Abstract
New media art (or cyberarts) can be treated as an experimental field or laboratory for testing various interactions between man and technology, discovering new dependencies and boundary conditions of communication, and expanding the limitations of interfaces. VR & AR technology and animation are core areas of these artistic activities. They are the subject of experiments related not only to the image (simulation, visualization, reproduction), but also to the problems of narrative and interaction (especially in the area of testing new interfaces, indicating the conditions of user identification with narrative and embodiment). Experiences of artists specializing in interactive art, often related to social activities (cyberactivism) and subversive (counter-systemic) activities, are of particular interest in this regard. The artists often create works that cross the generic limits between games, public intervention and spectacle. The presented analysis is devoted to selected artistic practices and works in the field of cyberarts, which can be perceived as innovative in relation to consumer games. Artistic and communicative strategies which lead to the creation of an experience of playfulness and receivers’ pleasures that contribute to the communicative success of both a work and an artist – will be discussed.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
de Certeau, M.: The Practice of Everyday Life. University of California Press, Berkeley (1984)
Kluszczyński, R.W.: Sztuka interaktywna [Interactive Art]. WAIP, Warsaw (2010)
Maj, A.: From cyberbricoleurs through cyberleaders to cyborgs: emerging artistic strategies and possible tactics of reception. Transformations. Interdisc. J. 3–4(90–91), 147–164 (2016)
Ibidem
Manovich, L., Arielli, E.: Artificial aesthetics: a critical guide to AI, media and design. [ongoing online project], Chap. 2, pp. 1–24 (2022). http://manovich.net/index.php/projects/artificial-aesthetics. Accessed 9 Feb 2022
Kluszczyński, op. cit., p. 220
Maj, A.: Noosphere reframed: communication and cybersociety in the times of sentient city, blogjects and ubicomp paradigm. In: Maj, A. (ed.) Cyberculture Now. Social and Communication Behaviours on the Web. Inter-Disciplinary Press Literature & Cultural Studies Special E-Book Collection, 2009–2016. Brill, Leiden—Boston, pp. 15–26 (2019)
The CAVE. https://ars.electronica.art/futurelab/en/projects-cave/
World Skin by Maurice Benayoun. https://ars.electronica.art/futurelab/en/projects-world-skin/
Deep Space. Hubble Space Telescope by NASA. https://ars.electronica.art/center/en/hubble-space-telescope/
Sommerer, C., Minnogneau, L.: Works. http://www.interface.ufg.ac.at/christa-laurent/WORKS/FRAMES/FrameSet.html
Hentschlager, K.: FEED. http://www.kurthentschlager.com/portfolio/feed/feed.html
Demers, J.-P., Vorn, B.: Inferno. https://billvorn.concordia.ca/robography/Inferno.html
Flow of Qi. ITRI Creativity Lab. https://www.nextroom.at/event.php?id=9932
Transmute Collective (Keith Armstrong, Guy Webster and Lisa O’Neill): Intimate Transactions. http://embodiedmedia.com/homeartworks/intimate-transactions
Armstrong, K.: Towards an ecosophical praxis of new media space design. Ph.D. thesis. http://embodiedmedia.com/Resources/KMAPHDTHESIS.pdf?phpMyAdmin=b6PkCEYZ%2CteP6XdDyTa6wOnF%2C61
Bertelsen, L.: Affect and care in intimate transactions. Fibreculture J. 21, 24 (2012). http://twentyone.fibreculturejournal.org/fcj-149-affect-and-care-in-intimate-transactions/#sthash.YBGXjzRu.dpbs
Blast Theory: A Cluster of 17 Cases: Online. https://www.blasttheory.co.uk/projects/a-cluster-of-17-cases-online/
Blast Theory: Can You See Me Now? https://www.blasttheory.co.uk/projects/can-you-see-me-now/
Blast Theory: Bloodyminded. https://www.blasttheory.co.uk/projects/bloodyminded/
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
Cite this paper
Maj, A. (2022). Artistic and Communication Strategies of Creating Playful Experiences in New Media Arts. In: Fang, X. (eds) HCI in Games. HCII 2022. Lecture Notes in Computer Science, vol 13334. Springer, Cham. https://doi.org/10.1007/978-3-031-05637-6_16
Download citation
DOI: https://doi.org/10.1007/978-3-031-05637-6_16
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-05636-9
Online ISBN: 978-3-031-05637-6
eBook Packages: Computer ScienceComputer Science (R0)