This article discusses interactive art as the core of new media technology and synesthesia technology as its key feature. From the development source, it analyzes virtual reality works and the interactive characteristics of virtual reality formed by the intersection of media, art, and technology. By discussing related issues and from the perspective of interactive art application, this study proposes a method to improve the interactive experience of virtual reality works. When somatosensory natural interactions surpass keyboards to make the mouth-screen interaction unprecedentedly convenient, virtual reality makes people experience the world in a novel way bringing more possibilities and demanding more complicated requirements from art creation.<BR>Considering the development of interactive art over the years, we see interactive art works becoming increasingly homogeneous. Works lack uniqueness and emotion, and the audience’s demands have grown higher in physiology and mentality. Many creators lack a systematic understanding of the application, theoretical support for interactive art creation. Thus, when interactive art works are created, no clear judgment standards are seen, and there is no creative basis for some works, which leads to insufficient spiritual connotation and emotional resonance. What is seen are “flashy” results over-proclaiming the importance of high technology using sound, light, electricity, and exaggerated visual design. Therefore, there is a need to establish an emotional connection between the work and the audience by generating an emotional resonance. This article examines the “synesthesia” method, originally from the field of literature and psychology, in interactive art and finds that this method is actually used in the creation of interactive art works, but there is a lack of overall induction and systematic research on it.
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