Week 5: Reading Reflection

Our vision as people comes with a few prerequisites for creating a clear image in our mind, for example an object needs to be close enough with lighting that is sufficient for us to identify what it is. Computer vision is differentiated to our vision with the existence of a larger set of these prerequisites, the conditions need to be tuned to the abilities of the algorithm in place for accurate identification. With each system built for different purposes needing different unique conditions and pre-existing information to complete its purpose, while our vision is able to cover all ends such as motion detection and object detection without the need for different conditions. Which is why it might be a difficult task to integrate computer vision into interactive media, it is not only about picking the right system and mechanism, you need to set up the right circumstances for the system to successfully bring your vision to life.

However, even with the complication that come with it, the use of computer vision opens up a new realm of possibilities for interactive art. It takes the ability to interact with a user to another level with the possibility of now tracking tracking the movement of the user adding another layer to the ways the art can ‘listen, think and speak’ to the participant. This is especially true due to the increased accessibility to open source code and the technologies needed to navigate the world of computer vision, it is now easier than ever to utilize such technologies to explore themes more in depth. Though, this does raise the question that many of the works mentioned in the article tackle, which is surveillance. These technologies provide interactive art pieces with eyes, they are now partaking in the observing and tracking process of the work. This is more of a concern when it comes to those works installed in public spaces where the technology is used to detect the movement of people who did not choose to be part of the work. Which is why it is important to approach the use of such technologies with care to make the most of them in stepping up the level of interactivity in art works.

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