Professional Documents
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Metaverse Creativity
Volume 5 Number 2
© 2015 Intellect Ltd Article. English language. doi: 10.1386/mvcr.5.2.163_1
ABSTRACT KEYWORDS
This article wishes to explore the interactivity of photographic images through the photography
author’s installation t, which combines traditional photographic processes along digital art
with interactive digital artwork. For this purpose, various works of visual art, such interactivity
as painting, sculpture, performance art, etc., will be studied in order to reveal their audience
creators’ intentions towards interactivity of visuals. This research aims to serve as a interface
comparative framework for the further investigation of interactivity within the digi- representation
tal art realm. Methods of interaction will be examined in order to reveal the changes
in photographic representation that digital art has brought about. Acquired knowl-
edge will be the base for examining t in terms of its interface design, production
process, and its relationship with the audience. Thus, this article hopes to promote
thinking at the crossroads of photography and digital art to discover possibilities of
photographic representation in its correlation with the audience.
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A photograph that has a physical entity has now transformed into an immate-
rial state, which is represented by bits instead of by silver grains. This trans-
formation allows the alteration, projection and distribution of images by using
mathematical functions, meaning computer codes. Thus, the program of the
apparatus has become modifiable, which expands the limits of freedom. This
becomes visible when we look at works of contemporary artists like Joseph
Schultz, Thomas Ruff, Jeff Wall, Gregory Crewdson, etc. Digital photography
explores the limits of freedom mentioned by Flusser and ‘appears to compli-
cate and even to mock the desire for immediacy that traditional photography
promises to satisfy’ (Bolter and Grusin 2000: 111).
The present entity of images, as visual representations of computer codes,
allows artists to interpret and depict their creations with greater painterly
ambitions. In addition to the core elements of photographic production,
such as taking, editing and printing a photograph, now artists can use a vast
amount of digital tools, motion sensors, webcams, projectors and custom soft-
ware that record or alter images. In this regard, digital art, with its interac-
tive frameworks, explores photographic depiction, and the relation between
artwork and audience, as never before.
According to Jay David Bolter and Richard Grusin, a medium never oper-
ates in isolation; ‘it must enter into relationships of respect and rivalry with
other media [… W]e cannot even recognize the representational power of
a medium except with reference to other media’ (Bolter and Grusin in van
Gelder and Westgeest 2011). In this regard, departing from historical traces of
interactivity, this article wishes to explore the crossroads of photography and
interactive digital art through the works of artists who focus on lens-based
imagery and later on the author’s installation t, in the light of previous find-
ings. By doing so, we wish to reveal the current limits of photographic repre-
sentational freedom and its relation to the viewer.
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and reasoning processes are supported, how deeply they learn, how engaged
they become with the tool, and the interchange between them and the tool
(Liang et al. 2010). By influencing the audience towards the centre of the story
and the piece, their tendencies were to promote better comprehension of reli-
gious stories. But still the narrative of these pieces was a sort of monologue
that leaves no room for the viewer to explore the story.
As we move further towards the twentieth century, we can observe an
increasing demand of the audience’s physical interaction. In the 1960s, contin-
uing from where Futurism and Dada left off, new forms of art such as perfor-
mance and installation turned art explicitly participational (Manovich 2001:
56). Not the same but similarly, positioning and interaction of the viewer is
also important in Happenings. In this case, different from the previous exam-
ples of interactivity, the narrative becomes non-linear and sometimes unex-
pected. Yet, certain elements of Happenings decided by the artists, narration
of the pieces is open to improvisation and can be formed and directed by the
audience. This time the audience may become the narrator, yet he or she does
not know the end of the narration.
In this regard, we can say that both classical and modern artists seek inter-
activity as a communicative tool so that they can deliver their agenda over a
much more impactful audience engagement.
