In
all the arts there is a physical component which can no longer be
considered or treated as it used to be, which cannot remain unaffected
by our modern knowledge and power. For the last twenty years neither
matter nor space nor time has been what it was from time immemorial.
We must expect great innovations to transform the entire technique
of the arts, thereby affecting artistic invention itself and perhaps
even bringing about an amazing change in our very notion of art.
Paul Valery, "The Conquest of Ubiquity"
The history of 20th century art is the history of the revolt against
any type of constraints: artists rebelled against restrictive delimitations
and preferred to use anything available outside the conventional
to create art from, be that their own body, pieces of cloth or other
objects. They collated, produced multimedia objects or moved towards
using video and staging happenings and internet projects. A generally
valid tendency of the art at the end of the century is the extension
of the concept of experiment and the questioning of traditional
ways of expression as a whole. The most important change seems the
use of technology to create art, which undermines the traditional
idea of craft as it is known and established in the vocabulary.
Nowadays, more often than not, an image from any source is imported
in the system, it is altered by various means and becomes an accepted
form of art. But, can art be created strictly by means of technology,
that is, by means of a computer? And if so, which is the relationship
between the new form, already accepted, form of art and the ones
we still think of as the traditional ones?
Digital art is a field in continuous growth. A trend that started
only some years ago with a few programmers and software developers
who were creating algorithms for strictly practical purposes and
reached today the level of sophisticated virtual realities and contemporary
computerized animation that has penetrated the mainstream and the
movie theaters, there was an intense exploration of various techniques
which opened up a relatively new and unexplored field for artists,
presenting numerous advantages and offering the added benefit of
rapid dissemination of information. Digital cameras and PC’s
can be found everywhere nowadays, and the means of creating digital
images of all kinds have become widely accessible. The first few
virtual art museums have been in existence for a while at this point,
and they showcase artists from all over the world. Years ago, only
a selected few had access to the internet, but today there are hundreds
of thousands of artist sites online and numerous ongoing web projects;
some present their images in a traditional manner, but numerous
others practice the new form of art, which allows the infinite transformation
of the work, with or without the cooperation and/or input of the
public.
If at the beginning, images were scanned and then modified, in time,
the aesthetic requirements became stricter, as the vast field started
to be charted, and the part played by the computer became to create
aesthetic effects instead of mimicking already existing ones. From
computer graphics to animation and digital images, we can see now
cybernetic sculpture, laser shows, kinetic and telecommunication
events, virtual reality projects, as well as interactive art, created
to be presented strictly on the Internet. The perception of this
new art form relies tremendously on the participation and reaction
of the art consumer.
Exactly as in the field of traditional art there are trends, one
can identify trends in the field of digital art too. Even though
ultimately all the artists produce artwork with the help of a computer
and/or a digital camera, and it has already become a problem to
produce a traditional gelatin silver print because the labs have
folded or moved on to produce other types of prints due to market
request and costs, upon a careful exam one can identify obvious
technical and conceptual differences.
The primordial source, the image, is digitized and translated in
the computer language. Then, it can be manipulated and it becomes
practically endlessly changeable. The object becomes a conglomerate
of pixels on a computer screen, ordering themselves according to
various rules. At a more elementary level, some artists creatively
appropriate fragments of images, creating new postmodern Objects,
whose global meaning seldom equals the sum of their parts. They
scan artwork produced by others, digitally collating everything,
and integrating parts in a personal whole. Fragments of Picasso’s
works can create a new Picasso painting, which he might have created
himself in time; the style is easy to identify and remains a constant.
Another category of artists paint in the traditional manner, then
scan their own canvases and alter them using various image processing
software. The images can be then printed on traditional printers,
or the artist can produce a conventional negative. Sometimes, the
image is printed on a different material, and the result can often
be the impossibility to trace the technology employed in the whole
process. There is also a category of artists who prefer to use the
computer screen as a canvas and who ‘paint’ on the screen,
using the mouse pointer as a brush to create “paintings”
which then are printed.
Image appropriation is a very important issue for digital art. Is
it possible, in a century of digital technology, to create a new
aesthetic object without incorporating, to a certain extent, other
aesthetic objects, subordinated to the new whole? We are all slaves
of a certain cultural tradition, manifested more or less visibly
in the creation of each artist, and certain images or symbols that
function as icons are bound to surface in the creation process.
Even taking into account the dependence on “quotes,”
can we define as a new aesthetic object one which is new only due
to the order of its parts? Is it the combinatory algorithm the one
which creates the novelty, or does it take something beyond that?
Or is the novelty maybe produced by the simple usage of technology?
The more or less restrictive definition we give to this concept
influences the point of view of numerous creators of digital art,
who use ready-made or pre-existing images, which they combine, and
claim that the combinatory algorithm is the one that creates the
novelty.
