Programmation Oriente Art, colloque organised by
David-Olivier Lartigaud & Anne-Marie Duguet, CRECA (le Centre de Recherches
d'Esthtique di Cinma et des Arts Audiovisuals), Universit Paris,
Sorbonne, 19/20 March 2004.
David-Olivier Lartigaud, 'Introduction'
Many comparisons are made between 'computer art' of
the 1960-70s but clearly the conditions were very different - artists worked
with programming out of necessity at that point in time. With today's 'software
art' the emphasis is on programming in a quite different sense - to Lartigaud,
it is 'a wish to go against standards and formats ever more massively spread'.
This distinction is made explicit in Andreas Brogger's work in the comparison
of the exhibition 'Software' and the contemporary term software art. He insists
on the need to operate a 'more dialectical way of understanding the status of
these objects' in whether to accept software art as art - however, if you
applied the formulation of Benjamin here, you would simply conclude that
whether it is art or not is the wrong question, as it changes the nature of
art. For Lartigaud, it is a question of judgement and a term such as 'artistic
programming' clearly means something different to the different constituencies
of art and programming, but also probably makes little sense in itself. I would
simply say look at a term like this dialectically - decidedly in terms of its
contradictory nature. A similar mistake would be made in separating technical
and artistic registers (note: in the case of ascii art, the programming itself
has achieved an aesthetic dimension).
'Programming' is defined as a 'set of utterances
describing a forthcoming action [...] a set of operations to be implemented in
order to get a result'. Computing programming clearly makes sense in relation
to this. It etymology can be traced back to the Greek 'programma' as 'what is
in advance written' - as set of instructions to be executed that are fixed
beforehand. Unlike a score that is followed but interpreted, a computer follows
the instructions without interpretation. Thus, is a different kind of criticism
required - a 'hybrid criticism' necessitating expertise and critical
understanding in art and programming. He thinks that 'open source' is a
particularly interesting area for criticism in that it opens itself up for
scrutiny whereas if a work is not open source how can anything other than its
execution be appreciated. Here strategies like 'deprogramming' and
'dtournement' of technology are of relevance too in calling to attention
the structures and standard formats of software.
There is a confusion between art and aesthetics here -
just because something, like programming, can be considered for its aesthetic
qualities that does not necessarily make it art. Audience-address is part of this
issue in how much a viewer understands the programme behind the work (this was
the debate over the CODeDOC exhibition of course).
--
Olga Goriunova, 'Runme.org Repository: What you
believe is what you get'
With a vested interest in the category 'software art',
Olga Goruinova is unconvinced of the usefulness of debates over the terms
themselves. She simply states that software art and criticism is justified in
its usage; in the fact that people find it a useful focus for discussion and to
grant exposure to particular practices. In the case of the Read_Me festival,
the intention was to draw attention to works that lie outside the mainstream
festival culture and thus build an alternative structure of power and
alternative curatorial strategies - one in which people could submit works to
an 'open' repository that was not selected or juried (this is the Run_Me.org
site). This is essentially an open database based on a software repository
model.
This is not without its difficulties particularly
around categorisation. However, the festival probably attracts a wider
constituency that includes demo-coders for instance, but still suffers from a
confusion of codes. For instance, anecdotally, in the case of a work exhibited
at the 2003 festival, the programmer was not interested in attending, having
any say in the works presentation or collecting an allocated fee. The clash of
cultural registers is illustrated in this example where the expectations are
built upon the conventions of the media art festival. Cramer puts it thus:
'Another problem is the association of software art
with the "media art" system, with the side effect that artistically
interesting computer programs - like those which emerge in the field of
GNU/Linux and Free Software, for example - do not reach the software art
competations, festivals and exhibition' (Cramer, 2003 'ten theses') Software
art is clearly not just media art (simply something between sender and receiver
that is mediated) but is a process too.
Artists and no-artists might be seen to make things
that could be considered art, but whether software art is art or not is the
wrong question as I have stated elsewhere.
To Goruinova, an interest in code goes back to
classical philosophy and the absolutist fantasy and belief that absolute truth
might be discoverable using mathematical logic. Code is a leap of faith and an
act of worship in such a scenario. She emphasises that software criticism uses
theory not as an abstract system but as a tool kit (this is paraphrasing
Foucault).
