Joseph Franklyn McElroy Cor[porat]e [Per]form[ance] Art[ist] on Thu, 25 Apr 2002 15:44:01 +0200 (CEST) |
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[Nettime-bold] Re: <nettime> un-plugged-in digest [sawad, fahey, napier] |
Quoting nettime's_api <nettime@bbs.thing.net>: >I also think that many non-artist programmers would resist referring to >Flash as a programming language. Well, they would giggle. Programmers tend >to think of C/C++, Fortran, Basic, Java as their materials. To be sure, >there is a bravura at work there. Programmers tend to work with programming >systems or libraries in order to create their applications, but Flash still >seems very much tied to the development environment Macromedia sells. Having started on Qbasic in the 70's (i was a very young prodigy), munched on hexadecimal dumps and machine code during the 80's, baptized in C and VB in the 90's and now feasting on Java and Actionscript in 00's I think that I can say that Actionscript is programming. Any programmer (or paper writer) that disagrees can meet me at the next Iron-man competition where we will duke it out to determine the winner. We will get Howard Stern to broadcast it live. As for being trapped by environments - that only happens to the kids - there are always strategies for migration or emulation. All this might change, but currently nothing can trap you but time. -- Joseph Franklyn McElroy Cor[porat]e [Per]form[ance] Art[ist] Electric Hands, Inc www.electrichands.com 212-255-4527 Electrify your sales, Electrify your Mind Quoting nettime's_api <nettime@bbs.thing.net>: > Re: <nettime> GENERATION FLASH (3A / 3) > Sawad <sawad@utensil.net> > "Christopher Fahey [askrom]" <askROM@graphpaper.com> > napier <napier@potatoland.org> > > - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - > - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - > > Date: Wed, 24 Apr 2002 14:58:19 -0400 > From: Sawad <sawad@utensil.net> > Subject: Re: <nettime> GENERATION FLASH (3A / 3) > > >A software artist re-uses the language of modernist abstraction and design > > >lines and geometric shapes, mathematically generated curves and outlined > >color fields to get away from figuration in general, and cinematographic > >language of commercial media in particular. Instead of photographs and > clips > >of films and TV, we get lines and abstract compositions. In short, instead > >of QuickTime, we use Flash. Instead of computer as a media machine a > >vision being heavily promoted by computer industry (and most clearly > >articulated by Apple who promotes a MAC as a ³digital hub² for other media > >recording / playing devices), we go back to computer as a programming > >machine. > > > >Programming liberates art from being secondary to commercial media. The > >similar reason may be behind the recent popularity of ³sound art.² While > >commercial media now uses every possible visual style, commercial sound > >environments still have not appropriated all of sound space. While rock > and > >roll, hip-hop, and techno have already become standard elevator music (at > >least in more hip elevators such as the Hudson Hotel in NYC), it seems > that > >the rhythm-less regions of sound space are still untouched at least for > >now. > > > Lev, > > I don't know that programming is as liberatory as is stated here. If > anything, programming holds the possibility of involving one in a different > > set of relations to product(ion), as well as to a different class of > worker. I've made some references to this other relation elsewhere. > > Mentioning Flash already seems to undermine this libertine vision you want > to advance. Although the Flash spec were released by Macromedia a few years > > ago, and is considered "open," as far as I understand it people working > with Flash are still very much using the tools provided by a Macromedia. I > have seen very limited software libraries written in Java and C (one by > Paul Haberli) which allow C programmers (and at some point Java programmers > > too) to create Flash-generated imagery on-the-fly from within their C > programs, but I get the sense that this type of programming is not what you > > mean when you talk about Flash. Flash remains essentially "media," as you > define it, much as Quicktime. I don't think that scripting separates it > from being so. For that matter, some "programming" is also possible using > Quicktime. In many ways, for programmers, Quicktime is much more useful > because Apple provides an extensive C library through which to access its > functionality, which extends far beyond making digital videos. In fact, > what is so interesting about Quicktime is that it is not old-media (film, > video, sound) specific. Rather, in many ways it is more of a protocol for > creating, playing, and delivering *time-based information*. In theory, one > can do much more with Quicktime than what artists have tended to use it > for. This is not simply a limitation of Quicktime, but of artists as well. > Mostly of artists and the systems within which they learn. Anyway, one can > also access