
Interactive art is a form of
art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art
installations achieve this by letting the observer walk through, over or around them; others ask the artist or the spectators to become part of the artwork in some way.
Works of this kind of art frequently feature
computer
A computer is a machine that can be programmed to Execution (computing), carry out sequences of arithmetic or logical operations (computation) automatically. Modern digital electronic computers can perform generic sets of operations known as C ...
s,
interfaces
Interface or interfacing may refer to:
Academic journals
* Interface (journal), ''Interface'' (journal), by the Electrochemical Society
* ''Interface, Journal of Applied Linguistics'', now merged with ''ITL International Journal of Applied Lin ...
and sometimes
sensors to respond to motion, heat, meteorological changes or other types of input their makers have programmed the works to respond to. Most examples of virtual
Internet art
upright=1.3, "Simple Net Art Diagram", a 1997 work by Michael Sarff and Tim Whidden
Internet art (also known as net art) is a form of new media art distributed via the Internet. This form of art circumvents the traditional dominance of the phys ...
and
electronic art are highly interactive. Sometimes, visitors are able to navigate through a
hypertext
Hypertext is E-text, text displayed on a computer display or other electronic devices with references (hyperlinks) to other text that the reader can immediately access. Hypertext documents are interconnected by hyperlinks, which are typi ...
environment; some works accept textual or visual input from outside; sometimes an audience can influence the course of a
performance
A performance is an act of staging or presenting a play, concert, or other form of entertainment. It is also defined as the action or process of carrying out or accomplishing an action, task, or function.
Management science
In the work place ...
or can even participate in it. Some other interactive artworks are considered as immersive as the quality of interaction involve all the spectrum of surrounding stimuli.
Virtual reality environments like works by
Maurice Benayoun and
Jeffrey Shaw are highly interactive as the work the spectators – Maurice Benayoun call them "visitors", Miroslaw Rogala calls them (v)users,
Char Davies "immersants" – interact with take all their fields of perception.
Though some of the earliest examples of interactive art have been dated back to the 1920s, most
digital art didn't make its official entry into the world of art until the late 1990s.
[Paul, C: ''Digital Art'', page 67. Thames & Hudson Inc, 2003.] Since this debut, countless museums and venues have been increasingly accommodating digital and interactive art into their productions. This budding genre of art is continuing to grow and evolve in a somewhat rapid manner through internet social sub-culture, as well as through large scale urban installations.
Interactivity in art

Interactive art is a genre of art in which the viewers participate in some way by providing an input in order to determine the outcome. Unlike traditional art forms, wherein the interaction of the spectator is merely a mental event, interactivity allows for various types of navigation, assembly, and/or contribution to an artwork, which goes far beyond purely psychological activity.
Interactivity as a medium produces meaning.
[Muller, L, Edmonds, E, Connel, M: "Living laboratories for interactive art", ''CoDesign'', 2(4):3]
Interactive art installations are generally computer-based and frequently rely on sensors, which gauge things such as temperature, motion, proximity, and other meteorological phenomena that the maker has programmed in order to elicit responses based on participant action. In interactive artworks, both the audience and the machine work together in dialogue in order to produce a unique artwork for each audience to observe. However, not all observers visualize the same picture. Because it is interactive art, each observer makes their own interpretation of the artwork and it may be completely different from another observer's views.
Interactive art can be distinguished from
generative art in that it constitutes a dialogue between the artwork and the participant; specifically, the participant has agency, or the ability, even in an unintentional manner, to act upon the artwork and is furthermore invited to do so within the context of the piece, i.e. the work affords the interaction. More often, we can consider that the work takes its visitor into account. In an increasing number of cases, an installation can be defined as a "responsive environment", especially those created by
architects and
designers. By contrast,
Generative Art, which may be interactive, but not responsive per se, tends to be a monologue – the artwork may change or evolve in the presence of the viewer, but the viewer may not be invited to engage in the reaction but merely enjoy it.
