Hi all
Like Hannah I find the theme of “truth to technology” provocative. On
one hand it suggests a constricting concept of an essential nature, with
an implied authentic response (which is probably the least useful
interpretation), on the other it opens up a consideration of the
specific qualities of computer-based art, and asks how these qualities
require, and make possible, a transformation in museum and curatorial
practice.
The starting point for me is the liminal existence of computer-based
artworks somewhere between object and experience. Their technological
basis leads to time-based and process oriented characteristics which
often make audience experience the content, location and driving force
of the work. As such “truth” to these artefacts implies a commitment to
what they do “with and in experience” (in the words of John Dewey). The
question of how museums and galleries can respond to lived-human
experience, rather than acting as storehouses for objects, pervades
discussion about the role of cultural institutions. I would argue that
in computer-based art we have a form that can act as a test-bed and
model for how this question could play itself out.
So it’s interesting to note, as Beryl has, that rather than opening up
to the challenges and opportunities of this art-form, most museums and
galleries have continued to resist it. We discussed this resistance at
the Engage symposium two weeks ago in Sydney (
<http://www.creativityandcognition.com/engage06>), where the central
topic was interaction and audience experience. Maybe some of the people
who were at Engage, and others on the list, would like to pick up this
particular point of why museums and galleries resist computer-based art,
before we get on to the next questions of whether science museums,
libraries or public spaces make better homes for it. Theories amongst
Engage delegates ranged from the cartesian preference within museum
culture for minds over bodies, which sees interactive physical
experiences as chaotic and unsophisticated, to the possibility that
there just isn’t enough good interactive artwork out there deserving
exhibition.
For the past two years I’ve been developing an experimental approach to
working with audience experience in a museum context through a public
prototyping environment called Beta_space at the Powerhouse Museum in
Sydney. Perhaps the key point of this initiative from the perspective of
this discussion topic is that it draws on tools and techniques from the
field of Interaction Design – i.e. methodologies of making which
particularly relate to human-computer interaction. Maybe we can pick up
on this, and other curatorial strategies for capitalising on the
qualities of computer-based art as the discussion progresses. In the
meantime – there’s more info here: <http://www.betaspace.net.au/>, and
an article on public prototyping of interactive art in this month’s
issue of RealTime magazine: http://www.realtimearts.net
Thanks,
Lizzie
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