Christopher Fahey [askrom] on Wed, 24 Apr 2002 23:37:02 +0200 (CEST) |
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[Nettime-bold] RE: RHIZOME_RAW: GENERATION FLASH (3A / 3) |
I agree with Eryk that NN/m9ndfukc/nato epitomizes the "software artist" to a certain extent, but there are several mitigating factors I would like to add to this discussion: FIRST, programming is hard work! The "individual-artist-genius" model of art criticism is hard to apply to Manovich's vision of this new "software artist" creature simply because programming is commonly done by more than one person. While individual artists like Praystation or Golan Levin may often work individually, we are increasingly seeing software artwork produced collaboratively. Multi-artist collaborations (like Alex Galloway's Carnivore collaborations) and murky artist collectives (the excellent c404) are able to produce works greater than the sum of their parts - also, they can frequently achieve greater name recognition as a group than as one person. It is widely believed that NN/m9ndfukc/nato may be at least five different people, any one of whom might have a hard time achieving that kind of notoriety by themselves. The amount of labor and specialized skill it takes to produce certain kinds of software artworks is comparable to the labor in making a film or a building. And like with films, it is often impossible to attribute the artistic vision of a single person to the final digital product. This "collaborative model" borders on a kind of "corporate model". Jon Ippolito recently advocated that digital artists should give up on making money as artists and keep their "day jobs". I would extend that idea even further to say that the production of software art is so similar to the production of commercial digital products that the two modes benefit from close proximity. It is not uncommon to find that digital artists have day jobs working for digital companies, or to find artists who actually OWN or are principals of a commercial enterprise closely linked to their artistic production (examples include http://www.futurefarmers.com, http://www.netomat.net/, http://www.c404.com, and even my own comparatively staid http://www.behaviordesign.com). Increasingly we are seeing artists who do not hide their day jobs from the art world, who are not embarrassed by their day jobs - and these artists tend to be digital artists. This is not to say that I exactly buy into the McElroy model of marketing artwork as a corporate product (to me his position often reads like a parody of the artist's aversion to corporate thinking), but I do agree that the separation of art and commerce is unnecessarily artificial and does not lend itself well to the production of software artworks of any level of complexity above D.I.Y. I do not think that complexity=quality, but I do know that many artists (like myself) have dreams and visions of building artworks that are simply beyond the ability of a single person to realistically complete. While this has always been true for many art practices(fabricators and artists assistants are common even among plain ol' oil painters), it is particularly true for digital artists who cannot specialize in every digital production tool in the world. Someday we may have digital artists with their own (paid) programming staffs in much the same way a Nam June Paik likely has a nice little staff of fabricators and video technicians. This also ties quite closely with Ippolito's advocating that artists employ the General Public License method of copyright/patent-free production. The GPL itself was born out of the idea that building software products *requires* large teams of people: If a large team of developers is producing something just for fun, then they at least need some assurance that one of the members of the team won't just take the whole product and sell it as their own. The GPL allows development teams to form without worrying about who is the real "owner". And online source control systems like CVS provide the infrastructure for developers to work as close-knit virtual teams without stepping on each other's toes and without corporate management. While I find the collaborative model more politically interesting than the "single-auteur-genius-with-a-staff-of-technical-assistants" model, I would also give my left arm to have five hotshit programmers working for me building my most elaborate ideas. SECOND, I think that "software artwork" needs to be subdivided somewhat. I think the net/not-net debate is less important than the interactive/non-interactive debate. We are living in a moment where we see an increasing number of artist-programmers whose work manifests as either "Autonomous Algorithm" or "Interactive Experience". "Autonomous Algorithm" describes a work that is entirely self-contained, where the software is executed and it does its thing regardless of what any human audience does to or with it. This category includes a wide variety of works, from 'artificial life' applications to automated data visualization systems to even plain old fashioned video and film and performance. Actions occur over time according to a pre-arranged plan. The plan may be simple, as is the case with a video, or it may be very complex, influenced by intricate algorithms, dynamically scraped data, random seeds, etc. Such works often have some interactivity to allow the user to browse through the product or change perspectives, but this interaction is not critical to the overall concept. "Interactive Experience" includes everything from mouse-following Flash toys to Playstation games. In such a product, the interactivity is central to the experience. The user is invited to be involved, and the artist's intention/emotion/message is communicated through the user's actions and decisions. The experience can be physically immersive, visceral, or tactile... or it can be psychologically immersive or suspenseful. I am essentially trying to make a distinction between experiences that are meant to be *seen*and those that are meant to be *used*. It is my feeling that the Interactive Experience model is the only truly new art form because it alone introduces a fundamentally new and different kind of experience to humanity. Browsing and clicking freely from page to page on a web site and seeing different pictures, animations, and texts only scratches the surface of what interactive artworks really can be. Browsing, in fact, is not even the same as using or playing. AutoIllustrator and NATO, or Quake III and Grand Theft Auto II, are qualitatively different kinds of things from most web sites - they invite the user to stop being a viewer and to start forming goals and plans entirely within the context of the app/game. They involve a mental transformation, a mode change in the mind. They ask the user to invest a bit of their own consciousness into the machine's protoconsciousness, to put a stake in what the program does next. Just as experiencing traditional media is different from experiencing unmediated real life (this difference is disappearing in our media-saturated world, but this was not the case 100 years ago when seeing a movie was a jarring experience), experiencing interactive media is different from traditional media in a fundamental phenomenological way. -Cf [christopher eli fahey] art: http://www.graphpaper.com sci: http://www.askrom.com biz: http://www.behaviordesign.com _______________________________________________ Nettime-bold mailing list Nettime-bold@nettime.org http://amsterdam.nettime.org/cgi-bin/mailman/listinfo/nettime-bold