SciArt Magazine - All Issues December 2015 | Page 35

Alan Rath. Photo credit: Johnna Arnold. ground. I was an art major at Williams College but at a time when computers were black and white, and I was not interested in them whatsoever. I did a lot of painting, but I also made sculptural objects that viewers were meant to pick up and rearrange. I also made pieces that people wore—they were based on the idea that if you’re wearing this strange thing you change your encounters with other people. use their bodies in really beautiful ways, even if they’re not trained—the system elicits that. I think that if there’s a way that these systems I’m making can shift, even subtly, how people are physically moving in a space, that maybe some of that goes with them when they leave. A couple years after I graduated, I started seeing CDROMs and early internet stuff, and there was the idea that you could create a whole world for people where you could change the rules about what was possible. I liked the possibility to affect culture with what I saw coming down the pike, so I decided to go to grad school. I went to the Interactive Telecommunications Program at New York University. There were a lot of people there doing camera–based, motion–capture work. I had a familiarity with programming language, so I was able to work on some of that really early stuff. Once I started using the camera for motion–capture, I found there was so much possibility for how people can engage with computer or software systems. CU: Early on there weren’t very many models for how you could create a social space with computer interaction. The focus in that era, while I was still at NYU, was on immersive, virtual interaction where the user had to put on headgear and gloves—it was a totally individual relationship with the system. It was through experimentation with camera–input work that I noticed people liked being able to interact with a computer without having to suit up and be alone. It was such a different model to engage with the system while not having to leave your social situation and your body. JF: Why is interactivity important in your work? CU: I’ve always been interested in how an artwork can change your lived experience and not be just a thing you look at, but something you engage with in a much more physical way. In my pieces, I want to create situations where people SciArt in America December 2015 JF: There’s also a social aspect to your work. Tell us about that. I think we’re still struggling with that now. You watch people on their phones completely losing sense of what’s happening around them, attempting to multitask by maintaining a conversation while walking down the street gracefully. Hopefully we can learn to take advantage of what we do well physically and socially and not give up on having a virtual presence or having distant relationships with people. JF: A traditional view of art appreciation relies on passive reflection. How do audiences respond to your interactive pieces? 35