Ars Electronic Catalog  
              1994, Linz, AUSTRIA 
               
              
            Interactive Art and 
              the Myth of Everything-ness 
            Michael Naimark 
            April 1994 
               
               
             
            Interactive technologies have become in vogue 
              (finally!). The business and press communities have proclaimed them 
              the next Big Thing. But there's something that's been bugging me 
              about all this enthusiasm. 
            Go to one of the many interactive/multimedia/virtual 
              reality conferences or festivals and listen for how words like "everthing" 
              and "all" and "entire" are used.  
            "You can put everything the user will want on 
              a single CD-ROM."  
            "Entire libraries can now be instantly accessed." 
             
            "All the world's art can now be seen by everyone 
              in their homes." 
            I asked a colleague once about this last statement. 
              We were involved in a large educational "everything disc," and he 
              intended to put all of art on one section. I asked him how many 
              laserdisc stillframes he planned to allocate for the world art section. 
              He mumbled a few numbers and declared "1,200." I pointed out to 
              him that some college art history texts make mention of 1,200 artists 
              or more, so at most he could exhibit only one image representing 
              the entire life of each artist (and couldn't even use a picture 
              of the artist as well). 
            I don't mind the naiveté. But I do mind 
              the implication that producers of interactive material don't need 
              to make decisions because they're giving the user . . . EVERYTHING. 
              This is worse than being dishonest wth your audience: it's being 
              dishonest with your self. 
            For better or worse, I was one of the early rant-and-ravers 
              of interactive technologies in the arts. (In 1980 I earned more 
              income giving presentations about interactivity than producing!) 
              The artworld, the mainstream artworld, was initially skeptical. 
              Much of this is natural and healthy, a critical eye toward the new. 
              Good art ultimately is judged by surviving the test of time. The 
              hype around interactivity was often overwhelming. And most mainstream 
              artworlders didn't have enough frame of reference to stick their 
              necks out. 
            But there's a deeper reason, I think, for a resistance 
              to interactivity, and it stems from Michelangelo famous statement 
              "I see the figure in the marble and I will free it." This declaration 
              of "I talk, you listen" set the stage (in the West, at least) for 
              artist-as-creator and art-lover as passive learner. The artworld 
              saw interactivity as, well, flakey. It was used by artists who didn't 
              have a strong vision or couldn't decide how to finish. 
            We've now had a good fifteen years of artists 
              exploring interactivity, and as we've seen in the Ars Electronica 
              jury, there's some poetic and provocative work emerging. But we 
              must learn to be both critical and enthusiastic if we expect interactive 
              art to stop being an oxymoron. 
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