The digital
medium is a relatively recent home for artists. Inside this medium artists are
able to really utilize its unique qualities in order to illustrate the
expressive capabilities unique to the digital media. Christine Paul said in her
book Digital Art that, “A number of themes in digital art are in many
ways specific to the digital medium” (Digital Art, 139). In many pre-digital
art pieces, artists, like Duchamp, used the physical medium as an illustration
of how that physical object could be expressive. For example, Duchamp’s Bottle
Rack used the physical object itself to be the artwork and to show the extent
of the expressive qualities of that physical object by using it so simply.
Similar to this, many artists’ were focused on how their medium was actually
their message. In this same light, digital artists want to utilize the
components of the digital realm in order to show how expressive the medium
itself can be.
An
affordance of the digital medium is certainly the ability to connect over the
internet to various spaces around the world and be able to interact over that
space. An art piece entitled PRoP uses this technology involved primarily to
explore remote human communication and exchange. The project has internet
controlled telerobots that establish video and audio links to the space they
inhabit and allow their users to engage in various activities in the space
among them wondering around, talking to people, examining objects, and reading
(Digital Art, 159). Similarly, Nancy Patterson’s Stock Market Skirt, takes a physical dressmaker’s mannequin wearing
a blue taffeta dress that is attached to a stepper monitor, weights, and
pulleys. A computer analyzes stock market prices from online stock market quote
pages and sends the values to an application which raises or lowers the helm
line of the skirt depending on the rise or the fall of a stock market price
(Digital Art, 183). Lynn Hershman’s Tillie,
the Telerobotic Doll uses an actual doll that has camera eyes that can be
controlled through a website (Digital Art, 163). These are good representations
of pieces that use internet space and abilities allowed by the internet and
digital technologies to alter physical pieces.
Some
internet art pieces simply use the internet resources to create purely digital
art pieces. The website 0100101110101101.org has a piece called life_sharing. This consists of the
organization’s hard disk which is published in its entirety on the web and can
be reproduced by anybody. This piece highlights issues of intellectual property
and copy write which have become a pressing issue in the digital age (Digital
Art, 210). The website Hacktivits.com has a member, Maphub.org, which is an
online interactive map of the city of
Pittsburgh
and is used primarily to share deeply local information about neighborhoods
(Hactivist, 1). This interactive map is a good example of how to use the
internet to create interactive digital art. Other online art pieces like Zapped!
and R
TM Ark are ever changing. Zapped! is an effort to learn about and
respond to the tags that industry is embracing for product tracking, the
government for border control, schools for attendance-taking and public
libraries for automatic checkout (Preemptive Media, 1). R TM Ark is a
market-driven system (R TM Ark, 1).
Critical
Art Ensemble uses tactical media, which makes ‘do-it-yourself’ media possible
by the use of consumer electronics. This type of media do
not just report events, as they are never impartial they always participate and
it is this that more than anything separates them from mainstream media (The
ABC of Tactical Media, 1). Critical Art Ensemble is explores the
intersections between art, technology, radical politics, and critical theory
(Critical Art Ensemble, 1). This type of media is extremely particular to the
digital medium because it encourages the use of any media that will engage a
particular social context in order to create molecular interventions and
semiotic shocks that contribute to the negation of the rising intensity of
authoritarian culture (Critical Art Ensemble, 1).
In the same
way that tactical media comments on the real world through the use of the
internet and other digital mediums, artists can use the internet to connect these
two worlds: virtual and physical.
Many
artists have used the digital medium to explore the connection between the
physical and virtual forms of life. Interactive
Plant Growing and Life Spacies the
Telegarden are great examples of this
combination. Telegarden consists of a
small garden of living plants and an industrial robotic arm that can be
controlled by the project’s website (Digital Art, 155). Eduardo Kac explored
the connection between natural and virtual environments through his
installation Uirapuru, which
juxtaposes organic and artificial life forms with a telepresense situation
(Digital Art, 158), similar to Telegarden.
