Posts filed under 'Articles'

43 Dodgy Statements on Computer Art

Written by one of the early pioneers of computer arts, these words by Brian Reffin Smith are part tongue in cheek, part humorously accurate statements on the value, practicalities and nature of computer arts. Thanks to the Computer Arts Society for sharing it with me.

1. The sadness of most art is that it does not know its future. The sadness of computer art is that it does not know its past.

2. Constraint is liberty; reduce to the maximum.

3. If it looks just like, you know, ‘art’…it probably isn’t.

4. Using state-of-the-art technology merely produces state-of-the-technology art.

5. Those who use computers to make art need to understand art as well as computers.

6. Most participative art is deeply authoritarian.

7. The computer is best characterised not as an information processor but as a general-purpose representation processor.

8. Marshall McLuhan, at least as filtered through his sound-bites, was often wrong. The medium is not the message, which is more often determined socially and psychologically by the recipient.

9. If your system costs 10 000 € and mine 30 000 €, it does not follow that my art is thrice as good as yours.

10. In an ideal world, New Media institutions would employ at least one non-technological artist.

11. Are you pushing the frontiers of computational representation, or of contemporary art? Confusion rarely leads to success.

12. 99% of computer art is meretricious nonsense. But then 99% of everything is meretricious nonsense.

13. Self-imposed formal requirements are not inhibitive of expression.

14. Post Modernism has never said that everything is of equal value, just that the contexts in which we identify or attribute value should be open to analysis.

15. You know your amazing new computer art, rich in metaphors and analogies? It’s been done. Years ago. Without a computer.

16. We lose dimensions and scale. The computer in art is immediate and almost always, however “global”, local. Just as no well-found art school would be complete without computers, so every such institution should have a telescope and a microscope, connected to the computer or not.

17. Making computer art too dangerous to sponsor would be a good way to go.

18. Just as everyone has a novel inside them, many believe they have an artwork. The purpose of a good art school is to seek out these people and stop them.

19. Using a computer merely to access the web is like using a Bugatti Veyron to deliver the papers.

20. Many people think that graphic design is art. Art is undertaken for art-like reasons, graphic design for graphic design-like reasons. There may of course be overlap. There should never be confusion.

21. Making the (arts) information revolution consists not only in enabling the control of the means of computer art production by art workers, but also in being kind, non-gouging and relatively honest. Without the latter, one may doubt commitment to the former.

22. The best interactive art always makes you look at the participants.

23. There is only one thing worse than studying art for the budding computer artist, and that is to study computers. Or vice versa.

24. Art is not craft.

25. What would be pretentious or nonsensical if one said it oneself does not become more worthy when spoken by a computer-generated avatar.

26. Seen in the light of Guy Debord’s “The Society of the Spectacle”, computer art is very spectacular indeed.

27. Beware of computer art as farce repeating itself as history.

28. There is no “normal” computer art, in the Kuhnian sense. It is in constant revolution, hence constantly evading scrutiny.

29. When the first solitary Metro station was built in Paris, where could people travel to? They just admired the station.

30. Bugs are good; as with fireflies, the fertile ones shed light.

31. The Prix Pierre Gutzman, 100 000 Francs, was offered by the Institut de France in 1906 to the first person who could establish contact with extra-terrestrials; except with Martians, which would be too easy.

32. ‘All that is solid floats into air’ is not a celebration of virtuality, but Marx ‘n’ Engels’ prediction for late capitalism.

33. A half developed Polaroid photo is different to half a digital photo. A half-finished pen-plotter drawing is different to a half-finished inkjet print.

34. When art processes happen near-instantaneously, doing art becomes synonymous with correction and selection, later with celebration; rarely with creativity.

35. Art is visual philosophy. But computer art is not visual computer philosophy.

36. Revolutionary modes of interaction between humans and normative structures do not a revolution make.

37. ‘i’, the imaginary square root of minus 1, is to the real numbers as the computer is — or should be — to art.

38. The purpose of the computer in art is to render it difficult and problematic, not easy.

39. We do not admire Picasso’s Guernica or Goya’s The Third of May 1808 solely because of the techniques used, yet we are often invited to admire computer art for just that reason. Art that is deliberately content-free is one thing. Art that is accidentally, lumpenly content-free is another.

40. Computer artist: the unemployable producing the unsaleable for the uninterested.

41. Of course computers and other devices will never fully understand flowing, allusive conversation. But they won’t care.

42. Many of the ‘objects’ of computer art are instances, illustrations, of some less tangible, invisible process. But it may be that the waveform should remain uncollapsed, the artwork staying undecideable, problematic, unobjectified. Lucy R. Lippard described the ‘dematerialization of the art object’ nearly 40 years ago.