Andreas Broeckmann, 'Questioning Software Art'
Andreas suggests the term 'autistic computing' to
describe work that is relatively autonomous and self-sufficient. In this case,
reflexivity is embedded in issues of representation and he cites a number of
examples that exemplify the issue of the 'narrativisation of the code' in some
way: Rainer Mandl's work where the program executes the drama of Oedipus;
Maurizio Bolognini's 'sealed computers' where the computers are processing data
and sending it through a local network but we are denied access to the detail
of this (the monitor connections are even sealed with wax); and, Harwood's
'london.pl', where the relationship of the code and its representation are
somewhat intentionally confused. These examples are not autonomous but reveal
machinic processes in relatively open systems. The question remains as to
aesthetics - and Broeckmann suggests one possible way of assessing the value of
this work in terms of aesthetics through a Kantian approach and the idea of the
sublime (note: interestingly Fuller refers to the 'geek sublime' in his essay
'Freaks of Number').
Inke Arns, 'Read_Me, Run_Me, Execute_Me: Software Art
and its Discontents'
The title taken from Freud's 'Civilisation and its
Discontents' is a neat way of drawing attention to what lies hidden - although
doesn't explicitly talk of the return of the repressed in relation to code.
Using this analogy, open source might be advocated to avoid repression and to
put the programmer in touch with the culture's sublimated desires to be open
and free (repressed under capitalism).
Arns is keen to compare and contrast the terms
'software art' with 'generative art'. Using Phillip Galanter's definition, she
regards 'generative art' as far too general and inclusive (applied to music,
architecture, design, etc), that tends towards a discussion around the negation
of predictability and intentionality. It also tends towards a focus on
end-products in her opinion as opposed to process. On the other hand, software
art, for her, reveals hidden structures that are potentially political in
nature. This is a spurious distinction for me as there is clearer a more
developed critical discourse around software art (thanks to transmediale and
the read_me festival).
I would disagree strongly with this comparison. For
me, generative art is more evocative of process as an adjective that describes
an activity - it describes a performance and is perfomative. One might mention
'generative grammar' from Chomsky or 'generative matrix' from Zizek to describe
ideology if one wanted to be more explicit about the potential for a political
dimension. Its inclusivity also allows for a history to be registered and
cultural practices that do not necessarily involve computation - which doesn't
just made it open-ended but allows for broader cultural production to be seen
as 'generative' - generative of change to my mind, even of social change. These
terms are in flux all the same, and very open to debate and contestation.
Florian Cramer, 'Ten Theses About Software Art' (2003)
To Cramer, all digital art is software art in that it
relies on or is assisted by other software to run (be it a browser, operating
system, network protocols).
[add to bit about the relationship of writing to the
tool - in code notes]
In 'Ten Theses About Software Art' (2003), Florian
Cramer explains that artists make software in a way that writers use language:
'No literary writer can use language merely as a stopgap device with which to
compose an artwork that is not in itself language - so, like in a recursive
loop, literature writes its own instrumentation.'
The connection between software art and conceptual art
is made apparent in taking the concept like code as the material fro the
artwork. In this, for Cramer, notation and execution of a concept or of code
are collapsed into one piece (in Goruinova & Shulgin, 2003: 54) closest to
our understanding of what consititutes language. His example is La Monte
Young's 'Composition 1961', a piece of paper with the instruction: 'draw a
straight line and follow it' (what might be considered as a precursor for
socialfiction.org's '.walk'). However, software art is also not synonymous with
conceptual art as dematerialised art in the sense that Lucy Lippard describes
the privileging of concept or idea in her book Six Years. For software art is
decidedly material, if not immaterial of course (this is a longer discussion).
To illustrate his point, he points to a more recent history in describing the
development of JODI's work from browser manipulations, to hacks of game
engines, to current work that uses (retro) BASIC sourcecode. In this last
example, minimalism is certainly evoked but any conclusion that this is simply
conceptualist in the older sense should be avoided. However, JODI's work is
indicative of a tendency in software art practice to reflect upon its
conditions, its materiality and to reject the industrial gloss of work
influenced by the aesthetic and technical determinants (and limits) of
proprietary software (Lev Manovitch's discussion around 'flash aesthetics' is
relevant here).
