In my previous instalment, I considered how much the term
'computer art' actually meant, not least because a whole range
of artforms were shoehorned into this rather vague and ill-defined
category. I shall expand on this idea by looking at the origins
of 'computer art' in several quite different streams of art,
all of which came to include computer-generated forms in their
repertoire of practice. This does not necessarily indicate
that the computer art practitioners were major exponents of
these artforms, but rather that they perceived connections
between themselves and earlier artists who explored the same
range of compositions and forms, not to mention the underlying
concepts and ideas that informed them. The point that I am
trying to make is that the computer entered art practice for
a variety of different reasons and thus from the very start
there was no one approach to using it in the visual arts.
A major concern of mine is to understand how and why artists
use
computers
and what is the significance of this for art as a whole? I
remember being
told
by one eminent figure that usage is unimportant and that if
he decided to
hurl
a computer through a window then this too should be considered
'Computer
Art'!
That involves using the computer itself as an art object,
but I have always
been more interested in the computer as a system.
This reference to 'the' computer is slightly misleading because
we treat
it
as a monolithic thing, a habit derived from its own physical
existence. Yet
the physical computer, in whatever form, is the gateway to
a range of
possible
systems, each with its own consequences for art. I would like
to simplify
this
multiplicity of possible computers into four artistic approaches:
firstly,
the
'self-build' approach favoured by the pioneers, who were of
course working
in
a completely new area; secondly the 'program yourself' approach
used
especially during the 1960s and 70s; thirdly the 'direct drawing'
which is
possible with a Graphical User Interface, or GUI and came
into its own in
the
mid-1980s; and lastly the interactive networked approach of
Net Art which is
the most recent development]
Thus the successive developments of Computer Art may be heavily
simplified
into four paths that roughly succeed each previous one. Whilst
the first of
these is now virtually extinct, there are still representatives
of the
second
path making art and the third and fourth may continue indefinitely.
In other
words, once a new form of computer art has arisen it tends
not to directly
replace its precursor but to expand into new areas, or appeal
to new
artists,
which amounts to the same thing.
The first path of artistic experimentation with computing
devices began in
the
late 1940s and led from Laposky and Bute's experiments with
oscilloscopes,
through John Whitney's animation and the 'drawing machines'
of Ravilious and
others, to analogue computers and video synthesisers like
Dan Sandin's video
processor and the Scanimate. These all generated images through
a
combination
of self-built (often quite extraordinary) hardware and an
aesthetic that
owed
much to Abstract Animation and Constructivism. Although they
involved some
programming, this whole class of analogue computing combined
real-time image
virtuosity and an artistic approach to hardware. These artforms
required
both
an artistic and technological comprehension of the system
and its results.
Each image system was unique to its builder, thus continuing
a tradition of
innovative artist-linked hardware laid down by the pioneers
of Abstract
Animation at the turn of the 20th century. Though the hardware
was overtaken
by general-purpose digital computers, many of its distinctive
effects have
survived in Photoshop-style programs and animation packages.
A simultaneous
path of 'self-built' systems led to computer-controlled installations
and
robotic sculptures such as Edward Ihnatowicz's Senster of
1971. Again, these
required artistic immersion in technology and engineering.
The second path arose quite independently in America and West
Germany in
the early 1960s as a variety of artists and engineers realised
that digital
computers could be programmed to artistic ends. The art they
made often
consciously referred back to Abstraction and Constructivism,
especially
Mondrian and Klee. This programming-based art arose through
a confluence of
available hardware, graphical experimentation, general interest
and the fact
that the art of the day was receptive to technological forms,
as shown by
Experiments in Art and Technology and other groups. This type
of computer
art
was prominent throughout the 1960s and 70s, but had seemingly
declined by
the
early 1980s. At this point, however, computer graphics technology
had
advanced
to a point where it was much more widely available and the
older programming
paradigm was being supplanted by the Graphical User interface.
However, it
is
continued today by a number of computer artists, some of whom
came together
as
a loose federation called the Algorists in the late 1990s,
named for the
algorithmic processes they deploy.
