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Interactivity, Intersubjectivity and the Artwork/network
In contrast to traditional
visual arts, which posit a reflective ego in contemplation of an art object,
interactive computer and 3D or 4D installations construct collaborators, not
viewers-users, players, navigators or co-narrators (in the case of computer-based
interfaces); or experiencers, inhabitants or visitors (in the case of physical
installations). Receivers of interactive artworks are positioned as actors in
a network of heterogenous agents1 that includes the artist (and often her collaborators
and technical assistants), the various objects and spaces of the work, and other
visitors; with the work being realised as a unique outcome of dynamic interchanges
amongst these elements. Thus one approach to interactivity might be to study
the distributions of agency and competence across actors in the artwork/network.
This article proposes that psychoanalytic theories of intersubjectivity (especially
Daniel Stern's)2 can be usefully applied to the appraisal of contemporary forms
of artworks-networks that are of particular interest to women.
A preliminary distinction has been made between 'extractive' and 'immersive'
forms of interactivity.3 Extractive interactivity is found in almost all educational
CD-ROMs and quite a number of interactive computer-based artworks: the user/player
interfaces with a hypertext via a monitor screen and a mouse, joystick and/or
keyboard, making 'point and click' choices to navigate their own path through
an array of pre-programmed episodes and options. In immersive interactivity,
the viewer is surrounded by the artwork, perhaps wearing the technology (e.g.
head-mounted displays and data gloves for virtual reality experiences) or more
simply by occupying the physical space of the artwork (e.g. in installations
such as Sarah Waterson's Mapping E-motion), or by some combination of
these (e.g. Ulrike Gabriel's Breath, in which large screens show a semi-abstract
virtual environment, governed by certain aesthetic parameters, which alters
its patterns and pace of change according to the speed and depth of breaths
taken by the visitor, who wears a strap-on detector).4
Those whose equate 'freedom' with consumer choice may well feel liberated
when the hypertext's author yields narrative 'control' to the user/chooser.
However, theorists of narrative might observe that while the user is accorded
choice over the particular order of narrative unfolding, the programmer/artist
retains full control of the totality of story elements.5 Many women artists
simply reject the hype about empowerment through point-and-click extraction,
sharing the views of Florida-based artist Christine Tamblyn that most computer
interactivity 'is not much different from buying a soda from a vending machine'
and that 'the potential for computer interactivity is really quite limited
and dictated by the programmer'.6 Media theorist Ken Wark has made a similar
point: 'Far from giving the user more "choices", multimedia can
be seen as empowering the creator and restricting the users' choices.'7
There are various artistic responses to this situation. Patricia Piccinini's
The Mutant Genome Project effectively highlights the conjunction between
shopping and extractive interactivity by having players point-and-click
to select colour, sex and standard (or more expensive optional features)
when commissioning their mutant baby. Other artists, such as Linda Dement,
revel in their manipulation of audience experience and construct interfaces
that are not logical, that move in apparently random directions and that
in other ways force the player to submit to, rather than steer, the text.8
In Suzanne Triester's prototype interactive Dying for Your Sins, players
who think they're embarking on a standard 'shoot-em up' game find themselves
falling into a gothic fantasy world in which they have limited and unpredictable
powers of direction. One amusing response to the false friendliness of computers
is The User-Unfriendly Interface by Josephine Starrs and Leon Czimelewski,
a CD-ROM interactive displayed on a screen set amidst fake metal spikes,
and whose play is constantly interrupted by annoying dialogue boxes, some
of which say rude things to the user. Quite early in the piece, the user
must click on several boxes saying 'Don't click here' in order to further
unravel the hypertext. The User-Unfriendly Interface does not submerge its
agency under a sexy facade of responsiveness; rather, being overtly bossy,
it expects some disobedience.
Other lines of response away from point-and-click interactivity include
increasing the scope for random input by visitors (e.g. VNS Matrix's All
New Gen game prototype invited players to record a dream or message at the
end9) or abandoning the screen/mouse interface altogether. Various kinds
of sensors and surveillance devices as well as digital technologies can
be used to create 'smart spaces', environments that respond in various programmed
or random ways to the presence of visitors.