Representational style has become preeminent in digital art, in
spite of its abstract beginnings. The computer reactivates and recomposes
iconic images. Some artists go beyond that, to produce fictitious
narratives, where the artist may or may not be the main character.
The images created by Mariko Mori (b. 1967) present futuristic scenes
representing a meditation on the artificiality of contemporary culture,
and Mori is the protagonist of these imaginary parallel universes.
Jeff Wall (b. 1946) often reinterprets famous paintings in his compositions,
also glorifying the anonymous moment, which thus becomes history.
He takes advantage of the definition of photography as a documentation
of reality, which is then presented in a different space, in order
to create a personal history that has to be endlessly interpreted
by the viewer who has to supply the absent data. His images are
like the black box from the theory of systems: one sees the entry
and the exit points, but what is in between has to be figured out
by feedback. An image such as “The Dyke” by Ellen Kooi
reminds of the pilgrimage scene from a famous novel by Salman Rushdie,
raising troubling questions about the reality we can perceive by
means of our own senses and asking us to repeatedly question everything
we see, since there is always more to it than meets the eye, both
in terms of meaning and structure. By disguising itself in photography,
fundamentally a documentary medium, digital art questions the bases
of human perception.
Often, artwork is produced to be shown exclusively on the internet.
John F. Simon, Jr. created a grid of 1,028 squares; each unit modifies
its color depending on the processor speed and the preferences of
the user. “Every Icon” (1997) moves through all the
possible shades of gray. Jason Salavon’s “Bootstrap
the Blank Slate” stems from the idea of evolution; by means
of the users, it “records, converts and stores the collective
actions of its participants into an ever growing population of image-pairs
– one genotypic and one phenotypic” (J. Salavon, 2003).
A project proposed in 2001 by two young artists from Singapore,
Charles Lim Yi Yong and Tien Woon, explores the relationship between
physical space and cyberspace. The two used a GPS system in order
to record their moves through the physical space; when getting close
to a certain community, their movements trigger the appearance of
web pages generated from that location. The purpose was to present
the way physical communities overlap with the cybernetic ones. Charles
Mullican presents a color grid, which can be modified by a simple
click on one of geometric figures that compose it. Digital museums
such as www.mowa.org present numerous such examples.
Sometimes, the focus is on the technology used to produce the artistic
object instead of the object itself. If the unaware user examines
a digitally created sculpture, he probably notices a harmonious
aesthetic object. Reading the metatext of the artist reveals the
fact that the aesthetic object is the product of a unique and very
sophisticated procedure. For example, a model moving is photographed,
and then the images are superimposed in the computer, such as in
the work of Michael Somoroff. A certain area is selected and recreated
3-D, by means of sophisticated software: the photograph thus becomes
sculpture. Nobody can deny the beauty of the aesthetic object, which
is the end result of all these procedures, but at the same time,
it is tempting to say that the stress seems to have shifted from
the final product to the technology which produced it. In order
to function artistically though, technology has to be completely
subdued to the artistic vision; otherwise, it is reduced to codes
with no other significance than the practical one.
The new avant-garde of the beginning of the millennium is definitely
interactive art, which requests the complete involvement of the
viewer, and the most advanced level of this art form is to create
virtual realities. From a practical point of view, the separation
between the artist and his public disappears and is of no importance
any more. All of a sudden, the viewer enters a world entirely different
from his or her own, which simultaneously co-exists with it on a
temporal level. Due to technological sophistication, few artists
use this form, and projects are hosted mainly by universities and
research centers. “Bar Code Hotel”, a project created
by Perry Hoberman, recycles the omnipresent symbols of barcodes
on each product, in order to create a multiple-user interface. The
public influences and interacts with the computer-generated objects
in a multi-dimensional projection, scanning and inputting information
in the system; the objects have a semi-autonomous existence. Each
user has 3-D goggles and a wand that allows him or her to scan and
input. Each wand is a separate unit, and thus each user has a separate
and unique identity in the computer universe. Because the interface
is the room itself, ultimately an encompassing object populated
with other objects and physical human being, as well as their virtual
counterparts, the users can interact with the system as well as
among themselves, and the barcodes represent the unique connection
between the physical reality and the virtual one. The project raises
numerous controversial issues, such as the decline of privacy, lack
of individuality, serialization in contemporary society etc.
Among the various types of art online and certainly belonging to
this avant-garde, there is also a type in which, by following a
set of instructions, the user can in fact create something, which
may or may not be an object, and the spatial distance seems to have
no implication on his or her action, as long as the action itself
is technologically possible. But then, how can one really be sure
that this creation fulfills the condition of physicality instead
of being just another image pulled from a distant database? In fact,
this type of art questions the concept of Object itself. In the
situation of ‘telepistemiology,’ or the study of knowledge
acquired at a distance, the problem of reference is bound to occur.
