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    상호작용 예술 혹은 상호작용 인공물: 프래그머티즘 미학을 HCI에 도입하려는 입장 = Swing between Interactive Art and Interactive Artifacts: An Introduction of Pragmatist Aesthetics into HCI Researches

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    https://www.riss.kr/link?id=A104110183

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    다국어 초록 (Multilingual Abstract) kakao i 다국어 번역

    The seeds of many different and multiple interactions between human and computing machine are growing on the ground where art and technology can not be separated by each other. We have not any clear distinctions between interactive artworks of aesthetic world and interactive artifacts of technological world.
    These 'not-clear' problems are not the objects that the aesthetics will search as new criteria for its definitions,but some general phenomena that aesthetic pluralism of our culture has.
    The article analyses the edge of the interactive art as an exemplar of pluralist culture and the other edge of computer science and technology, and then investigates Netzspannung project that Monika Fleischmann and Wolfgang Strauss have participated in long ago and ACM TOCHI's 2008 special issue, 'the aesthetics of interaction'. These case-studies provide us the theoretical threads for understanding the new techno-art domain in the future.
    The article treats some innovative theories of computer science and technology(especially theories of HCI) critically for this. HCI, a domain of computer science and technology has interested in psychological and physical properties of human over half a century.
    But now so called 'the third generation of HCI' focuses on the experience of human in order to grasp fundamental elements of the interaction between human and computing machine, and the pragmatist aesthetic studies of HCI provide it a meaningful insight. P.
    Wright and J. McCthey, M. G. Petersen, and D. Vyas construct the theoretical models of HCI based on J.
    Dewey's the pragmatist aesthetics. They insist that interactive artworks and interactive artifacts have a continuity of themselves, some experiences of them can be considered into an aesthetic experience, and so an aesthetic theory of HCI can be reconstructed from the analysis of the aesthetic experiences.
    But their theoretical attempts remain the abstract level of conceptualization. On the contrary to this, the pragmatist aesthetics have many concrete cases of analysis, and they can get some concrete concepts for an aesthetic theory of HCI by their referring to its cases. And the pragmatist aesthetic of HCI can also get a theoretical and practical system of their theory by applying Activity Theory of HCI into their studies like O. Bertelsen. Futhermore, these theoretical trials for comprehending and constructing some interactive phenomena make a new condition and challenge of the aesthetics.
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    The seeds of many different and multiple interactions between human and computing machine are growing on the ground where art and technology can not be separated by each other. We have not any clear distinctions between interactive artworks of aesthet...

    The seeds of many different and multiple interactions between human and computing machine are growing on the ground where art and technology can not be separated by each other. We have not any clear distinctions between interactive artworks of aesthetic world and interactive artifacts of technological world.
    These 'not-clear' problems are not the objects that the aesthetics will search as new criteria for its definitions,but some general phenomena that aesthetic pluralism of our culture has.
    The article analyses the edge of the interactive art as an exemplar of pluralist culture and the other edge of computer science and technology, and then investigates Netzspannung project that Monika Fleischmann and Wolfgang Strauss have participated in long ago and ACM TOCHI's 2008 special issue, 'the aesthetics of interaction'. These case-studies provide us the theoretical threads for understanding the new techno-art domain in the future.
    The article treats some innovative theories of computer science and technology(especially theories of HCI) critically for this. HCI, a domain of computer science and technology has interested in psychological and physical properties of human over half a century.
    But now so called 'the third generation of HCI' focuses on the experience of human in order to grasp fundamental elements of the interaction between human and computing machine, and the pragmatist aesthetic studies of HCI provide it a meaningful insight. P.
    Wright and J. McCthey, M. G. Petersen, and D. Vyas construct the theoretical models of HCI based on J.
    Dewey's the pragmatist aesthetics. They insist that interactive artworks and interactive artifacts have a continuity of themselves, some experiences of them can be considered into an aesthetic experience, and so an aesthetic theory of HCI can be reconstructed from the analysis of the aesthetic experiences.
    But their theoretical attempts remain the abstract level of conceptualization. On the contrary to this, the pragmatist aesthetics have many concrete cases of analysis, and they can get some concrete concepts for an aesthetic theory of HCI by their referring to its cases. And the pragmatist aesthetic of HCI can also get a theoretical and practical system of their theory by applying Activity Theory of HCI into their studies like O. Bertelsen. Futhermore, these theoretical trials for comprehending and constructing some interactive phenomena make a new condition and challenge of the aesthetics.