The third path, then, was that of the desktop computer, paint
package and
GUI which became the most widespread vehicle for Computer
Art until the
arrival of the Internet and its associated artforms. Although
the concept of
realtime computer interaction dates back to the MIT Whirlwind
of 1948, and
drawing software to Ivan Sutherland's Sketchpad of 1962, it
took two
generations of computing advances to make these ideas widely
available in
the
early 1980s. The GUI was much more attractive to artists who
preferred to
utilise the computer as an extension to their current practice
than to
learn
programming; Andy Warhol and David Hockney both tested computer
paint
systems
in the mid-1980s. Seen in the context of wider GUI graphics
usage, presaged
by
the first Apple Macintosh and the Commodore Amiga, it is unsurprising
that
artists decided to make use of the computer as a tool. By
the early 1990s
computers began to enter mainstream art schools as graphics
workstations.
The fourth path I will hardly touch upon because it is still
developing,
but it is arguably the most prolific contemporary use of computers
in art.
This is of course Net Art, which has proliferated since the
Internet became
a
truly graphical medium in the mid-1990s. This requires a technological
basis
of suitably fast connections, faster computers and Web-specific
graphics
platforms like Flash. Building on previous advances in computer
interactivity,
Net Art is usually centred on websites that allow viewers/users
to modify
and
respond to dynamic artworks presented over the Net, or collaborate
on
sprawling multi-user projects.
* * * * *
The computer was adopted into visual art because it seemed
to lend itself to
the practice of several existing artforms & movements
that could accommodate
it. These artforms included Abstract Animation, Constructivism
and the
Bauhaus, Kinetic Art and the wider concerns of Art & Technology
in the
1960s.
Each of these areas incorporated a technological or systematic
aesthetic
that
lent itself to development on early computers, especially
because their
primitive graphics systems were suggestive of linear abstract
art.
In fact, Computer Art was preceded by a variety of
technologically-informed
artforms that subsequently found expression on the computer.
For instance,
Constructivism and Kinetic Art already had exponents using
mechanical
systems,
incorporating machines or mechanical forms, and could be readily
adapted to
the new format. Additionally, Abstract Animation was influential
because
several pioneering computer artists transferred its style
to the computer;
and
various mathematical artforms took advantage of the computer's
processing
and
symbolic power.
Several artists near-simultaneously began to utilise the computer
for
artistic ends: Ben Laposky and John Whitney in the USA and
Herbert Franke in
West Germany, all between 1950 and 1956. At this stage, 'the
computer'
denoted
a range of devices, some analogue, some mechanical and some
digital; the
latter were huge and expensive installations, the former often
cobbled
together by artists themselves. The most intriguing aspect
of all this was
that the primitive graphical capabilities of the computer
coincided with the
linear qualities of abstract art.
This should not detract from the entirely new aspects of computer
graphics
that attracted artists in the 1960s. However, these features
were
comprehended
by reference to previous technologies and were often adapted
to imitate
them.
In some cases the resemblances were entirely visual, such
as the adoption of
geometric and repeat patterns by certain artists.
There are also polemical connections, such as the widespread
references to
the
Constructivists and other early 20th century proponents of
machines in art.
In
a slightly different way, the use of projective geometry as
the basis of 3D
graphics was a structural resemblance with earlier artforms
that led to
visual
resemblances through the pursuit of photo-realistic graphics.
The concepts
used by GUI-based graphics packages, including their mimicking
of tools like
airbrushes and pens, are metaphorical resemblances.
To understand the trajectory of computer-based art from the
early 1950s
until the mid-1970s, one has to appreciate its position in
the current of
art/
science interchange which was prevalent throughout the 1960s.
