Interactive Screen -marginal report-
This is a marginal report of the current annual conference at the Banff 
New Media Institute called "Interactive Screen" that has attempted to 
address a wide range of topics such a production, distribution and 
reception of both 'heavy' and 'light' interactive media (interactive 
film, SMS messaging, educational software). This report is marginal 
because I have not been able to attend all of the sessions in the 
conference but will do my best to connect the dots in terms of what I 
have seen and hear thus far. 
The content of this conference took me a bit by surprise as it was 
indicated right from the introductions that the majority of the 
presenters were working in film or video, doing things such as pursuing 
interactive narrative and shooting documentaries that blended fiction 
with real life. This was intriguing because the discourse seemed to be 
located in 1995, pre-net or net-condition, and had leapfrogged the past 
five years of an internet art discourse that effectively produced and 
supported works that were conceptually rich and took up limited band-
width. The discourse of interactivity, with narrative as its priori, 
seemed to have taken back seat to the possibilities of the internet, and 
was only partially carried through the adolescent street cred of video 
games was in some ways back, and of course changed. The tools of 
narrative production had been made more available to independent 
producers and high quality film and animated images were made 
increasingly more malleable. This "return of the repressed" in terms of 
narrative interaction seemed to maintain key concerns that, (at least 
with the projects I saw) go hand in glove with the construction of 
literary, cinematic or gaming narrative: that being the concern with 
emotional engagement (albeit tragedy, humour, or estrangement) and the 
production of an interface that the user is able to navigate through and 
keep interest in. 
Although each presentation was short (restricted to 15-20min) I would 
like to cover three projects that I feel take substantial swipes to 
compel conceptually and emotionally. The first being the projects and 
theory presented by Matt Locke that use SMS technology that have been 
facilitated through test.org.uk and The Media Centre, in the UK. Matt 
presented several text-messaging projects each with similar conceptual 
frameworks that either received or delivered content from users. A 
project that sent out content, gathered phone numbers from participants 
who were aware that they were part of an art project and were to receive 
messages that they were to perform. The performances were based on 
prompts, dares and instructions that ranged from the specific to the 
abstract which users were to act out as soon as they received the 
message. Matt contextualized this practice by playing off of a term by 
Hakim Bey, called TIZ (temporary intimate zones) that disrupted the 
notion of position and location, in favor of place as content receivers 
could essentially be in any place upon reception. The situation creates 
a context that lends itself to relative models of interaction, feedback, 
and interaction as architectural and behavioral characteristics of when 
and where a user will receive interaction is considered. 
The second project was a prototype for an immersive video called "Lamb 
Hotel" by British artist Cath Le Couteur who wrote a black comedy that 
placed four characters within four hotel rooms where a fire was to break 
out, and one was to die. Once participating with the video, users would 
only be able to see a total of 10minutes worth of film (out of a total 
of 40min) that would be based on their navigational patterns in the 
hotel. Users would be given cues as to where and when to move that would 
be both visual (graphic cues such as buttons text, areas of interest in 
the film) and sonic, through the figuring of the cuts and movement of 
the user in response to the sound effects and track. Although the 
prototype was presented both in single cell and dual cell, the resulting 
production will most likely appear in a single cell, single channel 
format. The narratives (I only remember three of the four) were 
comprised of: a young house keeper who speaks on a Mobile and dumps 
toxics on the floor; a young theatre director and his x-childstar mother 
who argue as they are about to leave to the opening of the directors new 
play; and a couple who accuse each other of infidelity in order to 
improve their sex life. 
The third presentation was by David Miller, a media producer from LA, 
who had a set of production tools which he allowed a group of "kids" to 
use for the quick and dirty production of videos.and essentially their 
lives. The kids would work in teams and would film daily activities such 
as skateboarding, bmx biking, slamming ones face into the concrete, that 
would be sent to a server in real time and edited almost as fast, then 
glued together with their favorite song of that moment. What was amazing 
about this production, was not necessarily its content or the sensation 
of seeing young teens mame themselves on metal bars and concrete curbs 
(I used to do all this stuff when I was a kid!!) but the amount that 
they produced in the time they had. Essentially they would make a 24min 
episode in one day that was of relatively high quality in terms of 
editing and impact. The project sponsored by Miller then provides an 
interesting context of production of ones reality that is based ever so 
slightly on a heightened sense of that reality, only the highlights with 
a sound track. And provides a place where these kids can further 
interact with each other and develop their own visual language. 
What I think each of these projects lend to the consideration of 
interactive media, interactive screens and interactive narrative is that 
each engage with, to use an old term, tragedy or the movement towards 
tragedy. This concept becomes important through the exchange that occurs 
into and out of fiction into a landscape that is either documentary 
located within an unknown urban place, or back into fiction where the 
viewer makes decisions that are based on their own intuitions arising 
from their daily practice and life. With the projects Matt presented a 
possibility for interruption and possibly rupture occurs as messages are 
read on signs or intervene in the form of a text message with the daily 
routine of the content consumer. The interactive quality of "Lamb Hotel" 
drives the user towards an undefined yet tragic result that is written 
cleverly enough that it connects emotionally with the user outside of 
the frame. And finally the fictive cycle of the kids videos that moves 
into the documentary realm through the sheer volume of production 
whereby these real life events which are based on a particular activity 
that has its own media and production system is disrupted by speed and 
spectacle. Maybe the each seem to me to have some sort of connection, 
that in the end seems light, sort of portable, that these experiences 
are somehow cause a break for me, whereby something isn't exactly 
connected to my eyes.
Some interesting points that come out of this short examination and the 
context it is written that I have found are, 
+ the theoretical continuation of ideas found within theatre, film, and 
drama, that have been in the video art world, the independent film 
world, and the interactive new media world, but have not quite converged 
onto the new and developing hybrid discourse that comprises that tenuous 
and supple place of new media and art histories. 
+ the place of spectacle, belief, and/or the suspension of disbelief in 
terms of viewership and/or participation with a semi-fictive projects 
with the question of how then is reality, fiction narrative and 
representation reshaped. 
+ what are the ethics behind active intervention into daily lives that 
either promote produce or cause media spectacle yet are still bound 
within the condition of mediation implicit to technology and 
technologies of the self. 
+ What role or consequences does this have on curation in terms 
negotiating and supporting another area of hybrid production that does 
not rest still like documentary photography, does not exist as the index 
of conceptual art and does not provide passive viewership such as that 
found within film and video installation.
 
            