Whereas extractive interactivity involves one pulling things out of a box,
immersive interactivity or physical installations put the audience in the
box, perhaps with other things. There are, however, other dimensions to
interactivity besides (un)boxing and being boxed, and we can draw on Daniel
Stern's theories of interpersonal experience to elucidate some of them.
Stern replaces the Freudian model of infantile developmental phases (oral,
anal, genital) with a four-part model of different senses of self and domains
of relatedness that emerge in early infancy and persist and develop throughout
life.
Infants from birth to two months do not have a 'self' in the conventional
sense of 'some overarching and integrating schema, concepts or perspective'10
but instead 'have separate, unrelated experiences that have yet to be integrated',
as well as a variety of innate or quickly learned capacities to correlate
different elements of experience, and assure social interactions (p. 28).
The dominant sense of the emergent self is of the 'process of coming into
being', of 'networks becoming integrated' (p. 28). Stern argues that the
emergent self is vital in creating and appreciating art, for not only is
its correlation of experiences 'at the heart of creating and learning'
(p. 67), its 'amodal' form of perception is at the core of the aesthetic
transmutations between feeling and form (p. 54). 'Amodal perception' is
a seemingly 'predesigned' competence that allows even the youngest infants
to translate information from one sensory mode to another-visually recognising
something they have previous only touched-or to make correlations between
patterns of sound and light. Events and relations-whether with humans, objects
or environments-are appraised in terms of what Stern (after Suzanne Langer)
calls 'vitality affects': the dynamic and kinetic qualities of experience
that can be apprehended across sensory modalities and are invoked in terms
such as surging, fading away, crescendo, bursting, etc. (p. 54).
From two to six months, a core self emerges whose intersubjective experience
is a sense of 'being with', of experiencing oneself as a separate physical
unit with its own agency, feelings and continuity in time; a self co-existing
with other physical units who have their own feelings and histories. Through
repetitions and variations of self-other interactions in which the other
regulates the infant's physiological and emotional states (e.g. through
feeding, putting to bed, playing, etc.), the infant learns to sort out different
configurations of agency (e.g. acting on itself; being acted on by the other).
Infants reliably distinguish animate from inanimate objects, they are delighted
when adults create 'personified things' by imbuing toys and other objects
with vitality affects (e.g. whooshing them around, making noises).
In the period between nine and eighteen months, a more recognisably subjective
self forms as infants make the discoveries that 'there are other minds out
there' and that self and others are not just physical entities but have
intentions that can be inferred and mental states that 'can now be "read",
matched, aligned with, or attuned to (or misread, mismatched, misaligned
with, or misattuned)' (p. 27). Attuning involves cross-modal representations
of vitality affects (e.g. baby banging toy, mother making noises or gestures
in sync) and the same subjective state can be analogically or metaphorically
expressed in a variety of ways (e.g. vocalisation, gesture, facial display).
Intersubjective relatedness in its turn enables the emergence of a fourth
sense of self as inhabiting a domain of verbal relatedness in which each
person is seen as a 'storehouse of personal world knowledge and experience'
(p. 28) and interacts via symbols that communicate shared or negotiable
meanings. Although language gives infants 'entrance into a wider cultural
membership' (p. 177) and allows them to share with others their personal
experiences of the world, it also 'forces a space between interpersonal
experience as it is lived and represented' (p. 182). It is often difficult
to verbally articulate personal experiences in the domains of emergent,
core and intersubjective relatedness, and one of the reasons we make and
need art works is to enable communication about these non-verbal dimensions
of intersubjective life.
