Abstract-
Su Ballard
‘Real Time’ (1970): early encounters with immersive
installation in Aotearoa New Zealand
In 1970 New Zealand opened a new art gallery. The Govett-Brewster Art
Gallery was outside the major urban centres and posed a serious challenge
to existing gallery structures. The gallery was to become the home of
the Len Lye Foundation. Young artist Leon Narbey was commissioned to produce
an opening exhibition. His work Real Time was an electronic light and
sound immersive installation covering the floors, walls
and ceilings of the whole gallery and immersing the viewer within shifting
interactive spaces. Narbey constructed a work dependant on the movement
of people through various levels of the gallery, triggering lights, sounds
and further movements that were transmitted across the spaces. The systems
basis of Real Time anticipated many later developments within digital
interactivity. As well the work suggests an open network of work, viewer
and space, where a viewer does not only enter a space but constructs it
for others. Real Time mapped the manner in which critical and cultural
ideas from America and Europe were filtered through a particular New Zealand
lens. This was not a clash of cultures, New Zealand had for a long time
viewed itself as European. This paper is
interested in the impact of ‘European culture’ in the forms
of cybernetics and interactivity on a small town in a small country, which
was beginning to understand itself as bicultural and recognizing its unique
location within the Pacific. Antipodean sensibilities questioned both
the media and the material of the exhibition, leading to the development
of a cultural and social understanding of systems aesthetics - at the
same time that such ideas were emerging in exhibitions in London and New
York. Real Time was immensely successful with audiences. Double the population
of New Plymouth attended the show and busloads of curious visitors arrived
from major cities. But it was also criticized: was this new artform that
suggested shifting modalities, viewer interactivity and uncertain electronic
spaces heralding a larger shift in terms of what a gallery in New Zealand
would, or could, be? Real Time directly challenged the mediumspecific
and disciplinary divisions of art and technology, ‘fine art’
and play. A case study in Real Time, this paper examines the sited and
location specific impact of interactive media art and its attendant theoretical
motivations as it negotiates cultural and social contexts.
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