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The reactivity of this work, as well of other works I have made with Java, poses the question of how we experience time with greater urgency than the earlier works do. In Prosthesis To A Well, I investigated this temporality, but by returning to some of the formal issues that interested me in Aporia. Aporia's third part ("Text/Sublime") was designed as allegorical of the notion of infinity, of infinite experience. One could play indefinitely with it, stretching it. Similarly, in Prosthesis, I aimed towards an infinitude. Of course, I wanted to be ironic about this gesture toward infinity. Participants can interact with Prosthesis by exploring, or rubbing, again and again, its circular form. As one moves the cursor, counter clock-wise, around and around the target-like form, one appears to move deeper and deeper, closer to some space beyond the surface of the browser. This motion takes time, which is experienced as a desire to explore. But also as time that is wasted going around in circles. A time never to be recovered, a non-Copernican time. Prosthesis also allows for participation through writing. But like (Eliot's) Desire, Prosthesis is a machine which asks that one relearn some acquired skill. The movement of the cursor as one types, touching the keyboard, is not automatic as it is in typewriters and computers simulating the latter. Instead, in Prosthesis one can type with one hand and move the cursor/mouse with the other. It is left to the participant's desire to find out if that writing is permanent or not. In a sense, all these works are experiments in interface re-design. They
tend to play between the visual and the haptic, sometimes confusing the
two through such effects as animation and ephemeralness. I try to show
these not just as distanced, ironic effects, but as characteristics of
the digital medium which suggest how it captures our imagination in a
historical moment when we think of ourselves in transition, as well as
out-of-touch with material reality. In thematizing this issue through a
temporal and physical interplay of visual and haptic relations, I try to
show that these effects of virtuality have consequences in the
experience of reality. Through re-designing the interfaces we have with
computers, we can also reshape the relationships we assume not only
between digital and analog representation, but between representation in
general and experience itself. |
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