Richard on Tue, 19 Oct 2004 14:28:07 +0200 (CEST) |
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<nettime> Software Art After Programming |
Are people still interested in ART on this list? Perhaps they are... Software Art After Programming Richard Wright, April 2004. First published in MUTE magazine, no. 28, Autumn 2004 http://www.metamute.com/look/article.tpl?IdLanguage=3D1&IdPublication=3D1= &NrIssue=3D28&NrSection=3D10&NrArticle=3D1397 The history of computing in arts practice is littered with the mental = debris of its half-forgotten debates, unresolved problems and anxieties, = and questions that have now become as obsolete as the Commodore 64s and = VAX mainframes that accompanied them. Who can remember the art and = technology projects of the sixties when the question of 'Can the = computer make art?' allowed a generation of isolated computer artists to = position themselves as a team of intrepid explorers setting out to cross = a new continent without first waiting to find out whether it could = support life. Under what conditions was the question ever first = considered worthy of posing in the first place? Did the computer offer = input into specific art issues, such as arts relation to other forms of = scientific knowledge, to language, representation or the abandonment of = the object? Or was it just intuitively realised that 'computer art' was = at the forefront of a slow, inexorable computerisation of twentieth = century society which would eventually demand access to every facet of = human culture? As computer hardware and the programming skills needed to operate it = became more accessible, the question 'Can the computer make art?' was = asked less and less often. By the beginning of the '80s artists were = using the first personal computers to produce more varied kinds of work = until, with all this activity growing, the question of whether art was = possible on a computer lost all sense. There was a moment when the = parameters of the question were redrawn, from 'Can the computer make = art?' to 'Can a computer be an artist?', redirecting it into issues of = simulated creativity and artificial intelligence. It was at this point = that the first cracks of a coming schism in the community of computer = artists became noticeable; this would go on to form the next stage in = the debate. It seemed to a growing number of artists that as the = complexity of software increased, so many new possibilities for the = human artist were appearing that the prospect of deferring to a machine = artist seemed almost indicative of a lack of imagination. Although the computer seemed to have made its case as a machine of = creative potential, there now emerged the question of how to efficiently = leverage all this creativity. By the late eighties, the interactive = interfaces and simplified menu commands of personal desktop systems that = had helped to cause this ground swell of activity had firmly refocused = questions on the artists themselves. Were the pre-packaged functions, = options and parameters of the new art applications sufficient to cover = all artistic fields of inquiry, all aesthetic nuances, all personal = idioms? Or would it always be necessary to have recourse to the = precision and particularities of programming languages in order to = ensure that no desire was left uncatered for? 'Do artists need to = program?' became the burning question at SIGGRAPH panel sessions and = electronic art festivals. To some extent this divergence between programmers and program users = masked the fact that they had become two sides of the same coin. As the = argument went, the artist-programmer would regard '.software not as a = functional tool on which the "real" artwork is based, but software as = the material of artistic creation', as the Transmediale Software Art = jury statement would phrase it much later in 2002. On the other hand, = for program users, programming was only ever a means to an end. Yet it = was their fixation on this end that hastened their acquiescence to the = means of their programs and the reconfiguration of their practice by = programmers. 'Is the computer a medium or a tool?' Yes, it was true that = some artists were only interested in software 'tools' that were totally = subservient to their subjectivity, but it was a subjectivity that was = now mapped onto minutely variable parameter lists and option check = boxes, mirroring the remoteness of the artist's precious and peculiar = visions by burying its origins deep within the recesses of multiple menu = layers. Aided by the runaway success of packages like Amiga's Deluxe = Paint, Adobe Illustrator and Photoshop, software manufacturers were = redefining the creative process as a decision making process converging = towards a predetermined ideal goal.=20 The problem was also attacked from the opposite direction by a top-down = system design employing pre-sets, wizards, helpers, macros and plug-ins = that pre-empted the creative process by offering a one button solution = to achieve those essential lens flares, ripples, rollovers and drop = shadow effects. The users of programs now found themselves programmed by = their very own favourite artistic effects, expressed as a suite of easy = to use software extensions. In the end, both artist programmers and = artist program users produced artwork that was about the software that = had produced it. Both became caught up in a wider move to rewrite = society in terms of information processing. By the early '80s the artist Harold Cohen had developed software to = automate his own personal artistic style. A former successful gallery = painter, Cohen still works on a suite of artificial intelligence = programs called AARON that seek to encode his earlier painting practice. = Cohen had always insisted that the content of his work was the software = itself, and always exhibited the entire process in