Aesthetic experience in interactive art (based on John Dewey's theory)

Document Type : Research Paper

Authors

1 alzahra university

2 Alzahra University. Art faculty.

Abstract

Interactive art, as one of the media of the new art, leads to an audience's experience that is different from what has been experienced in the history of art. The interactive art media emerged from the new paradigm (postmodernism) in the world of art and gave new definitions to the same paradigm. Since the creation of a theoretical and philosophical framework for the complete reading of this art seems necessary; the present article aims to understand and explain the concept of experience in this art by analyzing the theory of the Aesthetic experience of John Dewey's and adapting it to interactive art. John Dewey (1952-1859) is a contemporary American philosopher who called his philosophy pragmatism.
 Media from the perspective of Dewey is a mediator between the artist and the audience. By hinting out the patriarchal significance of the author and changing his position, this media gave the audience a special, new, and unique definition of what we know about art history. For this reason, this art was faced with public pleasure both in the galleries and in the spaces outside of them, and was made available to ordinary people and part of their everyday lives. Dewey, by addressing the concept of human interaction and considering it as the foundation of aesthetic experience also emphasizing of the concept of technology, provides two important aspects in shaping the theoretical framework for reading interactive art. And answer the question what parameters of the audience's experience of interactive art makes them aesthetic and conceptual experience? In the other words if we give you the experience of interactive art as an example of Dewey's aesthetic experience, then what are the factors behind the link, similarity and interaction of this concept and its implications?
 It seems that perception interactive art can be considered as an example of aesthetic experience. Factors such as interaction, action and reaction, as well as the approached position of the author and audience, subject and object, instrument and result makes a common border between interactive art and Dewey's theory. On the other hand, the importance of the position of science and technology in this theory provides the basis for the study of interactive art as much as possible. The interactive arts bring the audience and her/his experience to the place of the author and the creator in a new place in the history of art, thereby eliminating the boundary between the art object and the subject. Due to the approached position of the subject and the object, as well as the subjectivity and objectivity in interactive arts, we cannot believe in the distinct tools and means which give rise to definite results.
 Finally, an example of an interactive installation called "A-Volve" the work of Christa somerere & Laurent has been introduced and studied as an example of a computer interactive art will be analyzed based on the theoretical framework of the research. A-Volve has become a complete example of Dewey's aesthetic experience through factors such as interaction (action / reaction), sense, rhythm and imagination.

Keywords


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