Interactive Art reflection
The article "Seven Ways of Misunderstanding Interactive Art" by Erkki Huhtamo is essentially a list of pre-conceived notions related to the emergence of interactive art as an art form. Some of the key points he brings up are that interactive art is no different than modern day advanced gaming or some other interactive application; that there is no real place for interactive art in a museum, just merely science fairs and gadget promos.
Well, in a realistic sense, this may seem true to the majority of the world. For interactive art to truly be taken seriously in the art world and for it not to be only seen as new-age conceptual gaming or something, it needs to be experienced by those who critique it. The very essence of this new art form is the relationship between the interactivity of the piece and the viewer who is experiencing it. The messages conveyed should be individualistic and meant for the viewer to interpret them how they see/feel/smell/interact.
Another criticism is that interactive art doesn't truly give the "interactivity" to the user. The article says that there are merely a few pre-existing/pre-programmed experiences for the user to choose from and there is little "interactiveness" involved. While at face value it may be easy just to assume that technology has only come "so far" and cannot allow literal endless possibilities, the possibility of giving a wide array of interaction does probably exist. Just as the most exquisite paintings exist and the most detailed drawings exists, there are millions of "sub-par" pieces. There are just simply different degrees of interactivity in the realm of interactive art. It cannot all be the most advanced experience of technology art and interactivity.
...Just to name a few things.