the form of a live = computer connected up to a mobile painting device or 'turtle' that would = scuttle over his canvases. As he told his students, 'Don't ask what you = can do with the software, ask what the software can do.' But Cohen's = work now seems to function more as evidence of a historical transition = that occurred over his working life and reached its culmination during = the '90s. While we have been watching Cohen's computer prove it can = recreate art, other computers have been recreating our whole society in = their own image. But this new image is not the image of the expressive = subject that is simulated in Cohen's work. It is the image of the = subject as a node, a switching station for providing feedback to = calibrate the central processing system, the individual's expressive = utterances only called upon to ensure their movements are correctly = synchronised. The artist programmer of today exists in relation to a = whole culture that has the computer as its central organising = technology. The pervasive quality of software culture and the resultant = normalisation of computer use have made it impossible to maintain the = conceptual categories that underpinned previous debates. In a world = where artists use software to write software that will be seen by virtue = of other software, questions about the 'aesthetics of the code' become a = symptom of not being able to see the wood for the trees. Programming is = not only the material of artistic creation, it is the context of = artistic creation. Programming has become software. One interesting example of the end game of the debate on 'Computer Art' = is a piece of artist's software called Auto-Illustrator. Written by = Adrian Ward around the year 2000, Auto-Illustrator was the prize winner = of the first competition for Software Art organised by Berlin's = Transmediale media art festival in 2001. Ward describes the work as a = parody of commercial art and design packages like Adobe Illustrator, = specifically of their pretensions to provide functionality and user = control. In contrast, Ward fills his package with 'generative art' tools = that explicitly try to automate the drawing process. The appearance of = Auto-Illustrator when running is much like a typical menu driven art and = design package with the exception that the tool palette and effects = filters incorporate generative algorithms. For instance, the Pencil tool = adds wiggles or sweeps to your strokes, while the Oval tool will use = settings like 'childish' or 'adult' to control a sprinkling of little = faces. Some tools like Brush seem entirely random in operation, while = some filters like 'Instant Mute Design' will reproduce an entire = iconography designed to appeal to the Digerati generation.=20 In fact, many of these generative techniques are strikingly reminiscent = of various experiments in computer art from over the last thirty years. = The line tools generate scribbles using algorithms almost certainly = related to the stochastic perturbations of Frieder Nake or Peter Beyls = while the 'bug' tool roves around the screen using the same principles = as Harold Cohen's turtle graphics engine. Even the icons of the 'Instant = Mute Design' effect are almost identical to Edward Zajec's permutations = of cubic modules. In this way, Auto-Illustrator is like a compendium of = classic computer art programs but now presented as a list of menu = options with conveniently editable parameters. Presented in this = context, the individual aesthetics of each of these venerable pioneering = practices are erased, leaving us with more of a confusion of = idiosyncratic styles. From this viewpoint, Auto-Illustrator's = 'generative tools' actually pastiche the chaotic 'feature mountain' of = bloated modern software systems, as they are commonly disorganised by = the superabundance of toolbars, drop-down lists and floating inspectors. = Instead of defining a drawing function, it might have been more relevant = for Ward to have his 'bug' tunnelling into the dizzying depths of = cascading sub-menus and option boxes to find that single cherished = function with which the user nurtures their unique individual style. = Ward actually states that wider issues such as interface design are of = no interest to him and describes 'consumer-based application software' = as his chosen medium. Auto-Illustrator is successful in its intention to = parody the functionality-as-expression of mainstream software design, = but only at the level of coding. By not addressing the wider user = experience it is unable to think outside of the window box in which this = functionality is now defined. Since Auto-Illustrator's release there has been at least one attempt to = account for a contemporary digital aesthetic with reference to the = design of a family of software packages and related technologies. In = 2002 the theorist Lev Manovich published 'Generation Flash', an essay in = which he tried to characterise a then prevalent cultural sensibility. = Manovich referred to the prevailing visual style of Flash, Shockwave and = Java based multimedia as 'soft modernism', a reaction against the = clutter of postmodern eclecticism that returns to an elemental = 'rationality of software'. Aesthetic motifs are defined by Manovich in = terms of technologically motivated processes: instead of appropriation = we simply have the sample, a basic operation in the new mode of cultural = production. Another cultural building block is the network, and = therefore also one of the terms of a new critical language. These = operations (networking, sampling) are applied in new modes of expression = like data visualisation. This can be seen, for instance, in = Futurefarmer's They Rule project in which the directors of the USA's top = corporations are cross referenced to purportedly reveal a web-like = pattern of interrelated allegiances. For