History
According to the new media artist and theorist
Maurice Benayoun, the first piece of interactive art should be the work done by
Parrhasius during his art contest with
Zeuxis
Zeuxis may refer to:
* Zeuxis (general) (), Greek general
* Zeuxis (painter) (), Greek painter
* Zeuxis of Tarentum (), Greek physician
* Zeuxis (wrestler)
Zeuxis (born November 3, 1988) is a Puerto Rican ''luchadora enmascarada'', or masked ...
described by
Pliny, in the fifth century B.C. when Zeuxis tried to unveil the painted curtain. The work takes its meaning from Zeuxis' gesture and wouldn't exist without it. Zeuxis, by its gesture, became part of Parrhasius' work. This shows that the specificity of interactive art resides often less in the use of computers than in the quality of proposed "situations" and the "Other's" involvement in the process of
sensemaking. Nevertheless, computers and real time computing made the task easier and opened the field of virtuality – the potential emergence of unexpected (although possibly pre-written) futures – to contemporary arts.
Some of the earliest examples of interactive art were created as early as the 1920s. An example is
Marcel Duchamp’s piece named ''Rotary Glass Plates''. The artwork required the viewer to turn on the machine and stand at a distance of one meter in order to see an optical illusion.
The present idea of interactive art began to flourish more in the 1960s for partly political reasons. At the time, many people found it inappropriate for artists to carry the only creative power within their works. Those artists who held this view wanted to give the audience their own part of this creative process. An early example is found in the early 1960s "change-paintings" of
Roy Ascott, about whom
Frank Popper has written: "Ascott was among the first artists to launch an appeal for total spectator participation". Aside from the “political” view, it was also current wisdom that interaction and engagement had a positive part to play within the creative process.
In the 1970s, artists began to use new technology such as
video and
satellites
A satellite or artificial satellite is an object intentionally placed into orbit in outer space. Except for passive satellites, most satellites have an electricity generation system for equipment on board, such as solar panels or radioisotop ...
to experiment with live performances and interactions through the direct broadcast of video and audio.
Interactive art became a large phenomenon due to the advent of computer-based interactivity in the 1990s. Along with this came a new kind of art-experience. Audience and machine were now able to more easily work together in dialogue in order to produce a unique artwork for each audience.
In the late 1990s,
museums and galleries began increasingly incorporating the art form in their shows, some even dedicating entire
exhibitions to it. This continues today and is only expanding due to increased communications through digital media.

A hybrid emerging discipline drawing on the combined interests of specific artists and architects has been created in the last 10–15 years. Disciplinary boundaries have blurred, and significant number of architects and interactive designers have joined electronic artists in the creation of new, custom-designed interfaces and evolutions in techniques for obtaining user input (such as dog vision, alternative sensors,
voice analysis
Voice analysis is the study of speech sounds for purposes other than linguistic content, such as in speech recognition. Such studies include mostly medical analysis of the voice ( phoniatrics), but also speaker identification. More controversia ...
, etc.); forms and tools for information display (such as
video projection,
lasers,
robotic and
mechatronic actuators, led lighting etc.); modes for human-human and human-machine communication (through the
Internet and other
telecommunications networks); and to the development of social contexts for interactive systems (such as utilitarian tools, formal experiments, games and entertainment, social critique, and political liberation).
Forms
There are many different forms of interactive art. Such forms range from interactive dance, music, and even drama. New technology, primarily computer systems and computer technology, have enabled a new class of interactive art. Examples of such interactive art are
installation art,
interactive architecture
Interactive architecture refers to the branch of architecture which deals with buildings, structures, surfaces and spaces that are designed to change, adapt and reconfigure in real-time response to people (their activity, behaviour and movements), ...
,
interactive film, and
interactive storytelling
Interactive storytelling (also known as interactive drama) is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user (a ...
. Since there is a presumed participant or agent in interactivity, interactive art has a deep connection with performance art.
Impact

The aesthetic impact of interactive art is more profound than expected.
