WHERE'S THE TENSION?
SO WHAT WOULD ALLOW ONE TO AVOID THE PHYSICAL/DIGITAL BINARY?
1/SURFACE
2/EXPERIENCE
SURFACE IS MALLEABLE.
EXPERIENCE IS REAL.
Why should we diminish the digital to 'representations' (echoes, shadows, reflections), when the experience of the digital is real in its consequences?
WHAT AND WHO DEFINES THE TRANSFORMATIONS?
This type of movement could be applied to any model, but it wouldn’t work the same with other models. There is a degree of authorial control over the type of movement, and whether this control is exercised by the artists themselves, curatorial, or collaborative decisions, is subject to negotiation.
WHAT DEFINES THE DEGREE OF SPECULATION/DEVIATION FROM THE PHYSICAL FORM?
What would distinguish an archive of paper artefacts from a game is the role of the paper objects. The narrative, whatever it develops into, should still keep them central: as living organisms, protagonists, key interface elements, narrative-specific environments.
Other than that there is no reason to make a distinction between a game and an archive: favouring documental quality results in still-born ‘digital galleries’ that simply puts photography or its extensions into a clunky interface replicating the white cube.
WHAT ABOUT THE GLITCHES?
3D-scanning creates new objects, they do not need to attempt to be accurate representations of the physical prototypes – at least when it comes to artworks.
The interaction with the digital objects should not seek to replicate physical experience – sensations of touch, smell, texture, weight. Instead, it needs to embrace the specifics of 3D: weightlessness, sizelessness, and thus almost limitless malleability.
THE DIGITAL ARCHIVES OF ARTWORKS STILL COMMIT TO THE FICTION OF DOCUMENTAL ACCURACY
HOW WOULD YOU MODERATE SUCH ARCHIVES, IF THEY ARE TRANSFORMED BY THE USERS?
Bibliography
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