43. Never throw away any computer or peripheral equipment that is more than 15 years old. You may well come to need it.

Via CAS & Paul Brown

2 comments April 20th, 2010

Luminous Ceilings

Thomas Schielke sent me his youtube presentation of Luminous ceilings a few months ago and usually I bin such emails since I like to find things for myself but I really enjoyed the way this research was put together (except the chessey music). Thomas explains that besides these ceilings providing spacious impressions they this work always metaphors the natural sky. “The historical observation of ceilings reveals that the image of heaven, which reached a theological culmination in the luminous Renaissance stucco techniques, turned into large-scale light emanating surfaces.”

4 comments April 12th, 2010

Vague Terrain 16: Architecture/Action

Joshua Noble’s new issue of Vague Terrain is definately worth a look. He described this issue as “an exploration of space, functionality in space, and the relationship of the body to the systems around it. All technologies reshape the body and the space around the body, from the bow and arrow to the steam engine to the telephone. It may be that we are beginning to truly see how computing and ubiquitous devices will once again reshape our bodies and our conceptions of ourselves in space. It is with this emphasis that we present a selection of thinkers, artists, architects, and designers and examine and explore how their ideas will shape art, aesthetics, design, living spaces, and social structures and how those ideas will ultimately be shaped by their users and their spaces.”

Articles have been written by Golan Levin, Jonah Brucker-Cohen, Marilena Skavara, Mark Shepard, Pierre Proske and Joshua himself.

Add comment February 24th, 2010

The definitive book to date…

Here a book I’ve really been meaning to post about for a long time. Published by PA Press, Michael Fox and Miles Kemp have put together as they call it “a processes-oriented guide to creating dynamic spaces and objects capable of performing a range of pragmatic and humanistic functions. These complex physical interactions are made possible by the creative fusion of embedded computation (intelligence) with a physical, tangible counterpart (kinetics). A uniquely twenty-first century toolbox and skill set-virtual and physical modeling, sensor technology, CNC fabrication, prototyping, and robotics-necessitates collaboration across many diverse scientific and art-based communities. “

It contains a huge number of artists, architects and designers all working in and around this field that I have found so fascinating over the past couple of years. Its more than just a coffee table book, I think they’ve done an excellent job finding themes that run through the discipline and taken on some of the key challenges including asking “Interaction” can be understood to be in a spatial context. Its definitely worth picking up and will appeal to architects, artists and designers alike.

2 comments January 28th, 2010

Digital Architecture: Passages Through Hinterlands

squarefront

Digital Architecture: Passages Through Hinterlands is a collection of provocative projects from a young generation of digitally enabled designers. This publication oscillates between the analog and the digital, from concept to realisation, mapping processes as it explores the diverse digital paths that lead innovative spaces, poetic narratives and social interactions.

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sixteen* (makers), 55/02 Shelter, Kielder Forest, UK

The book covers a spectrum of London’s leading graduates and young practices, featuring projects from the Architectural Association, Bartlett School of Architecture (UCL), University of Westminster and Royal College of Art, and case studies and interviews with architects including Amanda Levete Architects, Plasma Studio, JDS Architects, sixteen* (makers), Horhizon, marcosandmarjan, Mette Ramsgard Thomsen, Philip Beesley, David Greene, Samantha Hardingham, Usman Haque and Neil Spiller.

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Tarek Shamma, “Circus Lumens”

I’m pleased to announce that “Digital Architecture: Passages Through Hinterlands” is now available. Co-Authored by myself (Ruairi Glynn) and Sara Shafiei it has been a real pleasure to put together a book that is intended to expand the envelope of what we might conside “Digital” Architecture to be.

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Christian Kerrigan, “The 200 Year Continuum”

I would like to thank all of the architects and artists who have contributed their inspiring work and thank our exceptional graphic designer Emily Chicken bringing it all together with such elegance.

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David Greene of Archigram and Samantha Hardingham’s recent L.A.W.U.N.* Project

I am also pleased to announce that one of the young graduates featuring in the book Nick Szczepaniak, has just been awarded the RIBA Silver Medal (The highest award in the UK for student design work) and we are thrilled to be the first publication to be presenting his work. More posts will follow presenting some of the other work featuring in the book and a preview of its contents can be seen here.

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Nick Szczepaniak, “A Defensive Architecture”

8 comments October 26th, 2009

Situated Technologies Pamphlet 4

responsivearch

The new Situated Technologies Pamphlet is out featuring a conversation between leading interactive architects Philip Beesley & Omar Khan. The Situated Technologies Pamphlets series, published by the Architectural League, explores the implications of ubiquitous computing for architecture and urbanism. How are our experience of the city and the choices we make in it are affected by mobile communications, pervasive media, ambient informatics and other “situated” technologies? A new generation of architecture that responds to building occupants and environmental factors has embraced distributed technical systems as a means and end for developing more mutually enriching relationships between people, the space they inhabit, and the environment. This pamphlet discusses key qualities of “responsive” architecture as a performing instrument that is both mutable and contestable.

Add comment July 18th, 2009

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