Much of the discussion here revolves around the
separation of user and programmer - with the development of so-called
user-friendly interfaces closing off an understanding of the apparatus as a
controlling strategy (Apple and Microsoft are part of this deskilling
monopoly). The problem with the figure of the artist-programmer in this
connection is that the processes of programming have correspondingly become
closed off, mystified, based on elitist knowledge and hence contributes to the
return of a romanticised myth of creative genius embodied in the programmer or
hacker class. (link to Author as Producer notes) These tendencies once
deconstructed by post-structuralist theory remain present in certain discourses
and practices - therefore are ripe for software criticism.
In the connection to algorithmic and generative art,
Cramer is also keen to make a separation from software art. Here, it is claimed
that the influence of cybernetic and systems theory informs the Galanter
definition in emphasising the issue of autonomy. Again, I think Cramer confuses
autonomy in terms of artistic practice and political discourse - ultimately the
theorisation itself isn't inclusive enough. He tries to point to neglected human
and social aspects but these issues are embedded in a discussion of autonomy in
the work of the Frankfurt School or indeed in autonomous Marxism - to name but
two obvious examples. The problem for Cramer in Galanter's definition is that
the generative aspect is seen to result in a completed work of art rather than
being a work of art in itself - execution is foregrounded (which is the
legitimate criticism of our aesthetics essay in part). This is an important
point and clearly reveals a limitation on the generative art definition itself
but not the term that remains open to further and improved definition. Cramer
would add that software art emphasises software as material for play: 'it no
longer reads it - as in conceptual and generative art - as pure syntax, but as
something semantic, something that is aesthetically, culturally and politically
charged'.
Software is clearly thoroughly political (think of
patents, licenses, rights, monopolies, etc) but so is generative art - and
generative art suggests, at east for me, the possibility of not just
deconstruction but of an active involvement in transformation.
Matthew Fuller, 'Freaks of Number' (also posted to
nettime, March 22, 2004).
Fuller is keen to historicise software art in terms of
calculation, and sees Maurice d'Ocagne's 'Le Calcul Simplifi par les
Procds Mecaniques et graphiques' (1893) as an early example of
computer criticism. The standardisation of objects for Fuller typical of
industrial production follows this same numerical logic. Programmers are
contemporary 'freaks' of numbers in this sense, as individuals able to assemble
their thoughts in an appropriate way for the purposes of calculation. They have
'power lodged in their heads'. This is not hard it should be pointed out - he
quotes Joseph Weizenbaum (programmer of Eliza) in this connection: 'Almost
anyone with a reasonably orderly mind can become a good programmer with just a
little instruction and practice.'
It is almost as if programmers exhibit a numerical
disorder (that as an example he expressed in contrast to the numerical disease
of being in a hetereosexual couple). In this way, there is a politics of
numbers that is exemplified by Benjamin (quoted by Fuller):
'... the ability of machines to duplicate words and
writing outstrips human needs. The energies that technology develops beyond
this threshold are destructive. First of all, they advance the technology of
war and its propagandist preparation' (note: from the essay 'Edward Fuchs,
Collector and Historian' but the Artwork essay makes more of this connection of
technology to war as a direct result of an aestheticisation of politics that
might be extended perhaps, in this context, to an aestheticisation of code).
Software art in this sense is a mechanism for a reverse tendency, a critical
means for the exploration of how software propagates the standard object.
He says: 'On the scale of numbers, post-industrial
society is perhaps something that occurs when the 'avalanche of numbers' of
Hacking, an enormous and self-generating torrent of factualisation, tabulation
and recording meshes with numericalised labour, mechanisation and product and
informational standardisation and variation.'
Mainstream computing is locked into a neo-Platonism
for Fuller that finds aesthetic value in the most simple, purely expressed of
formal resolutions to a given problem.
In contrast is Harwood's London.pl (found on the
run_me.org software repository) based on, or plagarising, William Blake's poem
'London' written in the last decade of the Eighteenth century. Here, in both
works, statistics and the modulation of populations are used for social
comment. In the Harwood version, arguably, the contemporary
'arithmetico-material' conditions are doubly registered both in content and
form. For instance, one line of the program comments reads:
# Find and calculate the gross lung-capacity of the
children screaming from 1792 to the present.
The issue is made public as well as actualised in the
present to evoke contemporary suffrage.