We might gain some insight into the kind of self addressed and the unique
episodic experience produced by installations and interactive art works
from psychoanalyst Russell Meares' characterisations of early infantile
perceptions of the relations between experience, event, object and space:
'The [infant's] idea that experiences have locations leads to the proposition
that experiences create or constitute the spaces in which they occur. [From
experiencing reality as a series of comings and goings] a corollary to the
original proposition now emerges. Not only do experiences constitute spaces,
spaces determine the existence of the experiences and the objects which
are part of them. Each object and experience has its own place, and this
place identifies it.'11
In partial contrast to those illusional arts that convey feelings by the
formal stylisation of vitality affects, contemporary installations and interactive
multimedia artworks have the potential to not only represent but also to
directly produce experiences of different kinds of self and relational events
in space. They may generate or simulate vitality affects in a variety of
senses at once; they may involve bodies as cognitive elements in unique
experiences of 'being with' other entities and objects; they may dislocate
normal senses of agency, coherence and effect associated with the core self;
and they may involve the deployment of various kinds of interfaces-including
electronic sensors-to produce effects of attunement (or 'misattunement')
between visitors or users and the environment.
Let's take an example of this. Nola Farman's and Anna Gibbs' installation
Heart of the Matter12 is set up as a softly lit living room where visitors
unwittingly alter two fields of ultrasonic radar which control the luminous
pulsing of a red thermo-responsive heart resting on an armchair, along with
the synchronous emission of low-pitched 'bu-dum bu-dum' sounds from a hidden
resonating box. As the visitor moves closer, the heart beats faster, returning
to a normal beat when the visitor approaches an empty chair opposite the
heart. Sitting there activates a mechanical switch that causes a nearby
phone to ring. When picked up, the phone addresses a prerecorded message
to the listener, sometimes pleading with him/her not to hang up. This work
is a 'smart space' activated by the bodies it encloses. The network of causality
and agency involved in the interaction is obscured: most visitors are unaware
of the ultrasonic sensors and the electronics concealed in chairs and a
lamp base. Whereas extractive interactivity overtly panders to the user's
fantasies of command and control while implicitly demanding their obedience
to system constraints, this artwork/network engages a seeming passive subject
whose body is more agentive than it consciously realises, and whose unpremeditated
actions shape the character of the interactive episode. This work involves
interactions in all domains of relatedness: the connection between pulsating
light and rhythmic sound involves a modal perception (emergent self); there
are plays with the core self and the locus of its agency is obscured; and
the fact that the heart is attuned to visitor movement creates a sense of
intersubjectivity which is further reinforced by the telephone voice (for
visitors inevitably find themselves attributing the voice to the heart,
and some even talk back).
Ann Hamilton's installation Filament (shown at the Sydney Biennale, 1996)
comprises two giant skirts swirling around a room and is an excellent example
of an installation that directly produces-rather than represents-the vitality
affect of an exhilarating 'whoosh'. Standing amidst this large-scale work
powerfully evokes sensory memories of being very small compared to an 'environment-mother'
whose skirts could form an enclosing world; it recalls the suburban pleasure
of spinning the sheets around on the backyard Hills Hoist. Disturbing aesthetic
effects can be created by staging conflicts between vitality affects, as
in Nola Farman's installation Elsewhere: The Road Movie, in which the welcoming
domestic comfort of armchair and a bowl of nibbles in front of the television
is contradicted by the menacing shards of china that fill the snack bowl
and entirely cover the chair and most of the gallery floor.
Disturbances in the core self as an agentive locus are part of pleasure-and
spookiness-of more extreme versions of cyber-experience. Anna Munster's
recent conference paper 'Love Machines'13 analyses how in most virtual reality
interfaces, the player's agency is displaced from the felt real hand onto
the seen virtual hand, with disjunctions produced between 'proprioception'
of one's actual body and the visual information about one's virtual body.
A disruption of core self through the redistribution of its physical agency
to a broader network is played out in the recent series of Ping performances
by the cyber-artist Stelarc, who attaches electronic muscle stimulators
to his body and allows people from around the world to activate these-thus
producing movement-by issuing commands through the Internet.
The experiments of Jennifer Hall, a Boston-based artist, in 'out of body
theatre'14 involve plays with the dispersion of the performer's agency to
control and achieve an adjustment to harmony with their own and other bodies.
