Florian Cramer on Fri, 21 Sep 2001 03:09:18 +0200 (CEST)


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<nettime> On Software Art


Note: This text is almost identical with the essay "Software Art and
Writing" which, just as McKenzie Wark's essay "Codework", is part of the
recent issue of the American Book Review, vol.22, no.6. It was written by
Ulrike Gabriel and me as a retrospective reflection of our work in the
jury for the transmediale.01 software art award.

It is available online in HTML, PDF, LaTeX & plain text formats at
<http://userpage.fu-berlin.de/~cantsin/homepage/index.html#software_art_-_transmediale>


-FC

....


Software Art

Florian Cramer and Ulrike Gabriel

August 15, 2001


What is software art? How can ``software'' be generally defined? We had to
answer these questions at least provisionally when we were asked to be
with the artist-programmer John Simon jr. in the jury of the ``artistic
software'' award for the transmediale.01 art festival in Berlin, Germany.

Since more than a decade, festivals, awards, exhibitions and publications
exist for various forms of computer art: computer music, computer
graphics, electronic literature, Net Art and computer-controlled
interactive installations, to name only a few, each of them with its own
institutions and discourse. Classifications like the above show that
attention is usually being paid to how, i.e. in which medium, digital
artworks present themselves to the audience, externally. They also show
that digital art is traditionally considered to be a part of ``[new] media
art,'' a term which covers analog and digital media alike and is
historically rooted in video art. But isn't it a false assumption that
digital art - i.e. art that consists of zeros and ones - was derived from
video art, only because computer data is conventionally visualized on
screens?

By calling digital art ``[new] media art,'' public perception has focused
the zeros and ones as formatted into particular visual, acoustic and
tactile media, rather than structures of programming. This view is
reinforced by the fact that the algorithms employed to generate and
manipulate computer music, computer graphics, digital text are frequently
if not in most cases invisible, unknown to the audience and the artist
alike. While the history of computer art still is short, it is rich with
works whose programming resides in black boxes or is considered to be just
a preparatory behind-the-scenes process for a finished (and finite) work
on CD, in a book, in the Internet or in a ``realtime interactive''
environment. The distribution of John Cage's algorithmically generated
sound play ``Roarotorio,'' for example, includes a book, a CD and excerpts
of the score, but not even a fragment of the computer program which was
employed to compute the score.

While software, i.e. algorithmic programming code, is inevitably at work
in all art that is digitally produced and reproduced, it has a long
history of being overlooked as artistic material and as a factor in the
concept and aesthetics of a work. This history runs parallel to the
evolution of computing from systems that could only be used by programmers
to systems like the Macintosh and Windows which, by their graphical user
interface, camouflaged the mere fact that they are running on program
code, in their operation as well as in their aesthetics. Despite this
history, we were surprised that the 2001 transmediale award for software
art was not only the first of its kind at this particular art festival,
but as it seems the first of its kind at all.

When the London-based digital arts project I/O/D released an experimental
World Wide Web browser, the Web Stalker http://www.backspace.org/iod/, in
1997, the work was perceived to be a piece of Net Art. Instead of
rendering Web sites as smoothly formatted pages, the Web Stalker displayed
their internal control codes and visualized their link structure. By
making the Web unreadable in conventional terms, the program made it
readable in its underlying code. It made its users aware that digital
signs are structural hybrids of internal code and an external display that
arbitrarily depends on algorithmic formatting. What's more, these displays
are generated by other code: The code of the Web Stalker may dismantle the
code of the Web, but does so by formatting it into just another display, a
display which just pretends to ``be'' the code itself. The Web Stalker can
be read as a piece of Net Art which critically examines its medium. But
it's also a reflection of how reality is shaped by software, by the way
code processes code. If complex systems and their generative processors
themselves become language, formulation becomes the creation of a frame
within which the system will behave, and of the control of this behaviour.
The joint operation of these processes creates its own aesthetics which
manifests itself no longer by application-restricted assignments, but in
the free composition of this system as a whole. (Which simply is what
developing software is all about.)

Since software is machine control code, it follows that digital media are,
literally, written. Electronic literature therefore is not simply text, or
hybrids of text and other media, circulating in computer networks. If
``literature'' can be defined as something that is made up by letters, the
program code, software protocols and file formats of computer networks
constitute a literature whose underlying alphabet is zeros and ones. By
running code on itself, this code gets constantly transformed into
higher-level, human-readable alphabets of alphanumeric letters, graphic
pixels and other signifiers. These signifiers flow forth and back from one
aggregation and format to another. Computer programs are written in a
highly elaborate syntax of multiple, mutually interdependent layers of
code. This writing does not only rely on computer systems as transport
media, but actively manipulates them when it is machine instructions. The
difference is obvious when comparing a conventional E-Mail message with an
E-Mail virus: Although both are short pieces of text whose alphabets are
the same, the virus contains machine control syntax, code that interferes
with the (coded) system it gets sent to.

Software art means a shift of the artist's view from displays to the
creation of systems and processes themselves; this is not covered by the
concept of ``media.'' ``Multimedia'', as an umbrella term for formatting
and displaying data, doesn't imply by definition that the data is digital
and that the formatting is algorithmic. Nevertheless, the ``Web Stalker''
shows that multimedia and terms like Net Art on the one hand and software
art on the other are by no means exclusive categories. They could be seen
as different perspectives, the one focussing distribution and display, the
other one the systemics.