3. INTERACTIVITY OF PHOTOGRAPHS
Concerning photography, interactivity persists through a mental interac-
tion. As a key artwork, we may look at Alfred Stieglitz’s Equivalents, which
consists of a series of photographs taken from 1924 to 1934. This is the time
that photography’s indexical abilities were glorified by different sources,
artists, newspapers, scientific publications, etc. He describes the whole series
as an equivalent of his world-view and mastery on photography. There
was no apparent meaning, which you can tell immediately. There are only
well-crafted ambiguous representations of cloud formations. He demanded
viewers’ mental interaction in order to create the meaning. The follow-
ing conversation between Stieglitz and a reporter explains the impact of the
photographs:
One can say, what is the difference between looking at and interpreting a
photograph that carries indexical compositional elements and a photograph
that has no definitive elements and merely consists of abstract figures? By
looking at a photograph that has indexical features, we observe physical
qualities of compositional elements; yet they are open to connotations. But
in abstract photography, like Equivalents, we are looking at not only, but far
beyond, the physical qualities of the subject. At least, the artist’s main inten-
tion is not showing or informing the audience, but evoking connotations
through shapes and forms – in other words, demanding the mental interac-
tion of the viewer.
Another example can be Bernd and Hilla Becher’s typological series in
which they focused on industrial buildings, such as water towers, silos and
factories. They photographed these structures in such a neutral way that the
viewer could observe their visual qualities without being influenced by the
photographer’s point of view on the subject. The photographer’s interven-
tion on the scene is almost invisible. Subjects were depicted similarly, under
similar weather conditions and proportions. By doing so, they excluded the
emotional perspective, and deployed a narrative that demands the audience’s
mental interaction towards mere physical qualities of their subjects.
Similar to Stieglitz’s approach to producing images as sequences, Minor
White also produced photographic sequences. He laboured to create a narra-
tive structure that was not merely anecdotal; his sequences describe a cycle
of visual events cued to what White referred to as ‘feeling states’ but not
storytelling (Modrak and Anthes 2011: 333). According to him, the ‘feeling
state’ was created by both the photographer and the audience. He wanted his
sequences to be subjective interpretations, and as such he wanted viewers to
gain insights into themselves by allowing them to contemplate his work as
they saw fit (Bunnel 1998).
Ed Ruscha was also interested in creating photo sequences. For his artist’s
book Every Building on the Sunset Strip (Ruscha 1966), he aimed to produce a
comprehensive geographical sequence by mounting a camera on a moving car
(Modrak and Anthes 2011: 332). In appearance, they look like long panoramic
photographs that, at the same time, provide a narrative that depicts different
passages of time. On the other hand, they can be considered as cinema stills
that are stitched together in the direct order of recording. In this sense, the
audience is allowed to travel through the frames of the sequence, as if he or
she is running the video tape back and forth.
It seems that in photography, as it is in every image, interactivity is a
mental process, and also in abstract photography demand of mental interac-
tion of the viewer appears as a fundamental concept.
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For Manovich (2001), ‘a digital art object can be described as one or more
interfaces to a database of multimedia material’. In this sense, the zoop-
raxiscope was an interface that provided a dynamic interactive system that
allowed the viewer to navigate through selected images. One could observe
any ‘privileged moment’ as long as he or she desired, but also observe the
motion of the horse back and forth.
Muybridge invented his interface, the zoopraxiscope, based on his knowl-
edge of motion, optics, mechanics and photography. A similar situation, the
need of expertise in various fields, shifts notions about production of artworks.
Artists frequently collaborate with programmers, scientists, engineers and
designers.
In this regard, interactive digital artworks innovate and explore borders of
interface design that allow the audience to interact with images in many ways.
In digital art, audience engagement will not be seen in terms of just how long
they look; instead it will be in terms of what they do, how they develop inter-
actions with the piece and so on (Edmonds 2010). Digital art borrows strate-
gies of interactivity between audience and an artwork that has been explored
in art forms such as performance art, happenings, and video art, and shifts
the experience of art. Ultimately, any experience of an artwork is interactive,
relying on a complex interplay between contexts and productions of meaning
at the recipient’s end. With regard to digital art, however, interactivity allows
different forms of navigating, assembling, or contributing to an artwork that
go beyond this purely mental event (Paul 2003: 67).
The following case studies aim to reveal the changing photographic repre-
sentational mode within the digital art realm. Also, their methods and effects
of interaction and production processes will be the focus points of the study.
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the barmaid leaves her spot, leaving the viewer alone with the image; she
then returns when everybody has left. Even though some part of the artwork
reflects the viewers’ image, another part refuses to interact with the viewer.
The viewer experiences different passages of time. First, the stillness of the
original image along with surrounding debates on the viewer; second, the
viewer finds himself or herself reflected in the image; finally, the image
morphs into a moving image deploying another timeline.