Hall's theatre is a network of devices, including various environmental
tracking processors and computer-controlled sound and lighting. Sensors
pick up the movements of a live performer and input this information into
a computer array with outputs to devices operating the limbs and joints
of life-sized marionettes made of plexiglass, or wired-up skeletons. In
one version of the marionette theatre, there are two skeletons; one which
is directly controlled, and the other which is programmed to move in an
'attuned' response to the first. In a related project, Hall uses meditation
techniques, feedback from an electroencephalogram (EEG) and her own natural
talent at altering her physiology to learn to control the puppets by modulating
her own brainwaves.
I would like to conclude with some speculations as to why installations
and interactive works might be of particular interest to feminist and women
artists. Various stereotypical experiences of femininity and maternity might
inspire women's interest in these media. Years of 'girl talk' (minutely
dissecting feelings and relationships) and practice at deciphering and manipulating
the actions of pre-verbal infants and inarticulate men are probably excellent
preparation for experiments in interactivity. And as homemakers and shoppers,
women in consumer culture could be seen as practicing a homely kind of installation
art that involves selecting and combining items from arrays of objects and
making meanings by arranging and transforming them within domestic confines.
Room-sized 3D installations provide an appropriate medium for poetic investigations
of domesticity and its unheimlich disturbances. Being treated as housing
or furniture (receptive, accommodating) and defined as space (occupiable,
pregnable, nurturing) are experiences that could cultivate a woman's sympathy
with the secret resonances of objects and an understanding of space as an
active agent with which to collude in constructing and transforming the
bodies and events within.15 For other women (or grrrls), cyberspace provides
an opportunity to escape conventional definitions as 'mere' body and to
represent oneself as disembodied text, voice, constructed persona, viewpoint.
Feminists may be attracted to practicing art in areas relatively unencumbered
by canonical histories of white male masters: video, computer graphics and
animation, 3D installations and Internet sites are relatively new fields,
fields that women can enter 'at ground level' with a reasonable chance of
being exhibited (often under the curatorship of women), getting noticed
and influencing the evolving art form. Finally, there might be a philosophical
interest in artworks/networks that allows exploration of non-Cartesian forms
of subjectivity (i.e. emergent, core and intersubjective selves) in which
the old binary distinctions of reason and feeling, body and mind, subject
and object are no longer so salient (for example, when visitors find their
bodies acting as cognitive agents16 to experience and produce effects independently
of their conscious intention). But irrespective of why women might be drawn
to these contemporary art forms, the fact is that works are getting made.
I hope the brief suggestions made here will encourage others to take more
notice of the ways in which women artists are playing within and beyond
the narrow confines of extractive interactivity.
© 1996 Zoë Sofoulis
Zoë Sofoulis is a Sydney-based writer, academic and theorist.
References
1 Here I am borrowing terms from the actor-network approach to studying
the development of scientific knowledge and technological innovations; see
various essays in Bijker, W. E., Hughes, T.H. & Pinch, T. (eds.) The
Social Construction of Technological Systems, MIT Press, Cambridge (Mass.),
1987; and in Bijker, W. E. & Law, J. (eds.) Shaping Technology/Building
Society: Studies in Sociotechnical Change, MIT Press, Cambridge (Mass.),
1992, especially Akrich, M., 'The De-scription of Technical Objects' in
Bijker & Law. Other useful accounts include Law, J., 'Notes on the Theory
of the Actor-Network: Ordering, Strategy, and Heterogeneity', Systems Practice,
vol. 5, no. 4, 1992, pp. 379-393; Latour, B., 'Pragmatogonies' American
Behavioural Scientist, 1994, vol. 37, no. 6, pp. 791-808; Rachel, J., 'Acting
and Passing, Actants and Passants, Action and Passion' American Behavioural
Scientist, 1994, vol. 37, no. 6, pp. 809-823; and Pickering, A. 'The Mangle
of Practice', chapter 1 of his The Mangle of Practice: Time, Agency, Science,
University of Chicago Press, Chicago, 1995, pp. 1-34. (Thanks to Ingrid
Richardson for copies of her actor-network articles.)