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    참고문헌 (Reference)

    1 Shusterman, R., "프라그마티즘 미학" 북코리아 2009

    2 정순복, "존 듀이(J. Dewey)의 프래그마티즘 미학에서 ‘하나의 경험’(An Experience)의 의미론적 함의" 한국미학회 (37) : 113-152, 2004

    3 이재준, "인터랙션 미학을 위한 몇 가지 모티브: HCI와 인터랙션 디자인에서 활동이론에 관한 비판적 이해" 한국기초조형학회 11 (11): 171-182, 2010

    4 이재준, "심미적 컴퓨팅에 ‘미학의 필터’는 있는가?" 한국미학예술학회 31 : 445-479, 2010

    5 장민한, "미학의 시대에서 비평의 시대로-아서 단토에 있어서 거대 내러티브의 종말과 그 이후의 미술" (10) : 37-65, 2006

    6 Fleischman, M. and Strauss, W., "“Performing the Archive for the Visibility of Information in Space”, CHArt(Computers and the History of Art) 2008 Conference: Seeing… Vision and Perception in a Digital Culture, November 6-7, 2008, p. 1-9"

    7 Penny, S., "“From A to D and back again: The emerging aesthetics of Interactive Art”, Leonardo Electronic Almanac, 1996, Vol. 4, No. 4"

    8 Tenhaaf, N., "Where Surfaces Meet: Interviews with Stuart Kauffman, Claus Emmeche and Arantza Etxeberria" 34 (34): 115-120, 2001

    9 Reidsma, D., "Virtual Rap Dancer: Invitation to Dance" ACM 263-266, 2006

    10 Udsen, Lars Erik, "The aesthetic turn: unravelling recent aesthetic approaches to human computer interaction" 16 (16): 205-216, 2005

    1 Shusterman, R., "프라그마티즘 미학" 북코리아 2009

    2 정순복, "존 듀이(J. Dewey)의 프래그마티즘 미학에서 ‘하나의 경험’(An Experience)의 의미론적 함의" 한국미학회 (37) : 113-152, 2004

    3 이재준, "인터랙션 미학을 위한 몇 가지 모티브: HCI와 인터랙션 디자인에서 활동이론에 관한 비판적 이해" 한국기초조형학회 11 (11): 171-182, 2010

    4 이재준, "심미적 컴퓨팅에 ‘미학의 필터’는 있는가?" 한국미학예술학회 31 : 445-479, 2010

    5 장민한, "미학의 시대에서 비평의 시대로-아서 단토에 있어서 거대 내러티브의 종말과 그 이후의 미술" (10) : 37-65, 2006

    6 Fleischman, M. and Strauss, W., "“Performing the Archive for the Visibility of Information in Space”, CHArt(Computers and the History of Art) 2008 Conference: Seeing… Vision and Perception in a Digital Culture, November 6-7, 2008, p. 1-9"

    7 Penny, S., "“From A to D and back again: The emerging aesthetics of Interactive Art”, Leonardo Electronic Almanac, 1996, Vol. 4, No. 4"

    8 Tenhaaf, N., "Where Surfaces Meet: Interviews with Stuart Kauffman, Claus Emmeche and Arantza Etxeberria" 34 (34): 115-120, 2001

    9 Reidsma, D., "Virtual Rap Dancer: Invitation to Dance" ACM 263-266, 2006

    10 Udsen, Lars Erik, "The aesthetic turn: unravelling recent aesthetic approaches to human computer interaction" 16 (16): 205-216, 2005

    11 Bedau, M., "The Scientific and Philosophical Scope of Artificial Life" 35 (35): 395-400, 2002

    12 Irvin, S., "The Pervasiveness of the Aesthetic in Ordinary Experience" 48 (48): 29-44, 2008

    13 Alexander, T. M., "The Art of Life: Dewey's Aesthetics. in : Reading Dewey: Interpretations for a Postmodern Generation" Indiana University Press 1-22, 1998

    14 Bertelsen, O., "Tertiary Artifacts at the Interface. in : Aesthetic Computing" MIT Press 357-367, 2006

    15 McCarthey J., "Technology as Experience" the MIT Press 2004

    16 McCarthey J., "Putting ‘felt-life’ at the centre of humna-computer interaction(HCI)" 7 : 262-271, 2005

    17 Fleischman, M.Strauss,W, "Public Space of Knowledge: Artistic Practice in Aesthetic Computing. in : Aesthetic Computing" the MIT Press 115-135, 2006

    18 Wright, P., "Making Sense of Experience. in : Funology: From Usability to Enjoyment" Kluwer Academic Pub. 43-53, 2003

    19 Petersen, M. G., "Introduction to Special Issue on the Aesthetics of Interaction" 15 (15): 1-5, 2008

    20 Fishwick, P., "Introduction to Aesthetic Computing. in : Aesthetic Computing" MIT Press 27-31, 2006

    21 Boehner, K., "Interfaces with the Ineffable: Meeting Aesthetic Experience on its Own Terms" 15 (15): 1-29, 2008

    22 Vyas, D., "Experiencing-in-the-world: Using Pragmatist Philosophy to Design for Aesthetic Experienc" 1-16, 2007

    23 Bertelsen, O., "Criticism as an Approach to Interface Aesthetics" 23-32, 2004

    24 Mitchell, William J., "Beyond Productivity. Information Technology Innovation and Creativity" the National Academies Press 2003

    25 Dewey, J., "Art as Experience" Perigee 1934

    26 Irvin, S., "Aesthetics of the Everyday. in : A Companion to Aesthetics" Wiley-Blackwell 136-139, 2009

    27 Petersen, M. G., "Aesthetic Interaction: A Pragmatist's Aesthetics of Interactive Systems" 269-276, 2004

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