The Reality of the Future: Redefining Interactivity and Ubiquitous Computing
Kristin Lindebrekke // November 27th, 2002
In recent years, the fields of art and entertainment have been
influenced strongly by the significant increase in computer utilization. What
were once thought of as cutting-edge technologies, such as interactive websites,
special effects, and virtual reality, are now commonly accepted as forms of
digital media. While there is still much work to be done in the improvement
of these existing technologies, the ideas behind them are no longer revolutionary.
Almost everyone has visited a website, has seen a major motion picture with
partial or full computer animation, or has seen a demonstration of a virtual
reality system on the news or even at an amusement park. In order to move
forward with the development of digital media, one must progress beyond the
technologies that have already been accepted into mass culture, and focus
on creating new ideas for the future. These ideas may be created out of bits
of existing knowledge, but ultimately the ideas should take priority over
the availability of technology. The resources available should not limit the
inventor, for the realization of ideas is often the reason for new technology
to be invented.
With this in mind, to make progress in the field of digital
media, one must examine what has already been done, and why. Nearly all of
the ideas that have been successful are either more efficient ways of doing
something that currently exists, or they are technologies that bring a new
level of interactivity to the user. Computers are windows into the world of
interactivity, the capabilities they provide can aid in the creation of new
realities, and the internet is a powerful tool that should be used as a means
of gathering feedback on projects, and as a way of creating reflective artwork
based on many users interactions with eachother and with the foundations that
are given to them. In predetermined art, the viewers have no freedom to decide
what happens, and thus no way of drawing conclusions based on their interaction
with the work. Instead, they must try to find meaning only in what is given
to them. The reduced level of interactivity makes it harder for the viewer
to relate to the piece, since they are not necessarily experiencing or taking
part in it. As Grahame Weinbren points out in his essay “The Digital
Revolution is a Revolution of Random Access,” “in the edit is
the language, the meaning, the music, the emotion, the expressivity of the
medium.” Editing consists of changing, reworking and adapting. In the
context of digital media, editing parallels interactivity; the viewer is able
to change the art based on his or her interactions with it. Jenny Holzer’s
“Please Change Beliefs” demonstrates how the internet may be used
as a means of collaborative editing. She presents the viewers with a predetermined
set of sayings or “beliefs” and asks them to change the text of
the sayings, or to provide their own, and then vote on their favorites, thereby
creating an extensive list of new sayings that may or may not make sense.
Another example of online interactivity and editing may be found in “fingertracks,”
a multi-part project that is part of Yugo Nakamura’s MONO*crafts . “Fingertracks”
is a series of interactive works that revolve around the keyboard or mouse
trails left by viewers. Some of the parts to the project are based around
an individual user, while others allow for interaction between many online
users. The users may see the patterns they are all currently making, and the
individual users are able to record their “tracks” on the page,
with an optional user name. Other parts of the project include a series of
users being connected by lines that move with the tracks the users are making.
This creates an array of geometrical shapes that are unlikely to ever be exactly
the same. Yet another part of “fingertracks” allows for users
to “battle” eachother with their tracks; two users are connected
by a movable line and pitted against eachother, only able to “attack”
and “dodge” by moving the interface device. Nakamura’s “fingertracks”
is considerable not only for its simplistic beauty, but also for its psychological
aspects (in the way people choose to explore websites) and for its focus on
interactivity with the original framework of the project and with other users.
MONO*crafts is a good example of where the future of digital media should
be headed. Non-participatory and single user forms of web art are no longer
groundbreaking. They still may be effective in some cases, but there is a
more promising future in collaboration and interaction with others, and there
should be a focus more on ideas instead of technical expertise. As Nakamura
himself says, “I am not particularly interested in using flash to create
cool motion graphics. What I do want to create is a unique communication experience,
or interface environment, a reactive field. MONO*crafts was my attempt to
fuse diverse elements organically into a single interface world.”
The shift from a presentational to an interactive system of
representation is an important key in understanding what the future of digital
media may hold. This shift is comparable to the shift in cinema explored by
Lev Manovich in his book The Language of New Media. Early cinema was
primarily presentational in the sense that the actors played to the viewer
as if the viewer were part of a direct audience. As time passed and the techniques
and use of film developed, the viewer was shifted to being inside the narrative.
The viewer is now asked to interact with and relate to the characters in the
film, and to accept what they are viewing as a temporary reality. A similar
shift may be expected in the world of digital media. The shift has already
started with a greater focus on interactive web art and a blending of “reality”
with virtual worlds. For example, virtual reality blends the realism of the
viewers’ senses with a nonexistent world, while computer animation in
film blends parts of a nonexistent reality with a temporary reality. With
computer animation and special effects in film, we are creating a believable
reality composed of actual and fabricated footage in a representational space.
If the future of technology and digital media revolves around interactivity
and the concepts of real and figurative space, it follows that the next logical
step would be to carry over the idea of temporary realities to existing physical
spaces. This may be achieved by constructing rooms and landscapes that incorporate
both what is physically real, and what may be perceived as real. Three dimensional
digital projections or virtual objects that one might see with the aid of
a PDA, laptop, cell phone, goggles, or some other peripheral device may be
integrated with physical environments in order to create a coherent, navigable
space where the two realities coexist. Essentially, this new form of ubiquitous
computing would blur the lines between the computer interface and the real
world, and it would provide an inverse to virtual reality. Instead of realism
in a fabricated space, this potential direction for digital media would fabricate
reality in existing physical spaces.
This possibility for the future of digital media has already
started to be explored through many projects. One of the many is Diane Gromala’s
“Living Book of the Senses,” a project incorporating projections
of three-dimensional virtual realities with actual physical environments.
The user is able to explore real environments while interacting with virtual
characters as seen through a headset, or real people acting as virtual characters
over an integrated network. The project also allows for an interactive narrative
based on the choices the user makes in exploring, and based on vocal and physical
commands. This is the direction mainstream digital media will most likely
be headed towards. Not only is the idea of physical interaction with real
and virtual worlds fun and engaging, but it may also be used for practical
applications in everyday life, such as representational traveling, meeting
with coworkers, friends and family, or a new means of interactive shopping,
all without the necessity of sitting in front of a computer. These ideas would
require a new version of ubiquitous computing, that would include a minimum
of computer equipment and peripherals. The computer would be an invisible
member helping human interaction in the physical world, instead of what we
have currently with online, humans invisibly interacting with eachother in
a virtual world.