KEYNOTE
Post Computer Art — Ontological Undecidability
and the Cat with Paint on its Paws
Brian Reffin-Smith
What comes after
‘computer art’ depends on revisiting past concepts not
fully explored. A true revolution involves seeing the past before
returning to change the present.
SESSION 1: COMPUTER ART & CYBERNETICS
Digital pioneers: computer-generated art from the V&A’s
collections
Douglas Dodds
The Victoria and
Albert’s acquisition of major computer art collections is part of
an ongoing project to document and preserve the history of this field.
The V&A’s pioneering work in this area is connected to the
Computer Art and Technocultures project, in collaboration with Birkbeck
College.
The Interactive Art System
Stroud Cornock
A formative journey from
encounters with signals intelligence and cybernetics to work with
colleagues, students and engineers between March 1968 and June 1972 on
interactive art systems that seemed (40 years ago) to be
significant. Though widely exhibited, in once case at the VI
Paris Biennale, the programme was aborted in 1972 for the lack of arts
research and development funding. Two conceptual frameworks: the
artwork as a system; and what an engineer termed the art work's 'logic
engine'. The paper asks whether the time of these ideas did,
should or ever will come.
Art of Conversation
Ernest Edmonds & Francesca
Franco
The paper discusses early work
that predated Internet Art and that was concerned with active audience
participation in electronic art and describes the path of development
of the first author’s artworks that have looked at human to human
communication through electronic (computer) systems from 1970 until
today. The fundamental concept has been to make artworks that explore
human communication through conversations using restricted languages.
The initial inspiration was a set of studies of early infant language
development. By 1990 Edmonds showed much more elaborate work using
computer-based local area networks.
The Computer-generated artworks of Vladimir Bonačić
Darko Fritz
Scientist Vladimir Bonačić
began his artistic career 1968 under the auspices of the international
movement NewTendencies (NT), at the Gallery for Contemporary Art of
Zagreb, which had pushed for his inclusion. From 1968 to 1971 Bonačić
created a series of “dynamic objects” --interactive
computer-generated light installations, five of which were set up in
public spaces. The author shows the context of Bonačić's work within
the Zagreb cultural environment dominated by the New Tendencies
movement and network (1961-1973). The paper shows his theoretical and
practical criticism of the use of randomness in computer-generated art
and describes his working methods as combining the algebra of Galois
fields and an anti-commercial approach with custom-made hardware. It
seems that Bonačić’s work fulfills and develops Matko
Mestrovic´'s proposition that “in order to enrich that
which is human, art must start to penetrate the extra-poetic and the
extra-human.”
SESSION 2: COMPUTER ART & TIME
On the Relationship of Computing to the Arts and Culture:
an Evolutionary Perspective
George Mallen
Our increasing knowledge of
human evolution and of cognitive science combine to provide new
insights into the function and roles of that wide variety of skills and
products which are gathered under the heading “art”. Since
all homo sapiens cultures produce it, art is on a par with language and
tool making as a fundamental characteristic of what it means to be
human. Why do we do it? What is its survival value?
Historically it seems that, about the time humans evolved language,
tool making skills were diverted into decoration and symbolic
representation and thereafter cultural evolution was rapid – from
shell shawls to a diamond encrusted skull, from flint axes to the
Large Hadron Collider in only 80000 years! Just what is the
relationship of computing to the arts and culture in our modern
world of externalised, accessible knowledge and rapidly evolving
technologies? This paper addresses that question.
Paragraphs on Computer Art, Past and Present
Frieder Nake
Sol LeWitt published
“Paragraphs on Conceptual Art” in Artforum, June 1967. They
became an influential theoretical text on art of the twentieth century.
They played the role of a manifesto even though they appeared when
their topic – concept over matter – had already existed for
about a decade. Digital computer art had had its first exhibitions in
1965. It seems it never produced a manifesto, with the exception,
perhaps, of Max Bense’s “Projects of generative
aesthetics” (1965, in German). Since computer art is a brother of
conceptual art, it is justified in a late manifesto to borrow the style
of the old title.
Program, be Programmed or Fade Away:
Computers and the Death of Constructivist Art
Richard Wright
Why did Constructivist artists
of the 60s and 70s find it so hard to switch from calculators and graph
paper to BASIC and PCs? Was there something in their pre-computer
‘programmatic’ ways of working that did not readily
transfer to computer programming – something that could now be
recovered and used to refresh current software based art practices that
constantly struggle with the limitations of proprietary operating
systems, desktop interfaces and network protocols?
Impermanent Art: The Essence of Beauty in Imperfection
Helen Plumb
The notion of beauty as
imperfection has become more significant over the last century.
Directly related to advances in technology, it is the capabilities that
technologies provide in making it possible to get closer to the ideal,
perfect form that have challenged what constitutes beauty.
Focusing on Interactive art, the idea that beauty can be found in an
impermanent space shall be explored. What is it that moves us about a
rare moment that will not last?
SESSION 3: COMPUTER ART & SPACE
The Computer as a Dynamic Medium
Nick Lambert
The space represented within
the computer screen exists at one remove from physical reality but
subsists within its own environment. The computer image is the dynamic
result of a process, held in stasis at times but with the potential to
be wholly altered without leaving any material record.
The Immersive Artistic Experience and the Exploitation of
Space
Bonnie Mitchell
Over the past fifty years,
artists have explored the computer’s potential to create both
virtual and physical art forms that embrace the concept of space.
