ARTiculAction Art Review - Special Issuue Aug. 2016 | Page 129

Mark Franz ICUL CTION C o n t e m p o r a r y A r t R e v i e w Special Issue hard to understand, and therefore intimidating when compared to the “simplicity” of the previous technology used to create art. This is why I have an affinity for animation. Its very existence is due to complex technological innovations, but because the product is simple and dynamic enough to entertain children, and it has been around for over one hundred years, it is not considered as unapproachable as an art video game. Video games include animation, but add complexity through interactivity. Interacting with something like this is not a universal experience in our current society, but it will be in a hundred years. New media is a great title because there will always be new, new media, the question is whether people will get use to excepting that as equally valuable as art. Art has the burden of the “aura” that is created from authenticity, and mass production has been labeled as the antithesis of that, thank you Walter Benjamin, but the other option is to see authenticity as an event that can occur anywhere at anytime. Authenticity can be interpreted as a one of a kind experience instead of a one of a kind physical object. If this becomes a generally accepted sentiment in the art world, I think that new media will simply be a more acceptable form for works that are generally seen to have value. As far as art and technology assimilating into one another, we can say that has already occurred, if we accept the most liberal definition of technology, but if we are referring only to current contemporary forms of technology, I don’t think that will be the case. The traditional forms of drawing, painting, sculpture, ceramics, and many others, are at the core of many new media processes, and will continue to be highly valued practices on their own. They are also highly technological in the contemporary sense. Considering that, maybe technology and art should be considered as interdependent. This would certainly help to raise awareness of the importance of art among the fields of science, technology, education, and math. Zelda Deforested also inquires into the interstitial space between personal and public spheres, providing the spectatorship with an immersive experience that forces such a contamination between the inner and the outside: how do you see the relationship between public sphere and the role of art in public space? The role of art in public space means that is a social experience. Seeing a large public sculpture in a city is a completely different experience from stumbling upon a similar form in the wilderness alone, but both are social, and dialogues between the maker and the audience, intentional or unintentional. The only truly personal work is one that is created by the artist for him or her alone. The better delineation for me might be between intimate and open spheres. Small spaces meant for one viewer produce an intimate dialogue that feels personal and private, although it is not. That feeling is important however, and changes the interpretation of the work. The role of art in this public space then becomes tied to intimate experiences, and then can be translated to the public sphere through primary or secondary interpersonal communication. That is communication about the work specifically or that the work helps to produce. Work on a larger scale draws more viewers and simultaneously engages the public sphere in a public space. The great thing about Zelda Deforested is that it can be displayed as either a public or intimate interaction depending on the space and audience. 29