But is generative code exclusive to computer programming? The question has
been answered by mathematics proper and the many historical employments of
algorithmic structures in the arts. A comparatively recent classical
example is the Composition 1961 No. I, January I by the contemporary
composer and former Fluxus artist La Monte Young, which is at once
considered to be one of the first pieces of minimal music and one of the
first Fluxus performance scores:

    ``Draw a straight line and follow it.''1

This piece can be called a seminal piece of software art because its
instruction is formal. At the same time, it is extremist in its aesthetic
consequence, in the implication of infinite space and time to be
traversed. Unlike in most notational music and written theatre plays, its
score is not aesthetically detached from its performance. The line to be
drawn could be even considered a second-layer instruction for the act of
following it. But as it is practically impossible to perform the score
physically, it becomes meta-physical, conceptual, epistemological. As such
the piece could serve as a paradigm for Henry Flynt's 1961 definition of
Concept Art as ``art of which the material is `concepts,' as the material
of for ex. music is sound.''2 Tracing concept art to artistic formalisms
like twelve-tone music, Flynt argues that the structure or concept of
those artworks is, taken for itself, aesthetically more interesting than
the product of their physical execution. In analogy, we would like to
define software art as art of which the material is software.

Flynt's Concept Art integrates mathematics as well, on the acognitive
grounds of ``de-emphasiz[ing]'' its attribution to scientific discovery.3
With this claim, Flynt coincides, if oddly, with the most influential
contemporary computer scientist, Donald E. Knuth. Knuth considers the
applied mathematics of programming an art; his famous compendium of
algorithms is duely titled ``The Art of Computer Programming.''4

Should the transmediale software art jury therefore have consisted of
mathematicians and computer scientists who would have judged the entries
by the beauty of their code?

What is known as Concept Art today is less rigorous in its immaterialism
than the art Flynt had in mind. It is noteworthy, however, that the first
major exhibition of this kind of conceptual art was named ``Software'' and
confronted art objects actually with computer software installations.5.
Curated in 1970 by the art critic and systems theorist Jack Burnham at the
New York Jewish Museum, the show was, as Edward A. Shanken suggests,
``predicated on the idea of software as a metaphor for art [my
emphasis],''6. It therefore stressed the cybernetical, social dimension of
programmed systems rather than, as Flynt, pure structure.

Thirty years later, after personal computing became ubiquituous, cultural
stereotypes of what software is have solidified. Although the expectation
that software is, unlike other writing, not an aesthetic, but a
``functional tool'' itself is an aesthetic expectation, software art
nevertheless has become less likely to emerge as conceptualist clean-room
constructs than reacting to these stereotypes. The ``Web Stalker'' again
might be referred to as such a piece. In a similar fashion, the two works
picked for the transmediale award, Adrian Ward's ``Signwave
Auto-Illustrator'' and Netochka Nezvanova's ``Nebula M.81,'' are PC user
software which acts up against its conventional codification, either by
mapping internal functions against their corresponding signifiers on the
user interface (Auto-Illustrator) or by mapping the signifiers of program
output against human readability (Nebula M.81).

The range of works entered for the transmediale.01 software art award
shows that coding is a highly personal activity. Code can be diaries,
poetic, obscure, ironic or disruptive, defunct or impossible, it can
simulate and disguise, it has rhetoric and style, it can be an attitude.
Such attributes might seem to contradict the fact that artistic control
over generative iterations of machine code is limited, whether or not the
code was self-written. But unlike the Cagean artists of the 1960s, the
software artists we reviewed seem to conceive of generative systems not as
negation of intentionality, but as balancing of randomness and control.
Program code thus becomes a material with which artist work
self-consciously. Far from being simply art for machines, software art is
highly concerned with artistic subjectivity and its reflection and
extension into generative systems.7


References

[Fly61]
    Henry Flynt. Concept art. In La Monte Young and Jackson MacLow, editors, An
    Anthology. Young and MacLow, New York, 1963 (1961).
[hun90]
    George Maciunas und Fluxus-Editionen, 1990.
[Knu98]
    Donald E. Knuth. The Art of Computer Programming. Addison-Wesley, Reading,
    Massachusetts, 1973-1998.
[Sha]
    Edward A. Shanken. The house that jack built: Jack burnham's concept of
    `software` as a metaphor of art. Leonardo Electronic Almanach, 6(10). 
    http://www.duke.edu/~giftwrap/House.html


Footnotes:

1 facsimile reprint included in [hun90], no page numbering

2 Henry Flynt, Concept Art [Fly61] ``Since `concepts' are closely bound up with
language,'' Flynt writes, ``concept art is a kind of art of which the material
is language.''

3 ibid.

4 [Knu98]

5 Among them Ted Nelson's hypertext system in its first public display,
according to Edward A. Shanken, The House that Jack Built: Jack Burnham's
Concept of ``Software'' as a Metaphor for Art, [Sha]

6 ibid.

7 Or, as Adrian Ward puts it: ``I would rather suggest we should be thinking
about embedding our own creative subjectivity into automated systems, rather
than naively trying to get a robot to have its `own' creative agenda. A lot of
us do this day in, day out. We call it programming.'' (quoted from an E-Mail
message to the ``Rhizome'' mailing list, May 7, 2001)


-- 
http://userpage.fu-berlin.de/~cantsin/homepage/
http://www.complit.fu-berlin.de/institut/lehrpersonal/cramer.html
GnuPG/PGP public key ID 3200C7BA 
"c u in he][l][avan" (mez, _Viro.Logic Condition][ing][ 1.1_)





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