2 Stern, D., The Interpersonal World of the Infant: A View from Psychoanalysis
and Developmental Psychology, Basic Books, 1985. The significance of Stern's
work is that it synthesises the interpretive findings of object-relations
psychoanalysis with empirical evidence from psychological research on infants.
3 See Lunenfeld, P., 'Digital Dialectics: A Hybrid Theory of Computer Media',
Afterimage, November 1993, pp. 5-7; and Dove, T., 'Theatre without Actors-Immersion
and Response in Installation', Leonardo, vol. 27, no. 4, 1994,
pp. 281-87.
4 See Flynn, B., 'Woman-machine relationships: Investigating the body within
cyberculture', in Matthews, J.J. & Jacka, E., (eds.) Body's Image, a
special issue of Media Information Australia, vol. 72, May, 1994, pp. 11-19.
There are images of this work and an interview with the artist in Cohen,
J., (dir.) Artists in Cyberculture, Australia, 1993, (Cracked Metal Productions;
distrib. Ronin Films).
5 Bordwell, D., 'Principles of Narration', Chapter 4 of Narration in the
Fiction Film, Methuen, London, 1985, pp. 48-62.
6 Tamblyn, C., 'She Loves It, She Loves It Not: Women and Technology, an
Interactive CD-ROM', Leonardo, vol. 28, no. 2, 1995, esp. pp. 101, 103;
see also Weinbren, G.S., 'Mastery: Computer Games, Intuitive Interfaces,
and Interactive Media', Leonardo, vol. 28, no. 5, 1995, p. 408. For a discussion
of other points of women artists' dissension from high-tech hype, see Sofia,
Z., 'Contested Zones: Futurity and Technological Art', Leonardo, vol. 29,
no. 1, 1996, pp. 59-66.
7 Wark, K., 'The New Abstraction', World Art, no. 3, 1995, p. 6; also Sarkis,
M., 'Interactivity means interpassivity', Media Information Australia, vol.
69, August 1993, pp. 13-16.
8 Dement, L., interviewed by Nalder, G., in Zurbrugg, N, (ed.), Electronic
Arts in Australia, special issue of Continuum: The Australian Journal of
Media and Culture, vol. 8, no. 1, 1994, esp. pp. 171-172.
9 For some discussion on users leaving traces in interactive works, see
Zevelansky, P., 'Crisscrossing the Interface: The Design, Display and Evaluation
of an Interactive Computer Exhibit', Leonardo, vol. 28, no. 2., 1995, p.
142.
10 Stern, D., op. cit., p. 45; subsequent page references included in text.
11 Meares, R., The Metaphor of Play: On Self, The Secret and The Borderline
Experience, Hill of Content, Melbourne, 1992, pp. 46-47.
12 Gibbs, A., 'On moving and being moved' and 'Thinking Bodies', Writings
on Dance 1994/95.
13 Munster, A., 'Love Machines' paper for the second 'Politics of Erotics'
conference day, University of New South Wales, 26 July, 1996.
14 Hall, J., 'A Computer-Controlled Marionette for Out of the Body Theatre',
Media Information Australia, no. 69, 1993, pp. 38-40.
15 On the connections between women and space see Grosz, E., 'Women, Chora,
Dwelling' in Watson, S. and Gibson, K. (eds.), Postmodern Cities and Spaces,
Blackwell, Oxford/Cambridge, 1994 (also in Grosz's Space, Time, Perversion);
and Best, S., 'Contexualizing Space' in Grosz, E., and Probyn, E., (eds.),
Sexy Bodies, Routledge, Lond./NY, 1995.
16 On the body as cognitive agent see Cornwell, R., 'Interactive Art: Touching
the "Body in the Mind"' Discourse, vol 1, 4, no. 2, Spring 1992,
pp. 203-221.