4 books match the query 'Interactive art'
Lindsay Caplan
University of Minnesota Press, 2022
Tracing the evolution of the Italian avant-garde’s pioneering experiments with art and technology and their subversion of freedom and control
In postwar Italy, a group of visionary artists used emergent computer technologies as both tools of artistic production and a means to reconceptualize the dynamic interrelation between individual freedom and collectivity. Working contrary to assumptions that the rigid, structural nature of programming limits subjectivity, this book traces the multifaceted practices of these groundbreaking artists and their conviction that technology could provide the conditions for a liberated social life.
Situating their developments within the context of the Cold War and the ensuing crisis among the Italian left, Arte Programmata describes how Italy’s distinctive political climate fueled the group’s engagement with computers, cybernetics, and information theory. Creating a broad range of immersive environments, kinetic sculptures, domestic home goods, and other multimedia art and design works, artists such as Bruno Munari, Enzo Mari, and others looked to the conceptual frameworks provided by this new technology to envision a way out of the ideological impasses of the age.
Showcasing the ingenuity of Italy’s earliest computer-based art, this study highlights its distinguishing characteristics while also exploring concurrent developments across the globe. Centered on the relationships between art, technology, and politics, Arte Programmata considers an important antecedent to the digital age.
Roberto Simanowski
University of Minnesota Press, 2010
Lily Woodruff
Duke University Press, 2020
E.B. Hunter and Scott Magelssen, Editors
University of Michigan Press, 2025
2026 Association for Theatre in Higher Education Edited Works Award Winner
Enveloping Worlds is a collection of essays that analyzes the phenomenon of immersive, participatory performance as it has developed in the US. As this collection demonstrates, immersive performance offers three-dimensional multisensory experiences, inviting audience members to be participants in the unfolding of the story, and challenging pre-existing ideas about the function of performance and entertainment. Enveloping Worlds questions audience agency and choice, the space and boundaries of performance, modes of immersion, empathy and engagement, and ethical considerations through fifteen essays.
Case studies in the volume include the Choctaw Cultural Center in Oklahoma and Choctaw sovereignty; a Black artist’s autoethnographic performance challenging White audiences’ entitlement to full inclusion; Immersive Van Gogh experiences and their scenographers; telephone performance during the COVID-19 lockdowns; Diane Paulus’s The Donkey Show; the Battle of Atlanta panorama; an antebellum-themed department store display from the 1920s; escape rooms; Disney Parks; remotely staged plays about aging and dementia; tiki bars; anachronistic costuming at Renaissance Festivals; the technologies that shape the boundaries of immersive worlds; and tabletop role-playing games. Taken together, these essays contribute a rich discussion of immersive performance across radically different contexts, offering analytical models and terminology with which to clarify and advance this emergent discourse.