Brad Miller on Thu, 24 Sep 1998 12:17:00 +0200 (MET DST) |
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<nettime> Art in the Age of Collaboration |
Art in the Age of Collaboration by Brad Miller Lecture at the Code Red Conference, Sydney, november 23, 1997 See also: http://www.anat.org.au/projects/codered/ A short paper exploring diversity of practice within "art in the age of collaboration", including my recent experiences working towards the completion of a CD ROM project "Planet of Noise" and visiting Ars Electronica, DocumentaX and ISEA97. Has there always been art made as a collaborative act? There are historical precedents. Indeed many works can only be realised through collaboration. I'm thinking of large scale sculptural works but even the ancient painterly works from the Neolithic times must have included someone to hold the torch? And I am aware of the tradition of guild painters from the early renaissance. But as a recent conversation with Mckenzie Wark revealed there are much wider implications, a history of continuous development of collaborative ventures... a history that includes the visions of a utopian commune of collaboration. But there is also another more romantic history that creates the artist as outsider, with the work of art as a solo effort. I guess what really interests me is electronic art production and collaboration. It would seem to me from my experiences within the Australian art academies, and visiting others institutions in the US (the SF AI & The University of Colorado, Bolder), that collaboration is not understood or expected as a reality in the construction or development of (smaller scale electronic) art works, particularly as an outcome of your fine arts degree. At the same time, it is an obvious component of most complex works. Over the last two years I have struggled to come to terms with a lot of these imposts. The CD ROM "Planet of Noise" (PON) has gained and suffered from most of the typical symptoms of a work of art as a team construct. Not to mention the development of a interface design that is simple but intuitive if not all pervasive. But more on that later. I think that at first I would like to try and create a landscape for the development of PON which contextualises this process. For the last eight years I have been working as a time based arts casual/part time lecturer at the college of fine arts and other institutions..... attempting to create an environment which fosters the vision of an integrated electronic media arts teams.. a combination of conceptual strength and programming/hardware skills, using an authoring environment called Macromedia Director. This process has been hampered in part my own lack of knowledge about programming language paradigms, but more to the point, also in part due to a more general lack of understanding that the digital media art arena must be based on a team approach... not to mention all sorts of funding restrictions and staffing restraints or even worst the suggestion that fine arts lecturers can not create marking systems that deal with individual progress within a team constructed digital art object(s). To expand ...an interactive object is the creation of a series of integrated software modules, which as a recent conversation @ ISEA 97 with Graham Harwood revealed, is the construction of a mind set that envisions a series of software engines that are reusable and generic. Graham went even further, suggesting that these generic engines could be traded between artists, as various similar problems are encountered. An example would be the software data base engine, using video camera snap shots of players, which he has developed with/for Josephine Starrs & Leon Cmielewski's soon to be CD ROM interactive "Fuzzy Love"=AE. This conversation was simply a discussion of why artists should continually be obliged to "reinvent the wheel". This all sounds fine but there is this collision of models of which I alluded to earlier: there is the artist and there are the programmers and the hardware engineers.... How does the object emerge from the artists as individual when the skills required to create this vision, cover such as large areas of specialised skills? The outcome is that there is an expectation that an artist not only has to be aquainted with all of the above areas of expertise, they are expected to be an expert. I have spoken about these issue at quite some length with John Tonkin, who has some quite formidable skills in the area of coding and in particular Java & Java script is his current programming language interest. One of John's experiences has been to teach at the ANU's ACAT(the Australian Centre for Art & Technology) where all undergraduates must learn a programming language. This is a pretty radical step... but I would suggest that this maybe the only way of creating a substantial body of programming literate artist while at the same time bringing art students in contact with computing science students? The same can be said for electronic hardware engineering. The basic premise is to say that we all don't want to become programmers or hardware boffins, but we do need to know the basic paradigms in which this media is based... I'm not suggesting we all become intimate with these paradigms but that we become familiar with how they work and gain access to the people who lean towards creative solutions within these areas of endeavour. The intention is to create an collaborative environment in which to construct complex creative objects that challenge all manner of excepted reality, scientific or artistic. What would such a media arts undergraduate degree consist of and why has there not been more attempts at formalising these approaches? Has it been a failure with the attempts else