Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings

Research Article

Contemporary Installation Art and Phenomenon of Digital Interactivity: Aha Experiences – Recognition and Related Creating with and for Affordances

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  • @INPROCEEDINGS{10.1007/978-3-030-06134-0_14,
        author={Anthony Brooks},
        title={Contemporary Installation Art and Phenomenon of Digital Interactivity: Aha Experiences -- Recognition and Related Creating with and for Affordances},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24--26, 2018, Proceedings},
        proceedings_a={ARTSIT \& DLI},
        year={2019},
        month={1},
        keywords={Aha experience Serendipitous synchronicity Interactive art POPBL Multi-affordances Playful design},
        doi={10.1007/978-3-030-06134-0_14}
    }
    
  • Anthony Brooks
    Year: 2019
    Contemporary Installation Art and Phenomenon of Digital Interactivity: Aha Experiences – Recognition and Related Creating with and for Affordances
    ARTSIT & DLI
    Springer
    DOI: 10.1007/978-3-030-06134-0_14
Anthony Brooks1,*
  • 1: Aalborg University
*Contact email: tb@create.aau.dk

Abstract

Observing audience attendance of a student created interactive art installation is posited relating to phenomenon of serendipity, brought about via cumulated conditions and strategies, synchronously resulting in an author-recognized ‘’. Identifying of engagement, then disengagement, and subsequent re-engagement informs reflections and critique. Speculation to how multi-affordances in an interactive art installation can combine with perceptual and cognitive pre-knowledge, e.g. pervasiveness of sensors in contemporary society (as audience pre-knowledge), to influence audience expectation, explorations, and engagement experiences. This contextually illustrated in how affordances (false/perceptual/hidden) of the installation became aspects that unwittingly and coincidentally cumulated to establish a moment: A period in time that serendipitously and synchronously involved observation of audience disengagement following initial confrontation immediately followed by a system reset that stimulated (as if playfully) re-engagement. Conclusions question how a strategy of that incorporates such audience perceptual and cognitive influencing through affordances can be a potential factor utilized in realizing interactive art installations. Posited thus is a contemporary art strategy goal to engage beyond artless mapping (e.g. one-to-one) toward more stimulating, intellectual, and enjoyable audience experience.