Abstract
Art in the early twenty-first century is increasingly an interactive experience that is shared with others and in public. The use of digital technology in the arts has been used to transform the viewer into a participant and is similarly starting to transform our expectations of the experience of art. From visual and sound art to performance and gaming, the boundaries of what is possible for creativity, curatorial design, performance and exhibition are continually extending and, as a consequence, propelling the practitioners involved to examine and evaluate their practices and products as contributions to a greater understanding of the nature of interactive experience. This book, Interactive Experience in the Digital Age, explores the development of interactive digital art through the eyes of the practitioners who are embedding evaluation in their creative processes. Many of the interactive art system developments and the methodologies presented are relevant to the wider concerns of Human Computer Interaction as well as within the Digital Arts community. Contributors have been informed by research methods from several disciplines and have adapted them in novel ways in order to develop new strategies and techniques for assessing the experience of interactive art. With contributions from artists, curators, designers, business entrepreneurs, technologists and scientists engaged in the creative arts, this book is intended to inform, inspire and stimulate other researchers and practitioners to explore further the novel and challenging developments taking place in this field.
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References
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© 2014 Springer International Publishing Switzerland
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Candy, L., Ferguson, S. (2014). Interactive Experience, Art and Evaluation. In: Candy, L., Ferguson, S. (eds) Interactive Experience in the Digital Age. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-319-04510-8_1
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DOI: https://doi.org/10.1007/978-3-319-04510-8_1
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Publisher Name: Springer, Cham
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