Iconicity and Interactivity
Iconicity and Interactivity
Frank Popper roughly discriminates between two kinds of computer-based works: The ones built on data bases administer a collection of digitized material, and the ones of interest here that provide interactive real-time-based image worlds that are generated instantaneously. Whereas in the first versions the kind of transition is rarely linked to what is shown in the iconic scenery, the second image worlds undergo transformations, which can be afforded by an instantaneous generation of the sensuous impulse. The works based on permanent calculation processes are characterized by first making the transitory flow available to the interaction and second explicitly depicting the actions of the users instead of occluding them with pictorial metaphors. The granularity of the means of depiction facilitates a motive-oriented flexibility within these worlds. These are articulated elements that are related to the signified because the latter represent something mutable.
Keywords: Nonlinearity, iconic modes of control, computer game, operativity, operative image, Institut Arts et Technologies de l'image Paris, second interactivity, system image, asynchrony, ego shooter
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