Quicktime from within Java, as Apple has made a set of classes > for doing that easily: Quicktime for Java. I am not defending Quicktime, > simply pointing out some problematic issues in the distinctions you are > making between programming and media. > > I also think that many non-artist programmers would resist referring to > Flash as a programming language. Well, they would giggle. Programmers tend > to think of C/C++, Fortran, Basic, Java as their materials. To be sure, > there is a bravura at work there. Programmers tend to work with programming > > systems or libraries in order to create their applications, but Flash still > > seems very much tied to the development environment Macromedia sells. > > Furthermore, this issue of liberation through programming seems somewhat > more Romantic than it needs to be. One of the linguistic issues which > programming languages have made so apparent is the citational dimension of > all languages, be they social, mathematical, or programmatic. "A software > artist re-uses the language of modernist abstraction and design > lines and geometric shapes ...." Similarly, programmers very often learn to > > program by copying and modifying other programs and, on a more abstract > level, algorithms. (Beth Stryker and I delivered a paper earlier this year > at CAA in Philadelphia which sketched out some relations between > programming algorithms and notions of space and representation in general.) > > Advanced programmers use these same techniques. They also utilize software > libraries (talked about earlier in the case of Quicktime) which contain > code which can be referenced ("called") from within one's (own) code. In > other words, programmers are always already indebted to other programmers. > The whole GNU project depends on this structure of debt. I don't disagree > that there is an element of liberation to be studied here, but it is not a > simple one, and certainly not one that is merely oppositional. > > While it is true that Flash currently is implemented upon a vector-based > set of routines, your use of its attributes to characterize all software > art is simply synecdoche. > > "A software artist re-uses the language of modernist abstraction and design > > lines and geometric shapes, mathematically generated curves and outlined > color fields to get away from figuration in general, and cinematographic > language of commercial media in particular. Instead of photographs and > clips > of films and TV, we get lines and abstract compositions. In short, instead > of QuickTime, we use Flash." > > There is no reason that software art cannon use/create "images" in the > narrowly defined sense of "pictures," or any other form we identify from > our experiences with so-called old-media. Through software one can create > images or effect any number of sensuous phenomena. Your position vis-a-vis > the "modernism" effected by the Flash protocol, which is designed to > deliver compressed animation over relatively narrow bandwidth seems to me > mistakes technological limitations for an iconoclastic morality. > > > Sawad > > > >To return to the topic of new modernism. Of course we don't want to simply > >replay Mondrian and Klee on computer screens. The task of the new > generation > >is to integrate the two paradigms of the twentieth century: (1) belief in > >science and rationality, emphasis on efficiency, basic forms, idealism and > >heroic spirit of modernism; (2) skepticism, interest in ³marginality² and > >³complexity,² deconstructive strategies, baroque opaqueness and excess of > >post-modernism (1960s-). At this point all the features of the second > >paradigm became tired clichés. Therefore a return to modernism is not a > bad > >first step, as long as it is just a first step towards developing the new > >aesthetics for the new age. > > > >PART 3B will be posted shortly.] > > - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - > > From: "Christopher Fahey [askrom]" <askROM@graphpaper.com> > Subject: RE: RHIZOME_RAW: GENERATION FLASH (3A / 3) > Date: Wed, 24 Apr 2002 17:36:00 -0400 > > 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 > > - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - > > Date: Thu, 25 Apr 2002 00:16:06 -0400 > From: napier <napier@potatoland.org> > Subject: Re: RHIZOME_RAW: GENERATION FLASH (3A / 3) > > >>> Lev Manovich wrote: > >Thirty years of media art and post-modernism have inevitably led to a > >reaction. We are tired of always taking existing media as a starting > point. > >We are tired of being always secondary, always reacting to what already > >exists. > > > >Enter a software artist the new romantic. Instead of working exclusively > >with commercial media and instead of using commercial software > software > >artist marks his/her mark on the world by writing the original code. > > An interesting term: "original code". Is this: > > machine language (binary) > assembly language > BIOS calls > OS API calls > C, C++ > Java > Flash Actionscript, Lingo > HTML, DHTML, Javascript, Perl > > A programmer can code in any one