. When the observer pedals, a projection is activated and he can move through three different simulated representations of cities (Manhattan, Amsterdam and Karlsruhe). The architectural landscape of streets is formed by letters and texts… Jeffrey Shaw presents a poetic image of the architecture of different cities, and leaves the discovery of the virtual information structure to the observer on the bicycle… The illusion is successful because riding, looking and reading compel the observer to dive into the picture. The rider loses himself in total immersion.” (Schwarz, 1997: 149) Immersion is one of the qualities of the interactive experience that many artists, including some of those in this book, such as Sarah Moss, have pursued and audience experience is a concern in most of the other contributions. New Developments in Interactive Art The work described in later chapters of this book naturally builds on the art mentioned above but it is also influenced by the many more recent developments. A few examples of the technologies that have been employed include robotics, global positioning systems, the web, virtual reality and many interaction techniques, such as gesture recognition, image processing and active objects. The range of artwork produced is too extensive to cover here, as has already been indicated, but the Wilson and Leiser books are good examples of descriptions of these recent developments (Wilson, 2002; Leiser, 2009). The basic principles of interaction and participation, however, stand above the exploitation of interactive technologies and the current focus is on understanding and exploring the area in terms of participant experience. The contributors to this book are all involved in advancing the practice of interactive art through research of some form or another. A common theme is coming to an understanding of experience; in the context of facilitating audience experience, provoking it or gaining knowledge about it. Experience can take many forms, from pleasure to fear, from captivation to creation, of danger, of difficulty, of joy. Any of them can be part of an art system. When creating interactive art, the artist will often be considering issues of audience experience in terms of one or more of these forms. As we discussed in ‘The Aesthetics of Interaction”, in this book’s introduction, whether or not an artist talks about aesthetics explicitly, they make aesthetic decisions and, in the case of interactive art, some of those decisions relate to the quality of the interactive experience. There are aesthetic qualities in interaction just as there are such qualities in colour, shape, movement or sound. One way of reading many of the contributions to the book is as an investigation into aesthetic decision making in relation to interaction and interactive experience. Examples of the properties that Boden identifies as pertaining to aesthetics of interaction are predictability and control (discussed by Bilda in this book), attributability (to what extent is the audience able to detect that they are causing change, for example) and the speed of feedback (‘response time’ in computer terms) (Boden, 2010). The quality of the interactive experience is an issue for the aesthetics of interaction and the decisions made by the artists represented here are often framed by the kind of experience that the work is concerned with. For example, Brigid Costello, in her chapter ‘Many Voices, One Project’, identifies thirteen alternative characteristics of pleasurable experience in a play framework. These range from subversion to camaraderie, from sympathy to danger, from exploration to discovery. Choosing between them is part of the aesthetic decision making process that the artist engages in. Costello is interested in the nature of play in interactive art and she has argued that the nature of play can best be understood and applied in art making through a taxonomy She terms this a “pleasure framework” (Costello and Edmonds, 2007). The subject of such art is play and pleasure and the works engage the audience in playful behaviours. That is the context that frames the aesthetic decisions made during the construction of such a work. The aesthetic results, of-course, may be important in other respects. Art is many-layered and we certainly must not assume that the significance of playful art is limited to play itself. The advances described in later chapters include the development of new interactive art forms. These new forms come from exploiting the new technologies that have grown, primarily, in the areas of computing and communications. Developments in humancomputer interaction techniques are both exploited by and invented by artists such as those represented here. At the same time, the use of software as a medium is also significant in facilitating the invention of the new forms of interaction and new interactive conversations and relationships that we see in this kind of artwork. None of the contributors limits themselves to providing new content into an existing art form. Putting new content into old forms is a common and very respectable way of making art. Many a portrait painter, landscape artist or adventure film director does it with every intention of respecting the ‘old form’. Not infrequently, however, even in these cases, new twists or angles are included that bend the form in unfamiliar directions. More extreme innovation in form can be seen when, for example, the still life is