Another
important factor is the isolation of the earliest pioneers
such as Laposky
and
Franke; yet their perception of the computer's potentials
in visual art
seems
remarkably close. Also of interest are the continuities that
computer
artists
drew between themselves and movements such as the Constructivists
and the
Bauhaus; they were often aware of their artistic forebears,
or would stretch
the polemical connection to cover Computer Art. Some theorists
attacked
computer artists who simply imitated previous artforms instead
of developing
something computer-specific. The pioneering, or experimental,
period drew to
a
close in the early 1970s for a variety of reasons
In many cases, disparate individuals made the conceptual
leap of using a
computer for 'Computer Art' because it produced something
that looked like
contemporary abstract art. Thus in terms of its visual resemblances
along,
the
various forms of computer art could be said to originate in
a variety of
pre-
existing artforms, carrying with them a body of expectations
inherited from
the artistic culture of the 1960s and before. Indeed, there
was a close
interrelation between the advancement of early graphics technology
and the
earliest computer art.
As Lynn White remarks, technical innovations often prefigured,
indeed
enabled, the scientific discussion to explain their properties.
[White 1978:
331] Likewise, the computer's role in art was often prefigured
by
developments
in computer graphics. Serendipitous realisations of their
resemblance to
'art'
led to certain engineers attempting to make Computer Art.
The outstanding
example of this is when A. Michael Noll, a computer programmer
at Bell Labs,
looked at a malfunctioning print-out in 1962 and grasped its
similarity to
contemporary abstract art. This chance revelation inspired
him to experiment
artistically with the computer. As Noll said of this seminal
event:
a computer-generated plot of data had gone astray because
of some programming error. We joked about the abstract computer
art that he had inadvertently generated. It then occurred
to me to use the computer, an IBM 7090, and the Stromberg
Carlson plotter to create computer art deliberately. Thus
my experiments in computer art began in the summer of 1962
at Bell Labs. [Noll 1994 : 39]
[Plate VI: A. Michael Noll, Gaussian Quadratic, 1962.]
Apart from such accidental discoveries, artists turned to
the computer to
fulfil specific needs, often experimental and novel, not because
it
presented
a complete and coherent visual solution. They often looked
to the computer
as
a way of making art that could not be achieved otherwise.
In Noll's case,
this
art presented itself in the course of using the computer;
this was
unsurprising at a time when the computer was hardly an obvious
avenue for
artistic experimentation and its visual properties not widely
appreciated.
The adoption of the computer for art was not in general the
result of a
particular theoretical stance, but rather due to a simple
desire for
experimentation and pushing its boundaries. That last is very
much in
keeping
with the technological attitude identified by White.
The experimental nature of early Computer Art meant that it
was often
regarded as an adjunct to 'computer graphics', a term coined
by William
Fetter
of Boeing in 1960 to refer to the aircraft simulations he
was developing.
Indeed, the first 'Computer Art' competitions were hosted
by computer
graphics
magazines, and often produced art that consciously imitated
the abstract
forms
current in the early 1960s. For instance, Noll claimed that
he found
Gaussian
Quadratic, his first serious piece of computer art, reminiscent
of Picasso's
cubism: 'Since there was no physical reality to motivate the
work, it can
perhaps be considered a combination of abstraction and cubism.'
[Noll 1994: 41]
Early Computer Art was inextricably linked with the advance
of graphics
technology, and although the two became more distinct with
the passage of
time, techniques developed by artists were often influential
in the wider
area
of graphics. At this point, when computer knowledge was generally
restricted
to universities and research centres, there was a considerable
overlap
between
artists and computer scientists. Many artists needed to collaborate
with
technicians in order to use the computer, a situation which
the Experiments
in
Art and Technology (EAT) group attempted to formalise.
However, these collaborations often resulted in an unequal
weighting
being
given to the artist's contribution, sidelining the necessary
technological
input from the engineer. The Bell Labs researcher who supported
many
computer
artists in their work, Ken Knowlton, eventually became dispirited
with this
inequality and left the field. Suffice it to say that 'art'
is generally
tied
to a single artist ' even when it is patently a group work'
whereas a design
project is somehow larger and more inclusive, often the product
of a team
and
recognised as such.
Also, the promotion of much graphics work as 'Computer Art'
led some to
question the artistic status of computer images. The most
satisfying artwork
seemed to come from artists who learned to program and - in
at least one
case
- engineered their own computers. Advances in Computer Art
often supported
and
furthered computer graphics; whilst (as Gary Smith and Leslie
Metzei pointed
out) examples of 'graphics' were often accepted as 'Computer
Art'; the
boundaries were permeable. Since this time, computer artists
have sought to
distance themselves from 'graphics'. As mentioned above, computer
graphics
is
often identified with extravagant demonstrations of visual
tricks and the
pursuit of realism, and commercial rather than artistic goals.
