Software Art
Florian Cramer and Ulrike Gabriel
August 15, 2001
What is software art? How can "software" be
generally defined? We had to answer these questions at least
provisionally when we were asked to be with the artist-programmer
John Simon jr. in the jury of the "artistic software" award
for the transmediale.01 art festival in Berlin, Germany.
Since more than a decade, festivals, awards, exhibitions and
publications exist for various forms of computer art: computer music,
computer graphics, electronic literature, Net Art and
computer-controlled interactive installations, to name only a few,
each of them with its own institutions and discourse. Classifications
like the above show that attention is usually being paid to how, i.e.
in which medium, digital artworks present themselves to the audience,
externally. They also show that digital art is traditionally
considered to be a part of "[new] media art," a term which
covers analog and digital media alike and is historically rooted in
video art. But isn't it a false assumption that digital art -
i.e. art that consists of zeros and ones - was derived from video
art, only because computer data is conventionally visualized on
screens?
By calling digital art "[new] media art," public
perception has focused the zeros and ones as formatted into
particular visual, acoustic and tactile media, rather than structures
of programming. This view is reinforced by the fact that the
algorithms employed to generate and manipulate computer music,
computer graphics, digital text are frequently if not in most cases
invisible, unknown to the audience and the artist alike. While the
history of computer art still is short, it is rich with works whose
programming resides in black boxes or is considered to be just a
preparatory behind-the-scenes process for a finished (and finite)
work on CD, in a book, in the Internet or in a "realtime
interactive" environment. The distribution of John Cage's
algorithmically generated sound play "Roarotorio," for
example, includes a book, a CD and excerpts of the score, but not
even a fragment of the computer program which was employed to compute
the score.
While software, i.e. algorithmic programming code, is
inevitably at work in all art that is digitally produced and
reproduced, it has a long history of being overlooked as artistic
material and as a factor in the concept and aesthetics of a work.
This history runs parallel to the evolution of computing from systems
that could only be used by programmers to systems like the Macintosh
and Windows which, by their graphical user interface, camouflaged the
mere fact that they are running on program code, in their operation
as well as in their aesthetics. Despite this history, we were
surprised that the 2001 transmediale award for software art
was not only the first of its kind at this particular art festival,
but as it seems the first of its kind at all.
When the London-based digital arts project I/O/D released an
experimental World Wide Web browser, the Web Stalker
http://www.backspace.org/iod/,
in 1997, the work was perceived to be a piece of Net Art. Instead of
rendering Web sites as smoothly formatted pages, the Web
Stalker displayed their internal control codes and visualized
their link structure. By making the Web unreadable in conventional
terms, the program made it readable in its underlying code. It made
its users aware that digital signs are structural hybrids of internal
code and an external display that arbitrarily depends on algorithmic
formatting. What's more, these displays are generated by other
code: The code of the Web Stalker may dismantle the code of
the Web, but does so by formatting it into just another display, a
display which just pretends to "be" the code itself. The
Web Stalker can be read as a piece of Net Art which
critically examines its medium. But it's also a reflection of how
reality is shaped by software, by the way code processes code. If
complex systems and their generative processors themselves become
language, formulation becomes the creation of a frame within which
the system will behave, and of the control of this behaviour. The
joint operation of these processes creates its own aesthetics which
manifests itself no longer by application-restricted assignments, but
in the free composition of this system as a whole. (Which simply is
what developing software is all about.)
Since software is machine control code, it follows that digital
media are, literally, written. Electronic literature therefore is not
simply text, or hybrids of text and other media, circulating in
computer networks. If "literature" can be defined as
something that is made up by letters, the program code, software
protocols and file formats of computer networks constitute a
literature whose underlying alphabet is zeros and ones. By running
code on itself, this code gets constantly transformed into
higher-level, human-readable alphabets of alphanumeric letters,
graphic pixels and other signifiers. These signifiers flow forth and
back from one aggregation and format to another. Computer programs
are written in a highly elaborate syntax of multiple, mutually
interdependent layers of code. This writing does not only rely on
computer systems as transport media, but actively manipulates them
when it is machine instructions. The difference is obvious when
comparing a conventional E-Mail message with an E-Mail virus:
Although both are short pieces of text whose alphabets are the same,
the virus contains machine control syntax, code that interferes with
the (coded) system it gets sent to.
Software art means a shift of the artist's view from
displays to the creation of systems and processes themselves; this is
not covered by the concept of "media."
"Multimedia", as an umbrella term for formatting and
displaying data, doesn't imply by definition that the data is
digital and that the formatting is algorithmic. Nevertheless, the
"Web Stalker" shows that multimedia and terms like Net Art
on the one hand and software art on the other are by no means
exclusive categories. They could be seen as different perspectives,
the one focussing distribution and display, the other one the
systemics.
