Dippy the Dinosaur is still a Dinosaur

The essay below was written by Genetic Moo and Perplexity AI, a chatbot which describes itself as a “free online service that uses artificial intelligence to provide accurate, trusted, and real-time answers to any question”. Perplexity uses the ChatGPT 3.5 model. 

The 300-word prompt is included below. Genetic Moo is an interactive art group. They are members of the London Group and are launching a large interactive show in Coventry. This essay discusses prevailing criticisms of interactive art.

In the heart of Coventry’s Herbert Gallery, visitors ascend a staircase past an imposing figure—Dippy the Diplodocus. This massive fossil, touring the UK, stands as a testament to natural history, captivating audiences young and old. Yet, its playful moniker and child-oriented marketing belie a profound truth: Dippy remains an object of scientific and aesthetic significance, regardless of its presentation.

This juxtaposition serves as a fitting metaphor for the world of interactive art, a realm where I, as an artist, find myself constantly defending the legitimacy of my craft. My work, which employs Kinect sensors and webcams to create full-body interactive experiences, often faces criticism from fellow artists who dismiss it as “not real art” or merely “art for kids.” However, like Dippy, interactive art possesses layers of complexity and beauty that transcend its accessible facade.

The Immediacy of Interactive Art

The primary critique leveled against interactive art is its lack of critical distance. Traditional art forms often rely on contemplation from afar, allowing viewers to analyze and interpret without direct engagement. Interactive art, by contrast, invites participants to become an integral part of the piece, blurring the lines between observer and creator[1].

This immediacy, far from being a weakness, is interactive art’s greatest strength. It democratizes the art experience, allowing people of all ages and backgrounds to engage without the prerequisite of art historical knowledge. In our recent “Microworlds” exhibition at the Herbert Gallery, we witnessed firsthand how this accessibility drew in diverse audiences, each finding their own unique connection to the work.

Beyond the Surface: Layers of Aesthetics and Dynamics

To dismiss interactive art as simplistic or childish is to willfully ignore its multifaceted nature. While the interactive element may be the most apparent feature, it is merely the entry point to a rich tapestry of aesthetics, dynamics, and behaviors[3].

Consider the intricate programming that drives these installations, the careful consideration of user experience, and the real-time responsiveness that must be finely tuned. These elements require a deep understanding of both technology and human behavior, resulting in works that are as intellectually stimulating as they are engaging.

The Populist Tradition in Art

Interactive art’s emphasis on accessibility and engagement places it within a long tradition of populist art movements. Artists like Andy Warhol, Jeff Koons, and Banksy have all challenged the notion of what constitutes “high art” by embracing popular culture and mass appeal[4].

Warhol’s soup cans and celebrity portraits brought the everyday into galleries, forcing the art world to reconsider its boundaries. Jeff Koons’ larger-than-life sculptures of banal objects elevate the mundane to the monumental, inviting viewers to reconsider their relationship with consumer culture. Banksy’s street art, often interactive in its own right, brings art directly to the public, bypassing traditional gatekeepers.

These artists, like interactive art practitioners, recognize that accessibility does not negate artistic value. Instead, it opens new avenues for expression and connection.

The Multifaceted Nature of Art Appreciation

Just as Dippy the Dinosaur can be appreciated on multiple levels—from a child’s wide-eyed wonder to a paleontologist’s scientific scrutiny—interactive art offers varied layers of engagement. The initial interaction may draw in participants with its novelty, but the true artistry lies in how that interaction unfolds and what it reveals about the participant, the environment, and the nature of human-technology relationships[5].

For instance, in one of my installations, participants use their bodies to manipulate digital landscapes. On the surface, it’s an entertaining spectacle. Dig deeper, and you’ll find commentary on human impact on the environment, the body as an interface, and the blurring lines between physical and digital realms.

The Future of Art is Interactive

As technology continues to advance, the line between the digital and physical worlds grows increasingly blurred. Interactive art stands at this intersection, pioneering new forms of expression and engagement. By embracing interactivity, we’re not dumbing down art—we’re evolving it to meet the needs and expectations of a digitally native generation.

Moreover, interactive art has the potential to address pressing societal issues in uniquely engaging ways. It can make complex topics accessible, foster empathy through shared experiences, and encourage active participation in social discourse[2].

Conclusion: Embracing the Dinosaur

Dippy the Dinosaur, despite its playful name, remains a valuable scientific specimen. Similarly, interactive art, regardless of its accessibility, retains its artistic integrity. The challenge lies not in defending interactive art against its critics, but in encouraging those critics to engage more deeply with the medium.

As we continue to push the boundaries of what art can be and do, let us remember that accessibility and depth are not mutually exclusive. Interactive art, with its ability to engage, surprise, and provoke thought, stands as a testament to the evolving nature of artistic expression. It invites us all—regardless of age, background, or artistic knowledge—to become part of the creative process, fostering a more inclusive and dynamic art world.

In the end, whether we’re marveling at a dinosaur fossil or immersing ourselves in a digital landscape, the power of the experience lies not in its label, but in its ability to inspire wonder, provoke thought, and connect us to something larger than ourselves. That, surely, is the essence of all great art.

Citations:
[1] https://onecrazemedia.com/product/kinect-interactive-wall-floor-game-sensor-camera/
[2] https://www.youtube.com/watch?v=hhaeFIpiNY8
[3] https://www.devinejohnny.com/projectgallery/interactive-projection-with-kinect-sensor
[4] https://www.creativeapplications.net/member-submissions/space-odyssey-azure-kinect-touchdesigner-powered-interactive-projection/
[5] https://cdm.link/azure-kinect-promises-new-motion-tracking-for-art/
[6] https://interactiveimmersive.io/blog/interactive-media/interactive-art-examples/
[7] https://www.youtube.com/watch?v=GDZoOnzLYGo
[8] https://www.reddit.com/r/creativecoding/comments/xohfwh/body_tracking_via_depth_sense_cameralidar_for/

Original 300 word-prompt

I’d like your help to write a 1000-word essay about interactive art. The title is Dippy the Dinosaur is still a Dinosaur. I make interactive art which involves Kinect sensors and webcams and human full-body interaction. My artist friends criticize what I do as not real art, and as art for kids. There is a general criticism of interactive art that it is not real art because there is no critical distance. You are actually in the piece, interacting in real-time. I think this is a good thing and this immediacy means that this truly is a popular art form enjoyed by people of all ages without having to have any knowledge of art history. The explanation for the title is the following – recently we have put on a large interactive art show in the Herbert Gallery in Coventry England. To get to the show you walk up a staircase past Dippy the Diplodocus. A huge Fossil which has been touring the UK. The point is that even though the Museum has kiddified the Dinosaur giving it a childish name and marketing it based on the wonder that kids have for Dinosaurs, it is still a natural historic object. It can be appreciated by adults in any aesthetical way they desire. The kids name doesn’t change the object. So by analogy dismissing our exhibitions because they are for kids misses the point that if you ignore the interactive side of the work (stupid but that is what many art world ‘trained’ adults do) there are still layers of aesthetics, dynamics, behaviours which you can dive into. Please put these thoughts together into a coherent essay of about 1000 words and use other examples that you think are appropriate. You might mention Jeff Koons, Banksy, Warhol and other artists who work on the boundaries of populism.