| The Web is a dynamic, interactive, nonlinear, global, distributed,                     digital media system-- just to use a few Internet-related                     buzzwords. Aren't there enough adjectives to describe this                     technology? Why insist on the significance of yet another? This issue of Poems that Go focuses on "reactive"                     media, text or images that responds in real time to the direct                     actions of the viewer. Experimental graphics designer John                     Maeda, who programmed computer images to react immediately                     to viewer input, pioneered the computing method associated                     with "reactive graphics." His 1995 work, "The                     Reactive Square," was a book with accompanying floppy                     disk (later editions included CD-ROM) for the Macintosh which                     consisted of a graphical square that visually responded to                     sound-- singing, shouting or talking to the image on the computer                     screen yielded distinct visual responses (that is, as long                     as viewers had a microphone plugged into their Mac). Maeda's work was a precursor to Flash, Java and DHTML, which                     have helped make the Web a reactive medium. By why is it necessary                     to differentiate reactive media from interactive media? Is                     the distinction really worth examining? In his essay "Post                     Media Aesthetics," Lev Manovich argues that when                     used in relation to computer-based media, the concept of "interactivity"                     is a tautology. He asserts:
                      "Modern human-computer interface (HCI) is by its very                       definition interactive. In contrast to earlier interfaces                       such as batch processing, modern HCI allows the user to                       control the computer in real-time by manipulating information                       displayed on the screen. Once an object is represented in                       a computer, it automatically becomes interactive. Therefore,                       to call computer media interactive is meaningless--it simply                       means stating the most basic fact about computers." In this way, the concept of interactivity by itself is too                     broad to be useful. Instead, Manovich suggests that we need                     categories that can describe how a cultural object organizes                     data and structures user's experience of this data. The treatment                     of time, space and the organization of material in question                     becomes a much more helpful way to analyze interactive forms.  The discourse surrounding concepts of the "interactive"                     in electronic media frequently centers on the idea of navigateable                     space. In many CD-ROM and Web site experiences, the users                     interaction relies on traversing a series of links, moving                     through screens from one "page" or section to another.                     Clicking on a hypertext link, for example, is an interaction                     that requests a file from a server in another location. Depending                     on connection speed, this form of interaction usually requires                     at least a momentary delay, as the packets are delivered and                     reassembled for display in the clients' browser.  In contrast, reactive work can be self-contained, existing                     within a single space on the screen and changing (position,                     size, velocity, speed, color, shape, pattern, etc.) in tandem                     with the viewers' own movement or action.Web-based reactive texts most often use the mouse as an input                     for information. In some reactive works, the position of the                     mouse may trigger changes in the text. In others, viewers                     probe the surface of the interface and find that they can                     "drag" or "throw" objects on the screen                     by clicking down, moving the mouse, and releasing.
 As Maeda has pointed out, the common thread to all reactive                     graphic systems is the condition of time. But whereas time-based                     motion graphics (the subject of PTG's                     Summer 2002 issue) unfold over time without the input                     of the user, reactive graphics concern the instantaneity of                     response. This takes shape in real time and reflects significant                     changes in the ways that viewers read, view and respond to                     the work. How the text behaves and how instantly it responds                     to the viewers actions become critical. M.                     SapnarDiscuss                     this article
 
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