
The evolution of art in the past twenty years has seen the merging of computer networks and the Internet with creative ideas from other artistic media. Art that used to be displayed through media such as painting, sculpture, video and sound are now seen through a new interactive avenue on Web sites, social networks and other Web 2.0 tools. In the 21st century many Web sites have become cultural phenomena. The creation of Wikipedia, Facebook, Twitter and numerous other applications has lead to new venues for artists to create and share work. Art on the Internet and art made within the Internet has many direct links to these new Web sites. The concepts of these Web sites are based off of ideas of networking, interacting, participating and communication between one another. These ideas created a new format for art and artists. All of this can be seen in where art and the World Wide Web first interacted.
Web sites like Facebook and Myspace are social networks where groups of people can converge to share ideas and communicate between one another. Twitter and other messaging tools provide instantaneous communication among friends, professionals and strangers. While these tools can be used for completely commercial reasons, there are also underlying characteristics for them that make them act as springboards for artists and their works. Interactive art and participatory art have existed for some time prior to the creation of the Internet. Yoko Ono performed participatory art prior to the invention of the Internet. In 1964 and 1965 Ono performed her “Cut Piece” where she invited audience members to approach her and cut away pieces of her clothing in the name of peace. In this artwork she allowed the viewer to become a full participant in the work and barely interfaced with them besides inviting them onto the stage. Her body and the scissors were the only tools for the interaction. What the Web provided for artists was another tool to convey their work. The ability to interact with a piece of artwork can be seen through various means. In Digital Art History, Michael Hammel writes “If you don’t touch interactive art you won’t have any experience in it” (Bentkowska-Kafel 57). While this is true for both net art and other artistic media, in art based on the Web the viewer becomes a tactile user connected to the interface and the visual environment that the Web artist creates (Bentkowska-Kafel 60). This can be seen through either prompts that the artist provides the viewer before they interact with the art or through the parameters that the artist provides, which leads the viewer through the art.
The World Wide Web changed many of the basics rules of art and how some artists created their work. Stereotypically, artwork is seen as artifacts, something that should be observed and not touched. The Internet completely altered that view. In many ways, the Internet could be viewed as the new art gallery. The creation of the Internet provided a new avenue for artists to not only display their work but as a tool to create their work. It can be seen as the main platform for the production, distribution and exhibition of new art forms today (Bentkowska-Kafel 65).
Interactions, in both tactile and Web site simulations, can all vary. Artists can set parameters where the viewer is led through an art piece as the artist demands or with as much free will as the viewer desires. The work can be open-ended or intentional. According to Hammel, a viewer can experience interaction through several stages. The most minimal of which is reaction. When the user has minimal action required of them, they could be categorized as the reaction stage. This could mean that the viewer is simply looking at an art piece and not physically interacting with it at all. The second stage is interaction. Interaction is the step where the viewer takes part in some action within the work. This can be seen through the parameters or prompts that the artist could provide for the viewer. The work is not truly open-ended, even though it may seem to be. The final stage of interaction is symbioaction. This stage creates an atmosphere for the viewer where they cannot differentiate between his or her own participation and the work of the computer or the predetermined code setup by the creator. In this last stage, the artist could have either created a work that is truly open-ended where the viewer’s interaction with the piece completely dictates the direction of the piece (Bentkowska-Kafel 60). These three explanations of interaction further shows how art can be both seen in and on the Internet. Sometimes art pieces are created by the tools of the Internet, through coding and the use of Web sites. The work exists because of the Internet, as if the Internet was like the paint for a painting or the clay for a sculpture. In other instances, an art piece can be seen on the Internet. In this situation, the work might have been made through other media but is being presented on the Internet. The Web provides a new avenue for the work to be viewed and consumed, but is not necessarily a medium for the piece. Whether a work is on or in the Internet also allows for the levels of interaction to differ and how the work is then consumed is changed as well.
Posted in Thesis
Tags: Art, Interaction, Introduction, Net Art, Web 2.0



Goldberg launched an Internet installation called the
their pet and maintain its existence on the computer. Participants are expected to feed and care for the creature like a real pet and will reap the repercussions of ignorance. These connections that people make with virtual beings and creatures have made maintaining “life” more interactive for even the youngest generation. 

