Tag: interactive

  • CD-ROMS in 1994: Bowie, Prince, Gabriel, and Cybermania ’94 – Cybercultural

    “Brian and I are developing something from which the user will genuinely feel he has had a full participation creatively,” Bowie said in an online chat on 1st July 1994, when asked about his multimedia plans. Clearly he and Eno had been discussing how music would evolve in the digital technology era; in addition to their March recording sessions, the pair swapped creative ideas over email regularly. Bowie was convinced “interactive multimedia” was the key, going forward. “Everything seems to have crossed through the mediums a lot more,” he told the New York Times later in July, “and I’m not quite sure what it is we’re doing, but it’s not just making records anymore. It’s got a lot further than that, and we keep translating everything to be interactive. The medium that we are working in is not actually CD-ROM. The medium is interactive multimedia, and I think that the CD-ROM is only the best delivery system currently available.” […]

    Overall, Gabriel’s CD-ROM has a much better logic than Bowie’s Jump (there are no random barking dogs, for a start) and it’s less confusing to navigate than Prince’s Interactive. From the vantage point of thirty years later, it must be said that XPLORA1 looks dated — with its tiny video screens and boxy graphics. But at the time, it got relatively positive reviews and no doubt deserved the three awards it got at Cybermania ’94.

  • Electric Dreams: Art and technology before the internet – Tate

    As the field gained international popularity in the 1960s, second-generation cyberneticists introduced principles of ‘observation’ and ‘influence’. This allowed them to link systems together into complex ecologies. Cybernetics became applied more widely to various social, environmental and philosophical contexts. It developed a cultural dimension among the 1960s hippie counterculture. They experimented with new technologies alongside their interest in alternative lifestyles and mind-altering experiences.

    Many artists and thinkers turned to cybernetics to make sense of a newly interconnected world, increasingly driven by technological development and interactions with machines. As a field concerned with constructing systems, cybernetics also holds the potential to dismantle existing structures and rebuild them anew. Artists responded to these ideas by creating systems-based works that performed creative acts with minimal human intervention, or which responded in real-time to the interactions of their viewers