Supporters of more "traditional" contemporary art saw, in the use of computers, a way to balance artistic deficiencies, some other consider that the art is not anymore in the achievement of the formal shape of the work but in the design of the rules that determine the evolution of the shape according to the quality of the dialogue.
Events and places
There are number of globally significant festivals and exhibitions of interactive and media arts.
Prix Ars Electronica
The Prix Ars Electronica is one of the best known and longest running yearly prizes in the field of electronic and interactive art, computer animation, digital culture and music. It has been awarded since 1987 by Ars Electronica (Linz, Austria) ...
is a major yearly competition and exhibition that gives awards to outstanding examples of (technology-driven) interactive art.
Association of Computing Machinery's Special Interest Group in Graphics (SIGGRAPH), DEAF Dutch Electronic Arts Festival, Transmediale Germany,
FILE - Electronic Language International Festival Brazil, and AV Festival England, are among the others.
CAiiA,
Centre for Advanced Inquiry in the Interactive Arts
The Planetary Collegium (a.k.a. CAiiA / Centre for Advanced Inquiry in Integrative Arts) is an international transcultural and transdisciplinary new media art educational research platform that promotes on the doctorate level the integration of ...
, first established by
Roy Ascott in 1994 at the
University of Wales, Newport, and later in 2003 as the
Planetary Collegium, was the first doctoral and post doc research center to be established specifically for research in the interactive art field.
Interactive architecture
Interactive architecture refers to the branch of architecture which deals with buildings, structures, surfaces and spaces that are designed to change, adapt and reconfigure in real-time response to people (their activity, behaviour and movements), ...
has now been installed on and as part of building facades, in foyers, museums, and large scale public spaces, including airports, in a number of global cities. A number of leading museums, for example, the
National Gallery,
Tate,
Victoria & Albert Museum, and
Science Museum in
London (to cite the leading UK museums active in this field) were early adopters in the field of interactive technologies, investing in educational resources, and more latterly, in the creative use of
MP3 players for visitors. In 2004, the Victoria & Albert Museum commissioned curator and author Lucy Bullivant to write Responsive Environments (2006), the first such publication of its kind. Interactive designers are frequently commissioned for museum displays; a number specialize in wearable computing.
Tools
*
Wiring – the first
open-source
Open source is source code that is made freely available for possible modification and redistribution. Products include permission to use the source code, design documents, or content of the product. The open-source model is a decentralized sof ...
electronics prototyping platform composed of a
programming language, an
integrated development environment (IDE), and a
single-board micro controller. It was developed starting in 2003 by Hernando Barragán and was popularized under the name of
Arduino
*
Arduino – physical computing/electronics toolkit for interactive objects and installations
*
I-CubeX
I-CubeX comprises a system of sensors, actuators and interfaces that are configured by a personal computer. Using MIDI,
Bluetooth or the Universal Serial Bus (USB) as the basis for all communication, the complexity is managed behind a variety of so ...
– sensors, actuators and interfaces for interactive media
*
Max/MSP – programming language for interactive media
*
Processing (programming language) – used for many interactive art projects
*
OpenFrameworks
openFrameworks is an open source toolkit designed for creative coding founded by Zachary Lieberman, Theo Watson and Arturo Castro. OpenFrameworks is written in C++ and built on top of OpenGL. It runs on Microsoft Windows, macOS, Linux, iOS, ...
–
open source
Open source is source code that is made freely available for possible modification and redistribution. Products include permission to use the source code, design documents, or content of the product. The open-source model is a decentralized sof ...
tool similar to Processing, used for many interactive projects
*
Pure Data
Pure Data (Pd) is a visual programming language developed by Miller Puckette in the 1990s for creating interactive computer music and multimedia works. While Puckette is the main author of the program, Pd is an open-source project with a large d ...