extended by the inclusion of collage or the portrait is redefined using cubist multiple views. Many of the developments that are explored in this book are of this more extreme variety. It is often the case that the invention of a new form is central to the artwork. Andrew Johnston, for example, describes how he has developed new interactive ‘instruments’ and in so doing evolved a new kind of performance art in which the musician or musicians, using conventional instruments, play with a responsive computer-based art system to provide an integrated audio-visual improvised performance. Beyond the normal, integral, aesthetics of images, sound and movement, this work pays significant attention to the relationships between musicians and the ‘instrument’, so that the way that that relationship is formed is also an important aesthetic consideration. Jen Seevinck, as another example, has shown how the very tactile process of moving ones fingers through sand can provide the basis of an interaction with an art system that is both very physical, with the sand, and quite virtual in the images that it generates. The experience of manipulating the sand can be playful, exploratory or purposeful, for example. In any case, the artist has made concrete aesthetic decisions about the relationships between such experiences and the resulting images. Both of these kinds of work, by Johnston and Seevinck, facilitate new experiences through their new forms of interaction. The interactive works described by Andrew Johnston and Jen Seevinck, are concerned with the interactive experience of different audiences. In Johnston's case the "audience" consists of expert musicians in performance and the nature of the interactive experience influences how the musicians relate to the art system, for example in using it to augment their music or having a creative "conversation" with it. In Seevinck's case, she emphasises the ways in which the art system can stimulate and facilitate experiences of emergence by the audience. In cases like these, the aesthetics of the audience experience itself is a crucial part of the art. Most of the work discussed exhibits interactive behaviour that involves direct and more-orless immediate feedback to the audience. Some of the works described in the book, such as those by Mike Leggett, Brigid Costello and Jen Seevinck, involve the audience in actually touching and manipulating a physical object in innovative ways. Others, such as those by Andrew Johnston and Chris Bowman are ambient in the sense that the audience influences the art system through sensor systems that they do not directly touch. For example, the art system might analyse sounds or images captured through microphones or cameras. Chris Bowman, Mike Leggett, Sarah Moss and Damian Hills are particularly concerned to engage the audience in a narrative building experience. So the key concern is with the narrative: however, unlike earlier art forms, such as cinema or the novel, the narrative structures on offer are not linear. In fact, they are not finished or determined until the audience engages with the art system and the particulars of that engagement are crucial to the aesthetic quality of each work. Ian Gwilt's work also has a narrative element but here the emphasis is on the bringing together of the physical world in which the audience is placed with a virtual one that augments the experience and may reveal narrative elements or stimulate the emergence of understandings and experiences. His exploration of augmented reality also uses this rapidly emerging technology to create a new interactive art form; one that gives the audience a careful blend of the physical and the virtual to provide an aesthetic experience that is, in itself, a core part of the art. Looking at the work of the artists mentioned above, we see that there are many different ways of advancing interactive art: investigating the aesthetic implications of an interconnected human and art systems, developing new forms of audience engagement with the art, exploiting new technologies to aesthetic ends and creating new narrative forms. The common theme, and perhaps the current ‘hot topic’ is the understanding of audience experience: facilitating it, provoking it and gaining knowledge about it. Research: Advancing Interactive Art The nature of the research-based interactive art practice described in the chapters of this book is very much a process of exploring new forms of interaction from an aesthetic perspective, of exploiting emerging technologies for aesthetic purposes and, perhaps most of all, trying to come to a fuller understanding of the implications of the many new developments in interactive systems in the sense in which they represent new media with which and within which to make art. Consequently, this research is at the heart of the art practice described. In the making of interactive art, the concerns for understanding audience responses, on the one hand, and technological opportunities, on the other, lead inevitably to the need to integrate forms of research into art practice. Thus the importance of what is termed ‘practice-based research’, which is a significant element in all of the chapters in this book. In the next chapter, a discussion of this mode of research is given in the context of the interactive art practice that the contributors are engaged in, from one perspective or another. Through practice-based research new forms of interactive art emerge.