where?... I have not really been able to work out what has happened for instants at ACAT.. but in any case it would seem that most of the direction has been focused around experimental composition although I have meet one MFA student Nick Cross who has been working with MAX (another interactive authoring tool based around Midi) to create interactive musical composition in relation to live voice and movement. There are other examples, in the US .....there is MIT's media Lab, probably the most famous, but there are newer facilities in Europe @ Cologne School of Media, ARTEC, Montbelliard, ZKM, MUUlab Finland and so on. But coming back to what would an undergraduate media degree consist of? Well in Australia it would consist of small steps to towards an integrated approach to control systems (cybernetics) and the performative act... whether that be sculptural photographic, movement or critical writing. Small steps because I don't think there is an institution in Australia that has the understanding, the vision or the guts to but it together. Small steps because I think that calling for this kind of readjustment of direction brings out the "it can't be done", tenured staffers by the tens.. or what's left... or those who I think would say "not my department"! Small steps so as not to scare the chiefs, and hopefully giving some of the truly talented ground swell (& I'm NOT including myself) of media protagonists a chance to drive a 3-4 year cycle of undergraduates. Its the old Divide and rule! And what I am calling for is a truly cross discipline media arts degree... not just a masters or PhD research program. And especially NOT and media arts degree sighted and entrenched in the vision of a university of technology!... I don't want that kinda model I want to start agitating for a Media ARTS model as in ZKM or MIT Media Lab... not afraid of technology or what it means to explore the concepts of syntax or probably even more difficult ............ =20 semantics!: a model where the concept of collaboration is not just an excuse for trying to piece together disparate codes of intervention and expression, but a starting point from which to lash out at the continuous specialisation processes and the possible isolating effects of the coming NET based cultures! I'm sure that funding would be cited as at least one difficulty, but I know that the equipment is there or can be accessed. Other issues which need to be resolved are human resources, timetable planning and ensuring 24 hour access. It would have to be based around short intense modular teaching units, high levels of documentation - possibly web based - and the creation of group inspired critical object making - and I'm not just speaking about physical objects. I wonder if I should throw in for good measure the Sydney CMC Access One...what ever happened to that...it must be very pleasant over there at Redfern's technology park! Something similar to ANAT summer school's ...very intense short workshop programs that create a programming template, which has a limited degree of understanding built in, but never the less allows for the repurposing of the template into a continuous series of mutations taking the works and individuals further along a development trajectory. f media arts is to take on the corporatisation of culture and to really speak to a global economy then the only way that really seems it would be workable would be to discard the notion of the individual artist as romantic outsider and to corporatise...and there are examples of the move thought out this century. The early modernist "MOVEMENTS" with there manifestos and declarations of radical rupture are obvious examples. Now it has become a rupture and end game industry "we are DEVO". Perhaps we must consider corporatise or as I have suggested collaboration..... with the enemy? Could it be that in the vision of collaboration within the media arts production is just another repackaging of the artist as cultural visionary while exploiting their contacts(contracts) for codes...as in .....such & such uses such & such for this coding or that? I don't thinks so... I think that the nature of collaboration forces everybody concerned to come to an understanding. That is to say: the work or art has a life of its own and the object's emergence is something other than just a sum of its parts =2E..the work become an unpredictable synthesis. and these art work should be credited as such! However I have heard in conversation that this is not the way it works... = =20 there is the named (branded) artists and then there are the people who worked on its emergence...... Fortunately, the emergence of names or tags for these syntheses are beginning to emerge. I cite as examples nervous_objects or VNS matrix or Nettime or etoy or Remote C... Collaborative partnerships which have discarded the need for the individual as hero instigator. Perhaps the biggest hurdle to overcome is that Gallery system or whatever can't buy a group object... why not.. having a problem with a investment decision? Could there be a course or degree, say a Master's of Collaboration conferred by an Australian art Institution? ---- Brad Miller, Artist working with interactive technologies. His CDROM A Digital. Rhyzome ~ has been shown extensively throughout Australia and overseas. His latest work Planet of Noise is a collaborative multimedia work with McKenzie Wark. http://sysx.apana.org.au/pon/ --- # distributed via nettime-l : no commercial use without permission # <nettime> is a closed moderated mailinglist for net criticism, # collaborative text filtering and cultural politics of the nets # more info: majordomo@desk.nl and "info nettime-l" in the msg body # URL: http://www.desk.nl/~nettime/ contact: nettime-owner@desk.nl