| 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. 
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