Figure 2: Still image from the installation t, at Istanbul Modern Photography Gallery.
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interface, its correlation with surrounding still images, its interactivity with the
audience, and the production process.
5.1 Interface
The interface serves as a navigational device and as translator between two
parties, making each of them perceptible to the other (Paul 2003: 70). The
photo-based digital artwork seeks for a communication, and hopes to create
a mutual relationship with its audience. In order to achieve this goal, a digi-
tal screen is mounted on the wall, right along with the Kinect device as a
motion sensor that analyses the position of the audience continuously. As the
audience enters the field of vision of the video-tracking system, the custom
software interprets and projects related images on the screen. Let’s say the
audience stands in the middle of the piece; then, the image shot from the
same perspective is projected onto the screen. The audience then moves
towards the right, and the image shot from the same angle is projected onto
the screen. Also, if the audience decides to move on the horizontal axis, the
piece gives a zoom-in or zoom-out effect. Thus, movement of the audience is
translated into computer code with the aid of the system, and is also reflected
back as photographic images to the viewer.
An interactive system can be about learning and utilizing the inter-
face, and also as Shawn Lawson and Wafa Bilal suggested the interface
can become transparent so that the artist’s other intentions come forward
(Lawson and Bilal n.d.). According to their views, a transparent interface
supports the participant’s suspension of disbelief or living the experience
(Lawson and Bilal n.d.). I agree with them, and in that sense the Kinect
device and the digital screen are hidden underneath a frame that fits visually
with the rest of the installation. Also, when nobody is interacting with the
piece, a still image is projected onto the screen for a transparent encounter
with the piece.
With that kind of interaction, the matching perspective of the image and
the movement of the audience creates a sense of location for the viewer. This
also serves my intention to create an experience of looking at a person from
his or her back as though they were standing behind him or her in real life.
Mark Hansen (2006: 47) states, ‘As the virtual space of the image is trans-
formed from an impersonal cognitive idea into an immediately graspable,
profoundly personal experience, one that centrally features your body […] as
interface’.
Featuring the viewer’s body as an interface challenges photography’s
capabilities of space representation, and also enriches time representation.
A traditional photograph carries visual information of real-life phenomena
through two dimensions: the x-axis (horizontal) and the y-axis (vertical). The
third dimension, the z-axis, is only a suggested or mock entity that can be
formed by compositional and optical decisions of the photographer, such as
aligning vertical and horizontal lines or using aperture to create a sense of
depth. Another suggested dimension is the time dimension that can be also
formed in accordance with the agenda of the photographer. For instance,
one can create a photograph that depicts a suspended moment by using
fast shutter speed; likewise, one can also create another photograph of the
same scene that depicts a sense of motion by using slower shutter speed. In a
dynamic interactive system, representation of time partially or totally becomes
an individual experience. The audience may choose to stay in a particular
position and interpret the image from that perspective and/or may interact
with the piece as fast or slow as she or he desires.
The dynamic interactive system of the piece also allows various points of
entry into the rest of the installation. For instance, when the audience comes
closer to the interactive piece, the photograph that is next to it also enters
the field of vision of the audience, facilitating it to be viewed from a close
distance. Then, the audience may step back in order to see the whole photo-
graph. Because the closest photograph that is next to the interactive piece is
also the biggest image in the installation. Of course, this kind of interaction is
a scenario that we predicted; in other words it is an attempt to influence the
viewer to explore the installation.
5.2 Interactivity
According to Polish American artist Miroslaw Rogala, movement through
space involves a physical aspect, while movement through perspective is a
mental construct (Van Gelder and Westgeest 2011). The aim of the mental
construct of this digital artwork was to create a mutual relationship between
the artwork and the audience with the aid of matching the perspectives of
both parties. The audience becomes aware of their body, because their move-
ments are reflected through a transparent motion, as if they are looking at a
person from her back in real life. Also, the audience is able to move in the
field of interaction towards various directions. For instance, since every move-
ment of the audience is reflected as natural as possible on the screen, the
audience who moves to the far right edge of the artwork starts to see the
part of the model’s face, but yet he or she will never see the model’s face.
This promotes an unfinished, incomplete task that psychologically provides a
much more memorable experience for the audience.
