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This negativity, this rebellion, was a primary ingredient of the
experimental cinema as practiced by artists such as Paul Sharits, Ken
Jacobs, George Landow, Hollis Frampton, Michael Snow, and others. NOT
entertainment, NOT storytelling, NOT psychological identification, NOT
commercial, NOT meant to please the audience, NOT concerned about being
understood, NOT intended for good reviews by mainstream critics,
etceteras.
Early video art had an essential negativity at its core, too - NOT
television, NOT theater, NOT decoration, NOT entertainment. And
Conceptual Art - NOT beautiful, NOT materialistic, NOT about technique...
Regina Cornwell wrote, in her Discourse magazine article of Spring 1992,
"Touching the Body in the Mind, "Efficiency, simplicity, logic, clarity
aimed at the end user rule the making of interactive systems in the
corporate, military, consumer, and pedagogical sectors. Interactivity has
been heralded as the bearer of 'choice'. Such 'choice' is made possible
through tailored menus listing sales options for the buyer or a selection
of maps for the visitor, or a chart of "how to" for a trainee, where butt
on-pushing is the norm, aiming toward the swiftest way to accomplish a
required goal. But artists need not answer to these concerns in their
work. And it is the hardware and software conceived with these
requirements in mind which can create stumbling b locks and limiting
factors, which artists seek to bypass."
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