–
open source
Open source is source code that is made freely available for possible modification and redistribution. Products include permission to use the source code, design documents, or content of the product. The open-source model is a decentralized sof ...
programming language for interactive computer music and multimedia works
*
TouchDesigner
TouchDesigner is a node based visual programming language for real time interactive multimedia content, developed by the Toronto-based company Derivative. It's been used by artists, programmers, creative coders, software designers, and performe ...
– a node based
visual programming language
In computing, a visual programming language (visual programming system, VPL, or, VPS) is any programming language that lets users create programs by manipulating program elements ''graphically'' rather than by specifying them ''textually''. A VP ...
for
real time
Real-time or real time describes various operations in computing or other processes that must guarantee response times within a specified time (deadline), usually a relatively short time. A real-time process is generally one that happens in defined ...
interactive
multimedia content
See also
*
Art game
*
Artmedia
*
Burning Man
Burning Man is an event focused on community, art, self-expression, and self-reliance held annually in the western United States. The name of the event comes from its culminating ceremony: the symbolic burning of a large wooden effigy, referred ...
*
Coachella Valley Music and Arts Festival
The Coachella Valley Music and Arts Festival (commonly called the Coachella Festival or simply Coachella) is an annual music and arts festival held at the Empire Polo Club in Indio, California, in the Coachella Valley in the Colorado Desert. ...
*
Computer-generated art
Algorithmic art or algorithm art is art, mostly visual art, in which the design is generated by an algorithm. Algorithmic artists are sometimes called ''algorists''.
Overview
Algorithmic art, also known as computer-generated art, is a subset o ...
*
Contextual Theatre
*
Electronic art
*
Fax art
Fax art is art specifically designed to be sent or transmitted by a facsimile machine, where the "fax art" is the received "fax". It is also called telecommunications art or telematic art. According to art historians Annmarie Chandler and Norie ...
*
Internet art
upright=1.3, "Simple Net Art Diagram", a 1997 work by Michael Sarff and Tim Whidden
Internet art (also known as net art) is a form of new media art distributed via the Internet. This form of art circumvents the traditional dominance of the phys ...
*
Kinetic sculpture
*
Life Cube Project
The Life Cube Project is a community interactive art installation based upon the creator's idea that if you write something down, it is far more likely to happen. The Life Cube installation encourages members of the community and the general publ ...
*
List of interactive artists
This is a list of artists who work primarily in the medium of interactive art.
B
* Artur Barrio
* Maurice Benayoun
* Timothy Binkley
* Maurizio Bolognini
* Geoff Bunn
C
* Peter Campus
* Janet Cardiff
* Thomas Charvériat
* Marcelo Coelh ...
*
New media art
*
Performance art
*
Relational art
*
Robotic art
*
Video game art
Notes
Further reading
*
Frank Popper, ''Art—Action and Participation'', New York University Press, 1975
* Ascott, R.2003. ''Telematic Embrace: visionary theories of art, technology and consciousness''. (
Edward A. Shanken
Edward A. Shanken (born 1964) is an American art historian, whose work focuses on the entwinement of art, science and technology, with a focus on experimental new media art and visual culture. Shanken is Professor, Arts Division, at UC Santa Cru ...
, ed.) Berkeley: University of California Press.
*
Roy Ascott. 2002. ''Technoetic Arts'' (Editor and Korean translation: YI, Won-Kon), (Media & Art Series no. 6, Institute of Media Art, Yonsei University). Yonsei: Yonsei University Press
* Ascott, R. 1998. ''Art & Telematics: toward the Construction of New Aesthetics''. (Japanese trans. E. Fujihara). A. Takada & Y. Yamashita eds. Tokyo: NTT Publishing Co.,Ltd.
* Barreto, Ricardo and Perissinotto, Paula
“the_culture_of_immanence” in Internet Art. Ricardo Barreto e Paula Perissinotto (orgs.). São Paulo, IMESP, 2002. .
* Brown, Kathryn, ''Interactive Contemporary Art: Participation in Practice'', (I.B. Tauris, 2014).
* Bullivant, Lucy, ''Responsive Environments: architecture, art and design'', V&A Contemporary, 2006. London:Victoria and Albert Museum.