Reference is an issue that semiotics has been attempting to clarify
for a long time. Analytical philosophy states that reference is
the relationship between an expression and the object it denotes.
Fiction, that is art, in a more general sense, would thus lack reference
according to such definitions. But discourse can also be about non-existent
objects, such as “the magic mountain,” which stresses
the fact that human thought does not restrict its processes only
to reality. Once the two categories of objects, the real ones and
the fictional ones, are established and defined, one must acknowledge
that the fictional discourse refers to non-existing objects in the
traditional meaning of the term. The situation becomes even more
complex and maybe arbitrary when the denoted object itself is or
may be a phantasm, or when its reality depends on the technology
used to investigate and/or produce it. At the same time, once a
reality is created, users tend to identify with it, establishing
rules and environments, protecting their domain, and actually strengthening
a consolidated referent that may not exist, which only proves the
permanent human need to conquer, appropriate and tame unfamiliar
space.
Helmut Grill created a whole installation, shown online by means
of two webcams which broadcast low resolution visuals, which allows
the user to produce a new object that can be covered with an acrylic
resin. Sessions were scheduled, and a set number of users were able
to log in and cooperate to create a new object. Of course, the whole
inventory is under the control of the artist, but in the same time
the viewer-user is encouraged to create a personal narrative, even
though the artist controls its contents. But, how can the user be
certain that what he controls is a real object or is dealing just
with a database, updating itself in real time? It is a difficult
question that cannot be answered without full disclosure from the
artist.
Ken Goldberg talks about the difference between computer art and
other forms of art in terms of their capacity to have as a final
product an object, defined as something that has a mass and can
be perceived by means of our tactile senses, that is, by their physical
component. The result of the creative process of traditional painting
or sculpture, as we know them, is a final product defined, among
others, by physicality itself: it is something which can be touched,
smelled and has a certain mass. It is something that digital art
has still preserved in one way or another: a digital print is at
the same time a collection of pixels on a screen, but once we hit
“Print” it also becomes an object. In traditional art,
it is not only the idea that comes across to the viewer, but also
another component, the mastery of the artist to convey significance
by means of his personal technique. Centuries of art history have
been spent elaborating on chromatic aspects or on breakthroughs
in terms of composition.
What if this physical component becomes less and less meaningful?
What if art is able to shed this corporeality, not necessarily replacing
it with something else, and show us meanings that have little or
nothing to do with such an aspect? Ken Goldberg’s art, and
not only his, is about this electronically-created mediation, and
plugs into the postmodernist anxieties about distance, presence
and absence, referentiality, individual loneliness and technological
isolation and the “global society” with its way it might
influence our every-day life. His robotic projects exploit the firm
belief that the online “reality” must exist somewhere,
in a space where tactile contact is possible, so that the user can
relate to something physical instead of a sequence of pixels on
a computer screen, and can actually communicate with it and alter
it, appropriate it and create a familiar space. “Memento Mori”
records the movements of a seismic fault, providing data visualization;
“Tele-garden” is agriculture by remote control and implies
full personal responsibility for the absent living space; “Ouija
2000” is a game board with a robotic arm controlled by the
vote of the users, while “The Dislocation of Intimacy”
is a detective game prompting the user to discover hidden objects
revealing only their shadow, a philosophical concept that goes to
the roots of human thought. Human beings seem still more at ease
with tactile contact in order to relate themselves to the others
and to the surrounding universe. The real question raised here is
if this new ‘reality’ exists or not, and at the same
time if this matters since its corporeal absence may influence us
as much as its physical presence would. All that is left for us
is to believe that our actions really shape something which exists
in the physical dimension, and not only in our mind’s eye.
In direct connection with the aspects of physicality and non-referentiality,
one has to remember that nowadays every-day events can only be grasped
through the filter of subjectivity, which has immense implications:
humanity takes refuge in mediated experiences, most often without
questioning credibility aspects too much. This is probably the main
reason of the fascination exerted by the ever-present surveillance
cameras, reality shows and internet peep-games, which shrewdly pretend
that mediation does not exist and provide immediate referentialization.
Viewers tend to willingly ignore that everything evolves according
to master-scripts allowing a certain degree of combinatorial straying
but ultimately a limited number of options. Raising the question
of mediation and the play presence vs. absence, here vs. there and
now vs. then to the level of an art form is a strong statement about
the postmodernist world, which could be described as a parallel
space generated by snippets of images and information from various
sources and marking, as Jean Baudrillard states, the shift from
real to hyper real, which occurs when representation is replaced
by permanent simulacra of a non-referential world.