A significant aspect of all these projects is the direct
intervention and communication with the virtual environment that responds to
the physicality of the human body (Digital Art, 143).
“The topics
of body and identity, which obviously have been issues in art throughout the
century and before, also figure prominently in digital art due to the changes
that networked environments and distributed presence have brought about”
(Digital Art, 139). Emergence is a
software system developed by Rebecca Allen and a team of collaborators creates
3D computer generated environments that are geared towards the exploration of
social behaviors and communication through gestures and movements (Digital Art,
145). This uses the body and the unique aspects of the digital world to create
an interesting ‘digital-specific’ art piece. Ken Feingold created a whole
series that incorporate animatronic heads and make use of speech recognition,
natural language processing, conversation or personality algorithms, and text
to speech software (Digital Art, 147), all of these conventions being specific
digital affordances. In a more physical combination of digital and real world, Stelarc
made Exoskeleton. This extended the artist’s
body through a six legged pneumatically powered walking machine that allows
movements forwards, backwards, and sideways, as well as turning on the spot
(Digital Art, 167). Another way the physical body has been incorporated into
the virtual world is through Tekken
Torture Tournament. This is C-Level's completely radical
performance-game-mod combining the latest video game technology: untapped
public aggression and painful electric shock. Willing participants were wired
into a custom fighting system (modified Playstation). This system converts
virtual damage into bracing, non-lethal, electric shocks (SelectParks, 1). This
combination is a little scary, but also a very interesting way to look at
combining digital gaming, the body, and art.
The body and
identity have also become prominent themes in the digital realm. While our physical bodies are still
individual, physical “objects”, they have also become increasingly transparent;
exact surveillance and identification seem to threaten the idea of the individual
autonomy (Digital Art, 165). Victoria Vesna created Bodies, Inc. which allows visitors of a website to create a ‘cyberbody’
out of different components (Digital Art, 168). This type of online identity
allows a simultaneous presence in various spaces and contexts, a constant
reproduction of the self without body (Digital Art, 165), which can only be
found in digital technology. One of the attractions of online presence consists
in the possibility of remaking the body, of creating digital counterparts
released from the short comings and mortal limitations of our physical “shells”
(Digital Art, 168). This release from the physical world can also be found in
gaming, and game art.
In MUDsand
MOOs and online chat environments people choose avatars to represent themselves
and slip in and out of character (Digital Art, 165). Video games early on
explored paradigms of “point of view” that manifest themselves in the classic
categories of the first person or third person shooter (Digital Art, 198). This
distinction between a player experiencing the world of the game from their own
position and point of view and the player creating or choosing a visual
representation acts as a stand-in throughout the game (Digital Art, 198). In
one digital game art piece, Feng Mengbo placed himself inside of the game by
using the software from Quack 3 to create Q4U.
In this, he inserted a “skin” – a visual representation of himself equipped
with a camera and gun – into the game as the main character. He populates it
with an army of clones of himself that can be played by the audience (Digital
Art, 203). There is a digital art piece that takes Duchamp’s Ascending the Staircase, and creates an avatar
that looks like this image (SelectParks, 1). Another interesting way to look at
digital art games is, rather than creation, modification.
In digital
game art moding: although intervening or exploiting existing games is a key
practice in game art, creating ground up mods especially with designs that
differ dramatically from the source games is a favored practice of most game
artists (Games As Art, 78). The challenge of mod based art is that the basic
play mechanics differ little from the original in general (Games As Art, 75). One
other means of subverting mainstream game culture is by “patching” which makes
patches both a cultural intervention and a form of “digital ready made”. One example of this is called Nude Raider (patch for Tomb Raider 2) where you can play as
Laura Croft naked (Games As Art, 76).
There is
also the ability to use the randomness and chance in digital game art. The use
of chance and randomness as a creative medium is another Fluxis-like strategy
by (Games As Art, 84). In computational game based artworks ideas around
chance, failure and letting go of results often takes form through harnessing
the inherent unpredictability of computers.
