Les États généraux de l'écriture interactive

IIIe ETATS GENERAUX DE L'ECRITURE INTERACTIVE : Tactile and Precise

Paris, 1999: The government has decided to heavily invest all spheres of French society with "New Technologies". In concert with the Troisièmes états généraux de l'écriture Interactive, an exhibition of interactive art was held at the Forum des Images, previously the Vidéothèque de Paris, located in the Halles, at the heart of the City of Light.

Dates: a symposium on the 16th and 17th of November, accompanied by 16 interactive installations running until the end of the month. The works presented consisted mainly of CD-ROMs, a few digital tableaus incorporating images, sound and movement, and interactive environments that examined questions of identity in the viewer's relationship with the virtual work; they also explore the extent of an object's resonance beyond its presence and materiality in the spatial setting.

Organizers: Art 3000, an association with a shoestring budget which has spent the greater part of the last decade reflecting on multimedia tools and on the impact of all things digital in research and structures of new forms of expression. Two brothers head this collective: Florent Aziosmanoff, creator-philosopher, and Nils Aziosmanoff, political musician. Art 3000 is the official organizer of ISEA 2000, a prestigious world event that will be held in France in December 2000. It is therefore with a mind oriented toward semantic precepts and with a desire to assert new ways of "thinking creation" with the new media that speakers shared the results of their inquiries concerning the structural axes of digital writing.

Major concepts were broached, illustrated by large screen displays of some CD-ROMs, commented by Florent Aziosmanoff in the presence of the various authors, who were very relevantly questioned by Karine Douplitzky, another lead thinker of Art 3000. The symposium began with the presentation of interactive games, to clearly state the new domains of meaning, such as taken up and consumed by the greater number, and to show spaces of semantic infusion, taken for what they are rather than for what we would like them to be, stigmatized in their possible cultural dissemination.

The online game Mankind, supplied with an installation disk, was a breathtaking example of what virtuosity in network techniques and logic can do for recreative diversion and for the pleasures of communication collectively shared around discussions concerning war strategies. The objective of the game, once the participant is arbitrarily chosen as a member of either of the two camps - the inside and the outside empires - is to initiate encounters and partnerships between player-vassals of the same camp, who, between warlike engagements, invent new forms of exchange.In discussion groups created separately from the computer game, participants have real world discussions about the development of their virtual identities. The game is a great success and will soon me marketed in the United States. It also generates a good deal of employment, as it demands the presence of monitors, full-fledged group leaders who must evaluate whether players are respecting the rules or not. For instance, cliques using the space for promoting pedophilia and/or Nazi ideologies are excluded.

Questions were not long in coming and a profound difference between Europe and North America in all things PC became evident: why should carnal and pornographic exchanges be excluded? Would the survival of the species not depend more on the reinvention of pornography than on the obsession with war promoted so intensely by the video-gaming industry? Why would an arms dealer be more highly regarded than a panderer? By presenting this game at the outset of the symposium, what organizers wanted to emphasize, beyond the message, was an awareness of the generational fact underlying the Play-Station as access tool for the interactive reading of virtual spaces. What this implied was the exclusion of a whole segment of the population from these new technologies. The observation of interactive writing is necessarily filtered through the psycho-sensory experience of "clicking". And one should surely not disregard the tactile experience of the Play Station, which brings both hands into play in the field of dialogue. To all those over 25 this year: get cracking!

Isabelle, a CD-Rom created Thomas Cheysson, highlights an author from the world of cinema who takes on the development of a multimedia product as he would a film production. This game, which also requires familiarity with the Play Station, portrays the world of village mine. The hero, blinded in a previous altercation, is looking for his brother who is investigating a sect-inspired plot. In order to recall hidden evidence, the player must move (and think) in counterpoint, from different points of view and in different spaces within the same situation. The key to the mystery is only revealed at the end of a succession of tests.

Other CD-Roms were discovered as one pointed and clicked, each of which defined its style by the nature of the rapport established with the viewer, and by devices generating any number of systems of perception to meet the prodding action, the viewer's "clicking". Armand Béhard's installation, P-M-E (père-mère-enfant), showcases a marvellous aspect of interactive writing: offscreen presence in the grain of the work. The author's offscreen presence represents a form of authorial humility, a catharsis transmuted into resonant meaning; the muted demiurge projects the pathos of his discourse into the exteriority and empathy of others. The author pings the reader, who must find a response in the immersion following the interaction.

The second day was devoted to sound and music and to issues related to their generation via new technologies. Of prime importance are image-sound correspondences, with which raves have familiarized us, the VJ's visual effects syncopating with the DJ's mix. While music traditionally finds its interactivity in an abstract hearing that unfolds in a real space-time, the creators are here preoccupied with its generation through the new tools of the art... How can artificial intelligence generate musical phrases based on auditory contact, whether artificial or natural? Beyond all possible ramifications and interpretations of a music written in advance, the computer-artist participates in the causality of sound on the instrument, in harmony with the manifest presence of the hearing.

The conclusion of the IIIe États généraux de l'écriture interactive -- which had accepted to welcome dissenters from the interactivity bandwagon, like philosopher Bernard Stiegler, among others -- is that digital tools indubitably allow us to produce systems capable of taking initiatives related to the viewer's interactive presence -- another string to the bow for hypertext authors used to synchronizing 3D images, sound and meaning.

Pascale Malaterre

Translation: Ron Ross

 

 



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