of these. What distinguishes hard-core > coding from soft-core is the level of access to features. To an assembly > level programmer Java is a lightweight language, but to an HTML programmer > Java is hard-core coding. The more power, flexibility and control a > language provides, the more we think of the language as "original code". > > Is IOD "original" code (written in Lingo, the programming language of > Shockwave -- a commercial product). Is Netomat "original" (where screens > are generated by a scripting language that is built on XML and > Java). These authors of these works have found a point in the technology > where they can accomplish their goals. IOD could be implemented inside the > > browser, using Perl, GIF images and Javascript. Is this less a product of > code than the same piece written in Lingo? > > >Programming liberates art from being secondary to commercial media. > > As much as I'd like to believe this... > > Progamming may produce new forms outside of commercial media, but > programming puts the artist into new relationships with other existing > forms. If I dabble in 3D rendering then my work could be competing with > Pixar, Toy Story, and Shrek. Can I accomplish what teams of Silicon > Graphics programmers can pull off? No, but that's not my role as an > artist. > > A low tech example: Is an rtmark sabotage secondary to the corporate image > being sabotaged? The two are certainly related, and the sabotage can be > seen as a reaction to the corporation. But this sort of action has it's > own presence as well, it's own aesthetic impact, that relies on leveraging > existing forms, much as software artists leverage existing forms. > > Artists look for leverage points in the technology. Flash is one such > point, where powerful features are available with relatively little > effort. Comparatively, Java has lagged behind in usage because of it's > steeper learning curve, despite being versatile, powerful, and an early > standard in browsers. > > There is a prejudice that a downloadable EXE is "real software", maybe > because it appears to be more like the corporate software products we're > familiar with. Yet this is a 1980's approach to software. For years > software has been breaking into pieces that can talk to one another through > > specialized programming interfaces. Today the browser is an engine that > can be embedded in email clients, Word documents, and > spreadsheets. Software components provide services to other software > components, and languages frequently become the glue that connects > pre-fabricated components together. > > To use these powerful and complex tools the software artist has to find > ways to create maximum impact with relatively little coding. Very few > artists have access to a team of eager programmers. And many artists are > unwilling to invest the time to learn low level languages like C, given the > > inevitable dent it will make in the time they spend on aesthetic issues. > > The artist has to decide where they will operate within this structure of > interdependent software. HTML is a form of high-level code that instructs > the browser environment, much as Java can instruct the Windows OS, or > assembly code can instruct a chip. All of these code forms require > investment of learning time, and provide access to features of the > computer. The question is not "does the artist write code". The question > > is: how much leverage does the artist get from their knowledge. What is > the bang-for-the-buck of HTML vs. Java, or C++. > > What this means, though, is that the artist never completely "rolls their > own" software. The artist never gets back to the world of pigment, oil and > > canvas. In the medium of software, there is always interdependence. Even > suppose that I find a team of C programmers that are happy to code low > level graphics routines for me, then I become dependent on that team, still > > a far cry from the romantic image of a solitary studio painter. > > My role as an artist is to crack open the technology and find the humanity > at work under the tech veneer. If I can do that with a Perl script, then I > > will. When that form is too limiting, then I turn to Java. But any tool I > > use requires that I work in relationship to other tools, environments, > products and media. > > mark > > napier@potatoland.org > > - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - > - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - > > # distributed via <nettime>: no commercial use without permission > # <nettime> is a moderated mailing list for net criticism, > # collaborative text filtering and cultural politics of the nets > # more info: majordomo@bbs.thing.net and "info nettime-l" in the msg body > # archive: http://www.nettime.org contact: nettime@bbs.thing.net > ------------------------------------------------- This mail sent through IMP: http://horde.org/imp/ _______________________________________________ Nettime-bold mailing list Nettime-bold@nettime.org http://amsterdam.nettime.org/cgi-bin/mailman/listinfo/nettime-bold