While in theory computers are devices that compute elegant mathematical
procedures, in reality they are often unreliable, inconsistent, and quickly
obsolete, while software is often unstable, incomplete, and riddled with bugs (Games
As Art, 84). One art piece inspired by the bugs and chance of the computer
entitled, Max-Miptex, Julian Oliver
and Chad Chatteron describe the piece as part hack part accident (Games As Art,
85). Aside from cultivating errors, artists can also take advantage of other
forms of chance operation that computers are particularly good at. One is the phenomenon of emergence, which
means unpredictable outcomes that occur as a result of the implementation of a rule
set (Games As Art, 85).
Games are
deeply wed to the history of computation precisely because they are procedural
or rule based in nature (Games As Art, 71). So it is good to think of digital
art as, by definition, not a “thing”. It does not exist with the “art as
object” paradigm but exists as a pure “score”. With digital art, score means
code. It does not exist except in a
conceptual sense until it is played (Games As Art, 73). Digital games create a
particular inhibition to reinscription of rules due to the fact that the rule
structures are encoded in the game construction itself (Sustainable Play, 4). In
creating game art, the artist is making a choice to invite the viewer in as a
co-creator of the work (Games As Art, 70). Digital art games are created by and
for the players within a safe digital environment built not to wield authority
over them, but to provide and even playing ground in when they themselves are
empowered to play; a temporary world that encourages a new, participatory
relationship with each other, rather than to a machine (Sustainable Play, 6).
Similar to Fluxis digital game art will continue to have a
certain amount of unease with the constraint of the museum context (Games As
Art, 88). Regardless of weather the art medium is analog, performative,
digital, or mediated in some other way, creating something that is framed as a
game expresses a certain attitude, a particular posture towards not only the
work itself, but the “audience, and the practice of art making in general”
(Games As Art, 69-70).
Like in
games, digital technologies have induced an increased flexibility and instability
of the printed text, from typography to the book and the construction of
narrative which has become a large field of artistic exploration (Digital Art,
190).
Electronically linked environments have already had a
profound impact on how we think about reading and writing by emphasizing the
position of words in a contextual and referential frame work (Digital Art,
189). In one piece, Beyond Pages,
traditional reading conventions are explicitly juxtaposed with the
possibilities brought about the digital medium (Digital Art, 189). In this way,
the affordances of the digital medium have increased the expressive
capabilities of text.
A purely
digital concept is artificial intelligence. The piece, Eliza was developed by Joseph Weizenbaum, and it is a computer
chatbot that actually does not have much intelligence but works with what could
be considered more or less tricks, like string substitution and preprogrammed
responses based on keywords (Digital Art, 146). This chatbot led to the
creation of more intelligent AI like
Alice
. She was
created by Richard Wallace, and was a chatbot in which users customized how she
would respond to various input statements (Digital Art, 147). These types of
development are very important for the realm of digital art, because through
the use of AI technologies, not only can digital art be intriguing, it can be
very interactive or performative.
While art
constitutes a cultural value in itself and does not need to fulfill a purpose,
it certainly has a function in that it can be an open play field for aesthetic,
emotional, or political exploration (Digital Art, 214). The use of digital
affordances only increases the ways in which artists can be expressive. Digital
art can be used especially to critically examine technology. Art in general has
always employed and critically examined the technology of its time, and the art
of the future will equally reflect the cultural changes induced by developments
in information technology as intersects biotechnology, neuroscience,
nanotechnology, and other disciplines (Digital Art, 214).
Works Cited
Pearce, Celia; Fullerton, Tracy; Fron, Janine; Morie, Jacki. (2005). “Sustainable Play: Towards a New Games Movement for the Digital Age.” In Conference Proceedings Digital Arts & Culture 2005, Copenhagen, December 2005.
Pearce, Celia. (2006). “Games as Art: The Aesthetics of Play.” Visible Language 40.1, Special Issue: Fluxus After Fluxus, January 2006.
Paul, Christine." Digital Art"
Websites:
www.hactivist.com
The ABC of Tactical Media
Critical Art Ensemble
SelectParks
www.preemptivemedia.net
www.rtmark.com