The theorists of the first period of computer-based art believed
a true
'Computer Art' movement would appear, similar to Art &
Technology in its
scope
and result, but their hopes faded as interest in Computer
Art waned in the
early 1970s. Reasons for this included the difficulties of
programming, the
problems encountered by artist/engineer collaborations, the
lack of progress
in computer graphics hardware, and the eventual rise of the
Graphical User
Interface allowing for other ways of working with digital
images. The
Computer
Art that appeared from the mid-1980s was heavily based around
GUI machines
and
marked the start of a new approach to the visual computer.
Ultimately, the
very fact that Computer Art now flourishes whilst other technological
artforms
from the 1960s failed is due to the open-ended nature of the
computer
itself.
It bears reinvention and reinterpretation.
From its inception, the reception of Computer Art in the mainstream
has
been limited, whilst its proponents have often kept it somewhat
at a
distance
from the art world. It has had to overcome a general prejudice
against
computer-based art and certain aesthetic problems deriving
from its
computational origins. Also, legitimate artistic uses of the
computer are
critically contrasted against the promotion of computer 'graphics'
as 'art.'
Computer Art as an inevitable outcome?
Early Computer Art took its inspiration from a variety of
artistic precursors: this is why Reichardt saw it as 'the
last stand of abstract art'. Other technological artforms
played a role, and I also think the general current of art/technology
experiments such as EAT provided a cultural climate in which
Computer Art could flourish and develop. Was there a degree
of historical inevitability to the computer's utilisation
in art? It would seem that it fulfilled the expectations of
several very different groups, from abstract artists with
mathematical leanings, to the Abstract Animators who were
looking for ways to systematise form and colour. Perhaps its
own characteristics could only become apparent once these
early expectations were taken on board and modified through
experience with the computer. Artists not only had to be aware
of the existence and potentials of the computer (and of course
be sympathetic towards them), but also had to have access
to computer facilities - a huge problem when computer time
was strictly allocated because of limited resources - and
then either be able to control the machines themselves or
find computer operators willing to assist them. The requirements
were so complex that it is unsurprising that few artists before
1960 were involved with computers. When one sees the interfaces
of early computer systems, one appreciates the huge leap of
imagination and intellect that was needed to convince an artist
of the computer's graphics potential: it was an intimidating
bank of switches and panels that had to be controlled with
punchcards; and also lacked any sort of screen. Prior to the
early Sixties, all computer output was either in the form
of printed sheets or images recorded onto film, for there
was no way of interacting with it in real time. The challenge
which faced early computer artists: to get any sort of image
created with a machine whose primary function was to deal
with numbers and characters, rather than the elements of a
picture. The artistic ideas of postwar America seemed favourable
to the concept of machine-generated art. In part, the strong
influence of abstract art and especially two-dimensional geometric
art proved decisive; also, the connections between computers
and university research institutes were fruitful, as was the
amount of open-ended research (funded by the US military)
that went on in the 1960s and 70s. Several Computer Art pioneers
came from within universities and research facilities: two
American examples are Charles Csuri, long associated with
the University of Ohio, and Michael Noll, an engineer at Bell
Labs. Noll's case is especially interesting, since unlike
Csuri he did not have a background in art. Rather, it was
a chance association of a faulty plotter output with contemporary
abstract art that made Noll grasp the potential for computers
to make art. In this, he had no obvious antecedents, though
idea had occurred simultaneously to Herbert Franke and others
in Germany, working in the same field. Even though no unbroken
evolutionary line can be traced to specific pre-Computer Artforms,
it seems that the conceptual association of computer image
output with contemporary art was more important than existing
mechanical art at least for those engineers who were to style
themselves 'artists' in the decade leading up to the seminal
exhibition 'Cybernetic Serendipity' in 1968. However, the
computer's use in art was prefigured by a variety of technological
artforms and by a number of recurrent artistic interests in
art machines. A key question for my own research is whether
the artists consciously adopted a form that was appropriate
for the computer systems of their day, or whether their art
was realised through the computer because it presented itself
as the best way of doing so. If the former is true, then the
resultant art could be described as a 'native' form of Computer
Art, because its visual realisation is somehow inherent in
its computer-based conception.
