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Using computers to control works is not simply a more advanced form of
what has come before. The early experiments in interactive video were
essentially movies with a choice of different endings, and one could say
that these were possibly even less intere sting than well edited cinematic
works.
Don't forget that when we talk about computers controlling anything, they
do so only as a result of the hardware and software that a particular
author has put together for the work. They express, in one way or another,
their authors intentions, and may ta ke a position within a spectrum of
possibilities as diverse as the imagination. It is, after all, limits of
the imagination which are the horizon, not the technology. From the
chicken in Chinatown that plays tic-tac-toe we can see that even a chicken
can learn to defeat a human opponent if an electronic circuit is coaching
them, especially if it gets them fed. Certainly, we can imagine what are
now impossible technologies - for example, everyone has thought about
recording their dreams, or even, their c omplete subjective sensation -
movies have been made about it, etc. - and yet, there is not even a remote
glimpse of how this could be done with our current technologies. People
often speak of the need for true "artificial intelligence" before works
can b e "truly" interactive. Perhaps this is true if what we want is to
make an artwork that is like a person, to give someone interacting with
the work the sense that they are interacting with another person, another
intelligence. But this is too obvious, to o much a simple continuation of
the long-standing role of technology as a way of just reflecting
ourselves.
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