* Bullivant, Lucy, ''4dsocial: Interactive Design Environments''. London: AD/John Wiley & Sons, 2007.
* Bullivant, Lucy, ''4dspace: Interactive Architecture''. London: AD/John Wiley & Sons, 2005.
* Dinkla, Söke, "Pioniere Interaktiver Kunst von 1970 bis heute". Hatje Cantz Verlag, 1997.
* Dreher, Thomas, ''The observer as actor in Happenings and context-sensitive installations. A short history of re- and interactive art/Der Beobachter als Akteur in Happenings und umweltsensitiven Installationen. Eine kleine Geschichte der re- & interaktiven Kunst'', in German http://dreher.netzliteratur.net/4_Medienkunst_Text.html]
Thomas Dreher: History of Computer Art chap. V: Reactive Installations and Virtual Reality
* Fleischmann, Monika and Reinhard, Ulrike (eds.)
Digital Transformations - Media Art as at the Interface between Art, Science, Economy and Societyonline a
2004,
* Ernest Edmonds, Linda Candy, Mark Fell, Roger Knott, Sandra Pauletto, Alastair Weakley. 2003. ''Developing Interactive Art Using Visual Programming''. In: Constantine Stephanidis & Julie Jacko (Editors), Human-Computer Interaction: Theory and Practice, (Part II). Volume 2. (Proceedings of the 10th International Conference on Human-Computer Interaction, Crete, June 23–27), Published by Lawrence Erlbaum Associates, London, June 2003, pp. 1183–1187,
* Ernest Edmonds, Greg Turner, Linda Candy. 2004. ''Approaches to interactive art systems''
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia June 15–18, 2004, Singapore
* Fleischmann, Monika; Strauss, Wolfgang (eds.) (2001)
o
Intl. Conf. On Communication of Art, Science and Technology, Fraunhofer IMK 2001, 401. (Print), (Internet).
*
Oliver Grau
Oliver Grau (born 24 October 1965) is a German art historian and media theoretician with a focus on image science, modernity and media art as well as culture of the 19th century and Italian art of the Renaissance. Main Areas of Research are: Dig ...
''Virtual Art, from Illusion to Immersion'', MIT Press 2004, pp. 237–240,
*
Christiane Paul (2003). ''Digital Art'' (World of Art series). London: Thames & Hudson.
*
Peter Weibel and
Jeffrey Shaw, ''Future Cinema'', MIT Press 2003, pp. 472,572-581,
* Wilson, Steve, ''Information Arts: Intersections of Art, Science'', and Technology
*
Edward A. Shanken
Edward A. Shanken (born 1964) is an American art historian, whose work focuses on the entwinement of art, science and technology, with a focus on experimental new media art and visual culture. Shanken is Professor, Arts Division, at UC Santa Cru ...
, ''Art and Electronic Media''. London: Phaidon, 2009.
*
Juan Martín Prada
''Juan'' is a given name, the Spanish and Manx versions of '' John''. It is very common in Spain and in other Spanish-speaking communities around the world and in the Philippines, and also (pronounced differently) in the Isle of Man. In Spanish, ...
, ''Interactividad electrónica e interacción social'', (Chapter 7 of ''Prácticas artísticas e Internet en la época de las redes sociales''), AKAL, Madrid, 2012
*
Jean-Robert Sédano, '' L'art interactif en jeu '', Un livre interactif avec QR codes et anaglyphes, 2016, Éditions Ludicart,
* Morignat Valérie
Real Presences Within Virtual Worlds Actualités du récit. Pratiques, théories, modèles”, Volume 34 numéro 2-3, 2006, sous la direction de René Audet et Nicolas Xanthos]
* Morignat Valérie
Présences réelles dans les mondes virtuels Actualités du récit. Pratiques, théories, modèles”, Volume 34 numéro 2-3, 2006, sous la direction de René Audet et Nicolas Xanthos]
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