Through the use of immersion, interaction, and manipulation of both
virtual and physical space, computer artists have created powerful
aesthetic environments that enable audiences to experience alternative
realities. Immersive installations that respond the human body and
online multi-user virtual environments such as Second Life satisfy the
viewer’s inherent desire to escape physical reality and become
part of the art experience itself.
Redefining Sculpture Digitally
Michael O'Rourke
Between 1979
and 2009 the author has produced several series of digital sculptures,
some of which have broken radically with existing concepts of
sculpture. His first digital sculpture was a series of screen-based
real-time interactive virtual sculptures produced between 1979 and
1981. He subsequently used the computer to compose and fabricate
several series of sculptures, while also working in a variety of other
artistic media. Since 2007, he has been using the computer to
design and fabricate a series of large-scale sculpture
installations that combine more traditional sculptural concepts with
contemporary multimedia approaches.
The new Ravensbourne
Robin Baker
Ravensbourne will be uniquely
placed, within its relocation strategy, to develop its role as a London
based centre promoting excellence in digital design and media, within
specialist higher education.
SESSION 4: COMPUTER ART & OUTPUT
Computer Art & Output: The Impassive Line
Paul Coldwell
This paper considers the issue
of digital output in the light of the author’s early experience
of observing plotter drawings at the Slade School of Art in the mid
1970’s. The paper proceeds to discuss the author’s own work
in terms of a range of outputs and their implications in forming a
relationship between old and new technologies. Other artists referenced
in this paper include Michael Craig-Martin and Kathy Prendergast. The
paper draws on research from the AHRC funded project, The Personalised
Surface within Fine Art Digital Printmaking.
The Digital Atelier: how subtractive technologies create new
forms
Jeremy Gardiner
The Digital Atelier: For 50
years artists have been utilising the convergence and combination of
different technologies to produce visually and intellectually
challenging artworks. These artists create compelling artefacts
that engage the pragmatics of technology and the free invention of art
and bring them to a successful synthesis. A close examination of work
from the past and present reveals how advanced digital design methods
and subtractive fabrication processes have been used to make physical
things from virtual data.
Digital Physicality: Printmaking
Isaac Kerlow
This short paper revisits a
few aspects of digital physicality in my experimentation with
computer-aided printmaking during the 1980s and early 1990s. Topics
include integration of hand-made and computer-generated, programmed and
serendipitous, and output with a variety of traditional and digital
printmaking techniques.
Models, Macquettes and Art Objects: Making Data
Physical
Jane Prophet
When I am involved in
interdisciplinary collaborations with mathematicians and scientists,
physical models and objects have proved to be powerful counterpoints to
virtual models and data sets. I will discuss my use of rapid
prototyping to make such objects, and contrast that to my earlier
screen-based and online artworks. The use of rapid prototyping
reconfirms the importance of the material properties of objects in my
art practice, but accessing rapid prototyping machines is not easy. I
will highlight some of the limitations of the rapid prototyping process
and suggest reasons why fine art objects made with these processes are
relatively rare.
SESSION 5: COMPUTER ART & TECHNOCULTURES
Curating Technocultures
Maria Chatzichristodoulou
This paper sets out to discuss
issues of curation of media arts and other emergent technologised
practices (e.g. digital performance). Through examining a range of
media art festivals, exhibitions and events from the 1990s to 2010,
this paper will argue against the curation of media arts as practices
that are divorced from the contemporary arts scene. I will suggest that
this curatorial approach of positive discrimination can lead to: a)
establishing emergent technologised practices as peripheral to other,
often more popular or mainstream, (sub-)cultures (and thus markets)
and, b) technological determinism (in this case, focus on the
technologies at the expense of content, social impact and/or affect).
Networks of Freedom: Networks of Control
David Garcia
In the 1990s I and many other
radical media artists felt ourselves to be part of a utopian moment, a
moment characterised by what became known as the ‘hacker’
ethic in which it was believed that challenging the domains of
forbidden knowledge would lead to a new kind of society based on
participatory communications. Historical context played its role in
fuelling these dreams. The power some of us attributed to this
‘new media politics’ was influenced by role that all forms
of media appeared to have played in contributing to the collapse of the
Soviet Union. It seemed as though old style armed insurrection had been
superseded by digital dissent and media revolutions. It came to be
believed that top down power had lost its edge. Over ten years on, has
this really been the case or has top-down control reasserted itself?
The Changing Nature of Artists’ Practice
Sue Gollifer
‘Digital Art' practice
often suggests an over emphasis upon applications rather than objects,
reproduction over authenticity. Can ‘New Media’ be
considered within a fine-art framework, or should it be considered as a
separate discipline? The cultural shift this represents may blur,
remove, or even reinforce boundaries commonly associated with the
activity of fine art.
Creating Continuity Between Computer Art History and
Contemporary Art
Bruce Wands
Computer art was started by a
small group of pioneering artists who had the vision to see what
digital tools and technology could bring to the creative process. The
technology at the time was primitive, compared to what we have today,
and these artists faced resistance from the traditional art
establishment. Several organizations, such as the New York Digital
Salon, were started to promote digital creativity through exhibitions,
publications and websites. This paper will explore how to create
continuity between computer art history and a new generation of artists
that does not see making art with computers as unusual and views it as
contemporary art.
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