provided people all around the world the ability to communicate with one another instantaneously. This act is done through e-mail, chat rooms, tweets and Facebook messages. What many people forget is that the technology did not appear overnight but was rather developed over a period of time and in many ways this period of time coincided with the incoming net art revolution. Huhtamo says, “Even though today’s powerful media machineries have the power to make things (instead of ‘merely’ presenting them) almost overnight, these ‘things’ including interactive media are not created out of nowhere” (Lunenfeld 109).
The connections that artists and everyday users can make to the early days of net art are seen in many of the aspects of modern social media tools.
online encyclopedia resource where experts created entries. It failed within its three years of existence was the fact that it relied on a peer review by scholars who volunteered their time. Nupedia hoped to be a substitute for the traditionally printed encyclopedia. What the founders did not see was the opportunity for a wider involvement by the public (Bruns 105). When Wikipedia was created, it was not necessarily an emergence of a new tool but rather a collection of already existing Web communities. These Web communities were specialized and had fans and experts in these topics who shared their knowledge. What Wikipedia was able to do was capture all the information available on the Web about all topics in a central location. Wales believed that Wikipedia could succeed because of its system of checks and balances. Wales stated in 2001 “There’s a simple way to tell if it’s any good. Find an entry on something you know something about. Odds are it’ll hold up pretty well—you’ll probably even learn something new” (Bruns 106).
February 14, 2009. Wikipedia Art was created as art that could be made and composed through Wikipedia—thus being art that anyone could edit (Wikipedia Art). Because it was setup as a conventional Wikipedia page, Kildall and Stern had to ensure that it would meet the standards of verifiability of Wikipedia. The art was suppose to be completely interactive and collaborative—somewhat like Davis’ work but with more constraints. Kildall and Stern said “Any changes to the art had to be publish on, and cited from, ‘credible’ external sources: interviews, blogs or articles in ‘trustworthy’ media institutions” (Wikipedia Art). The artwork (or the page simply) would change and evolve by others writing and talking about it. However, Wikipedia administrators and some community members felt that the page was too controversial and not fitting in the structure of encyclopedia. The page was flagged and removed after 15 hours of its creation. What stemmed from the page was a continued discussion and debate of its place on Wikipedia. This outcome, in its essence, still fulfilled Kildall and Stern’s aim because it still developed through discussion, except not on a Wikipedia page. The discussion, however, was heated and thorough, even after the page’s demise. Wikipedia Art was suppose to be viewed as a performative utterance where artists, writers, editors could join and construct, transform, destruct or resurrect the artwork. Stern and Kildall said, “Like knowledge and like art, Wikipedia Art is always already variable” (Wikipedia).

While Goldberg’s work was a questioned for its validity, the application, and its users are fully aware of the virtual characteristics of My Garden. According to Mitchell, Goldberg’s Telegarden created “a sense of accountability for one’s actions, and people keep returning because they want to see how their garden is growing and changing, and because they have personal stake in it” (Lunenfeld 126). Still today, nearly 14 years later, the Internet user is still controlling a virtual garden. The user still logs in every day because regardless of the lack of reality, they still feel accountable for their actions.
Internet provides another dimension for people to interact and live on that is very different from the physical world. On the Internet, different realities and worlds can be tested and experienced. Goldberg used this ability to help lead his viewers through several art pieces that further questioned reality. Once this idea was transferred into a commodity, the goals and experiences behind the piece diminish greatly. My Garden can be seen as a purely entertainment commodity created to please the user rather than question them. The design is based off of ideas that condone a positive reception from the user and the upkeep is maintained to ensure continued use by them. The immersion of commodity with art often strips the work of its meaning and directs it towards full control of the user. If a commodity is not well received then it will not survive in the market. The merits of the commodity do not matter to the consumer. The merits could be nonexistent but if it is attractive to the consumer, the product will thrive. An example of this view can be seen in how early video art influenced contemporary reality TV are often similar on the surface but completely far a part in intention.
created a video art piece called “Wipe Cycle” for the Howard Wise Gallery in New York. The piece consisted of nine video monitors where four played pretaped material and five played live and delayed images of viewers of the gallery. The reactions from the viewer were shock and awe because they couldn’t believe that they were being taped live. Their aim for the piece was to “integrate the audience into the information” (Rush 2). Interestingly, reality shows in the 21st century in many ways integrate real, nonprofessional actors, into real life situations. The main difference though is that he people are not shocked an awed anymore but rather prepared and commercialized for their appearances on television. The concept behind the piece is lost and the commodity has made it entertainment. The parallels in how video art was immersed into television are the same parallels seen in net art and its immersion with freeware and Internet widgets.