Manovich this kind of work = replaces older forms of authored representation by giving us the tools = to objectively analyse raw data and deduce the necessary conclusions. Although Manovich's detailed analysis of the structural basis of new = media adds an absolutely essential dimension to new critical tools, the = approach risks being interpreted as a form of technological determinism = once we lose sight of a specifically cultural perspective. For example, = our understanding of the workings of the corporate world order do not = arise automatically out of its most common data visualisations, such as = the stock market fluctuations diagrammatically portrayed on the = Financial Times website. Not all visualisations are equal. At one point = Manovich argues that the 'neo-minimalism' of the Flash style arises = quite naturally from the practice of programming - the pixel thin grid = lines, restricted colour palettes, abstracted symbols 'ALWAYS happens = when people begin to generate graphics through programming and discover = that they can use simple equations, etc' (Manovich's emphasis). This is = indeed the case where programming is taught within a certain computer = science tradition, but it is now impossible to discount the influence of = scripting environments such as Flash. Not all programming practices are = equal. Other discussions of Flash have merely tended to shift the technological = focus, such as whether the limited bandwidth of the web was the most = significant reason for the linear aesthetic of vector graphics. At other = times it moved on to question the 'openness' of the Flash graphics = standard, whether Macromedia would ultimately allow programmers to = leverage the full potential of its functionality. However, the = 'functionality', 'rationality' or 'potential' of software will always be = strictly unknown. It is the 'user experience' of software, the values = generated by the way it is meant to be used, how it gives shape to a = practice, how easily a technical 'potential' can be perceived and = engaged with that should form the basis of software critique. It is = possible to trace many formative influences on the Flash style not to = the code itself, but to the conditions in which it is written. = Programming is now often practised in the form of 'scripting' languages = that are integrated into mainstream art and design software = applications. This makes artist programmers and program users both = subject to the same philosophies of system design that hold sway in = point-and-click style desktop packages. By examining these environments = we can find many ways in which they funnelled Flash Actionscript or = Director Lingo programming practice into nourishing certain wider = cultural sensibilities during this period. Multimedia scripting languages like Flash Actionscript tend to differ = from conventional programming languages by offering access to a library = of functions that are specific to that particular multimedia = application. This easy access to a set of predefined 'events' such as = mouse clicks, drag actions and rollovers is somewhat analogous to the = way a software user's practice is structured in terms of the predefined = configuration of menu commands, option boxes and plug-in effects. These = library functions that populate the programmers imagination with a = readymade vocabulary of discrete interactive 'behaviours' can be coded = up and attached to individual multimedia objects - button triggers, = sprite actions, sound effects, linkages, etc. Actionscript therefore = tended to differ from typical program development environments by = identifying code with graphical and other concrete entities that would = become principle actors in the interactive scenario. This also tended to = discourage the writing of long passages of control logic and instead led = to the writing of terse mathematical expressions to manipulate an = object's properties, movements and relationships to other objects. When = combined with the instancing abilities of the Object Orientated = Programming philosophy, Actionscript became very efficient at applying = these code segments to multiple copies of 'semi-automated' graphic = elements, sprites, movie clips and sounds. As implemented in multimedia = authoring software like Flash, Object Orientated Programming actually = fostered an 'object orientated' approach to interactive art and = animation. The point here is to look at Flash at the moment at which its patterns = of techniques and processes re-emerge as motifs that can enter = consciousness and practice on an aesthetic level. To start with we have = an authoring system that orientated the user towards the replication (or = 'birthing') of multitudes of objects and orchestrating complex yet = concise interactions between them. It is even possible to identify the = most common form of mathematical expression that was used to regulate = this interaction during the millennial Flash period. There is a single = line of code that appears over and over again, a simplified expression = that produces a distinctive dampening effect on a moving object before = it finally comes to rest. It was easy for Flash users to apply this = expression to any or all of ones objects and events until it produced = the classic Flash 'wobble'. A Flash site became a constellation of = rippling, bobbing, trembling buttons, icons, eyeballs, legs and rollover = items as if someone had poured a bucket of water into your computer = monitor. In the open source spirit, the Flash community ensured that = such expressions were quickly disseminated until they became an almost = universal kinetic attribute. The Flash style was integrated, via its web browser plug-in, to other = desktop based work and leisure patterns of activity. By keying into the = internet gold rush fever, Flash art was turned into a highly visible = design component of the dotcom boom era. This new informal space imbued = Flash art with the role of a distraction, a demo or toy, making any more = demanding appreciation of its fluid stylistic and tactile qualities = unnecessary. The net culture of the time also provided a preexisting = discourse in which it's visual aesthetic could be interpreted and = flourish. Echoing the ubiquitous net-cultural meme of the 'digital Gaia' = - an ecological interpretation of the web of globally interconnected and = independent agents - foremost Flash designer Joshua Davis commented: = '.our work should reflect the nature of a fern and be comprised of tiny = little objects that all talk to each other. The more we add these little = objects, the more complex and intense the nature of our work becomes.'