But is generative code exclusive to computer programming? The
question has been answered by mathematics proper and the many
historical employments of algorithmic structures in the arts. A
comparatively recent classical example is the Composition 1961
No. I, January I by the contemporary composer and former Fluxus
artist La Monte Young, which is at once considered to be one of the
first pieces of minimal music and one of the first Fluxus performance
scores:
"Draw a straight line and follow it."1
This piece can be called a seminal piece of software art
because its instruction is formal. At the same time, it is extremist
in its aesthetic consequence, in the implication of infinite space
and time to be traversed. Unlike in most notational music and written
theatre plays, its score is not aesthetically detached from its
performance. The line to be drawn could be even considered a
second-layer instruction for the act of following it. But as it is
practically impossible to perform the score physically, it becomes
meta-physical, conceptual, epistemological. As such the piece could
serve as a paradigm for Henry Flynt's 1961 definition of Concept
Art as "art of which the material is `concepts,' as the
material of for ex. music is sound."2 Tracing concept art to
artistic formalisms like twelve-tone music, Flynt argues that the
structure or concept of those artworks is, taken for itself,
aesthetically more interesting than the product of their physical
execution. In analogy, we would like to define software art as art of
which the material is software.
Flynt's Concept Art integrates mathematics as well, on the
acognitive grounds of "de-emphasiz[ing]" its attribution to
scientific discovery.3 With this claim, Flynt coincides, if
oddly, with the most influential contemporary computer scientist,
Donald E. Knuth. Knuth considers the applied mathematics of
programming an art; his famous compendium of algorithms is duely
titled "The Art of Computer Programming."4
Should the transmediale software art jury therefore have
consisted of mathematicians and computer scientists who would have
judged the entries by the beauty of their code?
What is known as Concept Art today is less rigorous in its
immaterialism than the art Flynt had in mind. It is noteworthy,
however, that the first major exhibition of this kind of conceptual
art was named "Software" and confronted art objects
actually with computer software installations.5. Curated in 1970
by the art critic and systems theorist Jack Burnham at the New York
Jewish Museum, the show was, as Edward A. Shanken suggests,
"predicated on the idea of software as a metaphor for
art [my emphasis],"6. It therefore stressed the
cybernetical, social dimension of programmed systems rather than, as
Flynt, pure structure.
Thirty years later, after personal computing became
ubiquituous, cultural stereotypes of what software is have
solidified. Although the expectation that software is, unlike other
writing, not an aesthetic, but a "functional tool" itself
is an aesthetic expectation, software art nevertheless has become
less likely to emerge as conceptualist clean-room constructs than
reacting to these stereotypes. The "Web Stalker" again
might be referred to as such a piece. In a similar fashion, the two
works picked for the transmediale award, Adrian Ward's
"Signwave Auto-Illustrator" and Netochka Nezvanova's
"Nebula M.81," are PC user software which acts up against
its conventional codification, either by mapping internal functions
against their corresponding signifiers on the user interface
(Auto-Illustrator) or by mapping the signifiers of program output
against human readability (Nebula M.81).
The range of works entered for the transmediale.01 software art
award shows that coding is a highly personal activity. Code can be
diaries, poetic, obscure, ironic or disruptive, defunct or
impossible, it can simulate and disguise, it has rhetoric and style,
it can be an attitude. Such attributes might seem to contradict the
fact that artistic control over generative iterations of machine code
is limited, whether or not the code was self-written. But unlike the
Cagean artists of the 1960s, the software artists we reviewed seem to
conceive of generative systems not as negation of intentionality, but
as balancing of randomness and control. Program code thus becomes a
material with which artist work self-consciously. Far from being
simply art for machines, software art is highly concerned with
artistic subjectivity and its reflection and extension into
generative systems.7
References
- [Fly61]
-
Henry Flynt. Concept art. In La Monte Young and Jackson
MacLow, editors, An Anthology. Young and MacLow, New
York, 1963 (1961).
- [Knu98]
-
Donald E. Knuth. The Art of Computer Programming.
Addison-Wesley, Reading, Massachusetts, 1973-1998.
- [Sha]
-
Edward A. Shanken. The House that Jack Built: Jack
Burnham's Concept of `Software' as a Metaphor of Art.
Leonardo Electronic Almanach, 6(10). http://www.duke.edu/~giftwrap/House.html.
- [uEH90]
- Galerie und Edition Hundertmark. George Maciunas und
Fluxus-Editionen, 1990.
Footnotes:
1facsimile reprint included in [uEH90], no page numbering
2Henry Flynt, Concept Art
[Fly61] "Since `concepts' are
closely bound up with language," Flynt writes, "concept art
is a kind of art of which the material is language."
3ibid.
4[Knu98]
5Among them Ted Nelson's hypertext
system in its first public display, according to Edward A. Shanken,
The House that Jack Built: Jack Burnham's Concept of
"Software" as a Metaphor for Art, [Sha]
6ibid.
7Or, as Adrian Ward puts it: "I
would rather suggest we should be thinking about embedding our own
creative subjectivity into automated systems, rather than naively
trying to get a robot to have its `own' creative agenda. A lot of
us do this day in, day out. We call it programming." (quoted
from an E-Mail message to the "Rhizome" mailing list, May
7, 2001)