5.3 Production
Although I have a background in programming and the digital realm, thanks
to the knowledge that I acquired both because my personal interest and
during my study at Istanbul Marmara University, at the Industrial Electronics
Department, I decided to collaborate with a computer engineer, Ibrahim
Savas Mumyakmaz. Instead of being both the programmer and the content
producer for the work, this decision, I believe, established a healthier process,
and gave both of us enough space and time to focus on different aspects of
the piece.
At the beginning of the process, I explained my ideas and intentions about
the photo-based digital artwork, as well as the whole installation. During the
process of creation, we met once or twice a month to give and take ideas,
and discussed methods of interaction within the relevant context. While
Mumyakmaz tests the custom software that is developed for the purpose
of this piece, I planned a photography session. For the photographic narra-
tive that we desire, I searched for a model and the location. On the day of
the shoot, I installed the camera on a rail that was stabilized by two tripods,
and shot 53 photographs that depicted slightly different perspectives. Later,
the photographs were edited in Adobe Photoshop and implemented to the
custom software that was developed by Mumyakmaz.
My intention about the piece was very clear. This, at some point of
the process, blocked Mumyakmaz’s ideas about the piece. In this sense,
perhaps ‘collaboration’ is not the correct word to explain the process. But
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I can’t deny his contribution to the artwork both physically and mentally.
From my experience, both the artistic and the scientific discussions that
we had during the creation process aided me to realize different aspects of
the piece.
REFERENCES
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Cambridge: MIT Press.
Bunnell, P. (1998), Photography at Princeton: Celebrating Twenty-Five Years of
Collecting and Teaching the History of Photography, Princeton: Princeton
University Press.
Cakirkaya, S. (2013), Close Quarters, exhibition catalogue, Istanbul Modern Art
Museum, Istanbul, 9 May–17 November.
Cassinelli, A. (n.d.), ‘The Khronos Projektor: A video time-warping machine
with a tangible deformable screen’, http://www.k2.t.u-tokyo.ac.jp/
members/alvaro/Khronos/. Accessed 17 June 2016.
Duchamp, M. (1994), ‘The creative act’, http://eunchurn.com/mvio/Duchamp_
Creative_Act.pdf. Accessed 17 June 2016.
Edmonds, E. (2010), ‘The art of interaction’, Digital Creativity, 21: 4, pp. 257–64.
Estep, J. (2003), Picture Making Meaning: An Interview with Jeff Wall, http://
www.janestep.com/wpcontent/uploads/2012/06/2003%20Estep%20
Wall%20Interview.pdf. Accessed 17 June 2016.
Filimowicz, M. (2010), ‘Cursor Caressor Eraser’, Leonardo, 43: 4, pp. 392–93.
Flusser, V. (2013), Towards a Philosophy of Photography, London: Reaktion
Books.
Hansen, M. (2006), New Philosophy for New Media, Cambridge: MIT Press.
SUGGESTED CITATION
Sulamacı, M. E. (2015), ‘t: Thinking at the crossroads of photography and digi-
tal art’, Metaverse Creativity, 5: 2, pp. 163–175, doi: 10.1386/mecr.5.2.163_1
CONTRIBUTOR DETAILS
Muhittin Eren Sulamacı is an Istanbul-based artist and a member of the UZ
Collective. He graduated from Istanbul Bilgi University, Photography and
Video Department, with high honours. During his education, he participated
as a junior lecturer in the courses of Orhan Cem Çetin. He also advanced and
shared his knowledge by lecturing on experimental photography and basic
photography workshops at Santral Istanbul and continues to organize and
give workshops at Galata Fotografhanesi. In 2013, he contributed to the group
exhibition Close Quarters in Istanbul Modern. In 2016, the project that he
produced together with Didem Erbas˛ won the ‘Borders Orbits 18’ competi-
tion organized by Siemens Sanat. He is currently working towards a Master’s
degree in the Visual Arts and Visual Communication programme at Sabancı
University.
.
Contact: Sabancı University, Orta Mahalle, Tuzla 34956, I stanbul/Turkey.
E-mail: erensulamaci@gmail.com
Muhittin Eren Sulamacı has asserted his right under the Copyright, Designs
and Patents Act, 1988, to be identified as the author of this work in the format
that was submitted to Intellect Ltd.
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Experimental • Avant-Garde • Video • Film • New Media • Digital • Analogue
GIF • Loop • Black Box • White Cube • Smart Phone • Flat Screen • Flip Book