=20 There are many more factors that could be marshalled to 'explain' the = Flash style. But as far as practising artists are concerned, how can we = get a handle on such a deluge of widely different factors, some of which = seek to align us with a particular model of subjectivity and others = which just seem like arbitrary collections of protocols? How can we = forge a path through layer after layer of designed information to form = ways of working not pre-empted by the predicates of current software = culture? There are some emerging ideas that might help. One of these is the = 'techno-aesthetic' - different motifs that permeate these technological, = social and cultural levels. The idea is rooted in materialist notions of = social process, but a society now constituted through IT. The emphasis = is on how specifically cultural forces can form technology into a means = of expression that is able to exceed its most obvious properties and = structures. One software art example of this in action is Mongrel's = often-cited Linker project of 1999. Developed to support a series of = story telling workshops for the non-expert computer user, the software = is a highly stripped down system that simply allows users to load and = make connections between a collection of digital elements - images, = text, video, sounds. For a start, this transfers an emphasis on the = practice of the software to the practice of the user. Compared to the = other examples, Linker coheres around a figure that unites its levels of = thought and construction yet retains an open space in which imagination = can breathe. As theorist Matthew Fuller described Linker, 'It relies on = the simple function of doing exactly what the name says it does - link = things. Here, the poetics of connection forms a techno-aesthetic and = existential a priori to the construction of a piece of software.' This = aesthetic is made explicit when the software is first launched - it = displays a map image of its three by three grid of interconnected = regions. Linker is constructed around this image of itself that = communicates and instantiates its underlying algorithmic structure, = creative use and conceptual model. It is this figuration of itself as an = idea that makes Linker art as well as software. The debate about Linker was unfortunately always limited to its mode of = production and the social constituency of its intended user group as = though it had been designed as a tool of social engineering, ready to = arise fully formed out of a sub-menu check-box list of community = 'needs'. But discussions of DIY empowerment, Open Source and the = 'sociability' of software are presumptuous without any attention to the = context in which imaginative ideas can grow. When we look at the kinds = of applications that have actually resulted from Linux we simply see = copies of standard Microsoft functionality. The Open Source model of = production is a dead end without an equivalent 'model of creativity', = defaulting instead to a wannabe culture. Instead we should look for = inspiration in practices that could nourish a poetics of data = 'copyability' such as plagiarism and detournement, as noted by writer = Josephine Berry. But unfortunately free software developers do not = prioritise this aesthetic context which is what has the power to = determine whether software will enable or restrain its user's = perceptions and mode of action.=20 It is not a matter of the different technical abilities of software or = of how much it costs, but of how easily a technical potential can be = perceived by the user in a way that motivates engagement. When software = is written, choices must be made about which data fields carry value, = how the display of information forms contours of meaning, how the = modelling of the interface moulds the subjectivity of the user. The = question of whether artists should learn to program is replaced by the = question of what kind of programming. Which programming practice has the = most 'open aesthetic', capable of making software that is not just the = product of an arbitrary confluence of techniques or a slavish mimicry = but is aware of all its possible formative cultural and philosophical = categories and values. For the first generation of artist programmers there was hardly any = information society in existence, certainly not one within reach. In the = early eighties during a period when the launch of the personal computer = marked a radical shift in computer culture, artist Harold Cohen stressed = the importance of asking the right questions. Now that we live in a = world in which his AARON program is downloadable as a screen saver it is = time for us to extend his question - 'Don't ask what the software can = do, ask what it can do to other software.' URLS: Auto-Illustrator: www.auto-illustrator.com Joshua Davis: www.joshuadavis.com Linker & 9: www.linker.org.uk, 9.waag.org AARON screensaver: www.kurzweilcyberart.com Acknowledgement This article was based on research supported by a grant from the Arts = and Humanities Research Board. # 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