History, be it past or contemporary, can only be grasped through
the filter of subjective experience, and this is a larger cultural
phenomenon with immense implications, especially in contemporary
society. We have to remember that the way the public “lives”
most events is by mediation, one of the fundamental secrets of any
successful media enterprise. Wars, Bosnia, Iraq, and even 9/11 are
relived vicariously by millions of people worldwide by means of
the broadcast image and already exist beyond geography and time.
It is typical for humanity to take refuge in living others’
experiences by mediation, to purge the disasters from the familiarity
of the couch and with the aid of a remote control. Herein lies the
fascination of reality shows, which shrewdly pretend that such mediation
is reduced to zero and make identification easier. In fact, the
mediation level is the same, but its perception is apparently objectified.
Digital art is often dependant on texts, because the inner logic
of the usage of the whole range of digital means cannot be understood
without the help of the artist’s metatexts. One has to wonder
whether this type of aesthetic objects can have an autonomous existence,
without the fundamental aid of the verbal, or if texts are integrated,
and their absence could hinder a judgment of value. The aesthetic
object has clearly transgressed the purely visual field and is situated
at the interference of visual and textual. Texts are not parasitic
and marginal any more, simple explanations without which art cannot
be easily understood by an uneducated viewer, but are in an equal
position with the visual aspects, having as a result a whole, generated
by a symbiotic relation of interdependence between text and image.
From a practical point of view, visual and textual fusion to create
the new aesthetic Object, which has nothing to do with what we have
been used to see or collect. How can one “collect” a
web project? And, at the same time, has become less and less of
an object in terms of its physicality. What is then the main difference
between this new type of aesthetic object and all the others, created
by more conventional means, except by the technology that helped
produce it? Its main features seem to be the transgression of the
visual field, by incorporating the text/texts, which structure the
conceptual aspect, and the lack of its corporeality.
In the same way the global meaning of the text has never been a
mechanical addition of the separate meanings of the words and then
of the phrases which compose it, the global meaning of the new Object
cannot be defined as an addition of the sets of visual and textual
categories, which can be separated only methodologically, but are
in a relationship of interdependence due to their dynamic. This
meaning has become a creative fusion of the verbal and textual aspects,
and an undermining of what is maybe the most important feature of
“traditional art,” its physical aspect, to generate
a new type of understanding, not correlated to rudimentary judgment,
based on principles such as chromatic harmony or proportion. Instead,
it generates a deeper understanding of the conceptual side of artwork
and raises different sets of questions. Without the understanding
of the conceptual aspect, independent perception of each component
creates a truncated and incomplete image, which misses the dynamic
complexity and the multiple layers of the new Object, the sensorial
text, or the sensotext.
Any judgment of value cannot be based on the degree of technological
sophistication of the tools, which remain, after all, just tools.
No matter if art is created by traditional means or by employing
a computer, the basic artistic idea, the integrative vision of the
artist, is what matters and enables a valid and durable judgment.
Otherwise, there is the ever-present risk of falling into the trap
of technological fashion, and consider simplistic algorithms which
produce generations of products having no value, as basic artistic
‘concepts.’ Of course, the degree of culture shared
by the viewer plays an extremely important part, because apparently
very sophisticated procedures are in fact possible by a straightforward
command, but which requires familiarity with the software used to
create the image.
Digital culture is inevitably invading our existence, so institutional
acceptance of digital art is a predictable phenomenon. Its importance
is in the process of being already acknowledged: already in 1998,
the Guggenheim Museum in New York commissioned the web project “Brandon”
of artist Shu Lea Cheang, a homage to the trans-sexual teenager
Teena Renee Brandon, raped and killed in 1994. As any field that
is still at the stage of exploring and defining the basic concepts,
a number of theoretic and methodological clarifications are needed.
A number of questions have to be answered: is interactive art, easy
to appropriate by anyone who downloads it on his or her PC, real
art, in the traditional meaning of the word? Maybe the term needs
a new definition. Do quotes collaged together create a new object,
or do they offer additional values to objects we have known for
centuries? If we reverse the order of the parts, do we create a
new whole or just a different algorithm? When are we going to see
three-dimensional computer art? Is that going to mean that we’ll
be back to creating a physical object? Or will it be maybe a different
kind of physicality than the one we are used to, because it won’t
be perceived by means of our tactile sense? And how does the sensorial
text, function?
The establishment has always been suspicious towards the new artistic
forms, because they threaten its supremacy, expertise and financial
authority. Just like photography has become a universally accepted
art form, and digital photo is a household term already, digital
art is on its way to become so, drawing our attention to the fact
that we live in a virtual reality that can be taken into possession
by anyone who has a computer and an internet connection, and that
boundaries between previously independent systems are becoming fuzzy,
creating new structures. These new structures represent the first
step in a direction that welcomes further exploration and confirms
once again the fact that real value stems from the artistic vision,
having little to do with the tools employed.
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