Conclusion:
In its earliest years, then, Computer Art was part of a wider
technological-
artistic culture. Yet it managed to outlive the contemporaries
that had
flourished in the late-60s climate then withered away as interest
waned.
This
is most important when considering current approaches to Computer
Art: it
began in an environment that was conducive to technological
artforms, but
survived through their decline and re-emerged in the 1980s.
Although Computer Art also suffered from a decline in the
mid-1970s, it
recovered when the technology of computer graphics made spectacular
advances.
Just as importantly, the computer itself became widely available.
The
resurgence of Computer Art in the early- to mid-1980s is partly
a
consequence
of the Graphical User Interface, which opened up the machine
to artists who
preferred to adapt their skills rather than learn a programming
language.
This may point to a deeper reason why the computer, as a polymorphous
tool,
remains current in art whilst many 1960s interests are now
period-pieces. It
is fundamentally open-ended; it can be utilised in a variety
of ways, unlike
the limited drawing-machine or the cumberous kinetic sculpture.
This in
itself
may point to the development of computer-specific artforms
which owe little
to
historical art movements. However, Computer Art sprang from
a confluence of
art and technology that owed much to the general culture of
postwar America.
The most interesting aspect of Computer Art is that unlike
almost all of
the other technological artforms mentioned above, it has proved
to be more
than a passing fad. Perhaps it is because all these artforms
have been
unable
to expand beyond their inherent physical boundaries or limitations
of their
processes. So drawing machines, holograms and myriad mechanical
devices have
had short vogues, then vanished again.
Computer Art in the broadest sense of art produced with the
computer has already outlived the first flush of modernist-inspired
art/technology collaborations and will undoubtedly survive
the current climate of post-modern fragmentation and the visual
diaspora. That it has continued whilst previous forms of technological
art, exemplified by those gathered together by Frank Malina
in Kinetic Art, have faded into the shadows, is a testament
to the computer's increasing attraction for, and relevance
to, the artist. Whilst each piece of software and hardware
is limited, if only by the artist's ingenuity, taken as whole
the computer is fundamentally open-ended. Any limitations
are not so much inherent in the medium as in the artist's
approach and understanding. Its interactions with, and realisation
through, physical materials are only just beginning to be
explored. The digital space, existing somewhere between mental
image and reality, is the focus of great expectation. Even
as specific areas of Computer Art have fallen by the wayside,
they have contributed both forms and practices to the overall
collection of Computer Arts imagery. Indeed, even some very
early paths of Computer Art practice remain open for further
exploration, and those which are currently closed by fashionable
prejudice may yet appear as possibilities in the future. Computer
Art's inherent flexibility stems from the basic nature of
computer programs: their existence as information processes
that are executed and stored on the computer, which is a physical
platform for these non-physical entities. Crucially, computers
have developed standard hardware, unlike the many custom-built
machines that preceded them (including Whitney's early analogue
rigs) yet they run many different programs. The hardware and
software develop at different rates and spur each other to
new innovations. Though some styles of art seem better suited
to a mechanical form, this is more about cultural conditioning
and association of hard-edged geometric images with mechanical
(though not necessarily computational) power. As I have tried
to show, this is an artistic legacy of the early 20th century
rather than an inherent computer-based visual form.
Jasia Reichardt noted that great works of Computer Art have
yet to appear
and
this artform's principal interest lies in the opening of new
frontiers.
Reichardt (1971 : 7) Some may believe this is still the case,
but I contend
that so long as Computer Art is valued only for its potentials,
its full
realisation will never take place and it is doomed to remain
embryonic.
Computer artworks should instead develop alongside long-term
artistic
attempts
to investigate the computer as a platform for art. The most
successful
computer artists have followed this approach.
Nick Lambert
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