Abstract

This paper presents and examines several examples of digital interactive art in Japan. It analyses its roots in traditional East Asian philosophy, which grants the senses a prominent role in perceiving the world. By reflecting on traditional beliefs and contemporary art and technology in Japan, the essay reflects on the expansion of this culturally and traditionally inspired spirituality from its original context in the socio-cultural interpretation of the natural world to contemporary digitally mediated environments. The goal of this paper is to make explicit some of the main traditionally transmitted characteristics and historically conditioned approaches to technology and its use, focusing on multisensory experience. The treatment presents several multimodal artworks by Japanese artists, such as Ryota Kuwakubo, Masaki Fujihata and Kumiko Kushiyama.

Highlights

  • This paper presents and examines several examples of digital interactive art in Japan

  • As the 'Device Art' movement originated in the land of the rising sun, this paper focuses exclusively on Japanese artists

  • To illustrate the Japanese take on digital media, the research discusses several creative works from the wide range of digital interactive art installations, aided by computer technologies

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Summary

| INTRODUCTION

This paper presents and examines several examples of digital interactive art in Japan. The artist and researcher argues that the religious basis present in Japanese culture is an essential element which underpins the development and popularisation of new media art in its specific forms of hybrid art and Device Art in Japan (2011) Theoreticians, such as Moriyama (2006) and Kusahara (2001) among others, repeatedly refer to the historical foundations on which their work is built, including ancient religious beliefs, folk culture and linguistic structure, as a significant determinant of the characteristic approach these artists have developed. To illustrate the Japanese take on digital media, the research discusses several creative works from the wide range of digital interactive art installations, aided by computer technologies

RYOTA KUWAKUBO
MASAKI FUJIHATA
KUMIKO KUSHIYAMA
| CONCLUSION
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