Entering the Machine and Leaving It Again: Poetics of
Software in Contemporary Art
Florian Cramer
Feb. 7th, 2006
Abraham Moles and the Situationist International
The history of algorithmic programming in art is much older
than that of electronics: It includes, for example, word permutation
poetry like that of the 3rd century Latin poet Optatianus Porfyrius
and automatic composition formulas like Athanasius Kircher musical
automata of the 17th century (both created in Italy). However, today
I would like to speak about the poetics of software in recent and
contemporary digital art. It is, of course, inseparable tied to
modern computing.
In 1962, physicist and philosopher Abraham M. Moles wrote a
seminal programmatic and theoretical outline of computational art,
the first manifesto of permutational art (erstes
manifest der permutationellen kunst) [slide]. The booklet
combines structuralist and cybernetic theory with examples of
mathematics, contemporary experimental poetry, music, visual art, and
even mysticism and erotic art. Moles' demanded to refound both
the poetics and the aesthetics of art on the grounds of computation:
As composition, the new art would "narrow down and exhaust the
field of possibilities accessible through a set of rules."
Moles even speaks of the new art as a "fundamentally
anti-semantic activity." In his conclusion, he writes that
artists would turn into "programmers" and, quote,
"from now on, artworks will be realized either by machines or
through their own consumers".
With this statement, Moles pretty much set the agenda of the
new computer arts, and today, after almost half a century, it still
phrases a virulent point. To my knowledge, his "manifesto of
permutational art" is the earliest and most concise program of
what later would be called generative art.
However, Moles' implication that computer-generated art
would be only formal and eliminate all cultural semantics, was
controversial. Already in 1963, one year after the manifesto had
appeared, it made him subject of a fierce polemical attack by an
other group of contemporary artists and theorists, the Situationist
International. On the surface, the programs of both Moles and the
Situationists shared many common points. Drawing both from the
sociology of Henri Lefebvre, they conceived of industrial automation
as the root of a society of surplus and leisure. In the early 1960s,
painter Guiseppe Pinot-Gallizio had even promoted a machine-generated
"industrial painting" within the Situationist
International. However, the Situationists were not fighting against
semantics, but - in their indebtedness to romanticist and surrealist
programs - on the contrary advocating a revolutionary imagination. On
these grounds, Guy Debord attacked Moles as a "petite
tête" ("small head") technocrat and told him
"tu es un robot".
I would like to argue that this schism between a rigidly
formalist and a rigidly "imaginist" (to use a word by
Situationist Asger Jorn) poetics obstructed computer arts for almost
three decades until the advent of the personal computer and the
Internet.
Synthetic Computer Art
Before the personal computer and the Internet, computer art was
thinkable only as synthetic creation, i.e. the construction of
algorithms in clean-room laboratories. Of course, this was the
inevitable condition of computer-based generative art and computer
science in general in the 1960s and 1970s when almost all software
had to be written from scratch. But it is also true from
computational art that did not actually work with electronic
computers, and probably not even think of itself as computational art
at all.
Proto- and Para-Computer Art
In 1960, the composer La Monte Young who's know today
mainly as a pioneer of minimal music wrote a piece that consisted
solely of the following instruction [slide]:
"Draw a straight line and follow it."
First of all, it's a performance score. But its instruction
is unambiguous and formal enough to be also executed by a machine and
adapted as a computer program. It is, in other words, an algorithm
and a source code. However, it is an impossible algorithm at the same
time. If either the performer or the machine would radically carry
out the instruction, this seemingly simple piece mutates in the most
monstruous art work of all time. One cannot consequently draw a
straight line and follow it without going beyond physical limits and
writing a circular inscription into the whole earth. So the piece
implies a philosophical defiance of space and time constraints, and
leaves the piece in a non-resolvable gap between its physical
execution and its mental, conceptual imagination. Doing so, this
score is not only the founding document of minimal music, but it also
creates a paradoxical union of minimalism and late romanticist
Wagnerian total artwork (Gesamtkunstwerk), by the virtue of a source
code that condenses an abundance into one line of instruction. The
piece reverses subject and object: ultimately, the performers turns
into its object, and the line becomes its subject.
In other words, the conflict articulated in the controversy
between Moles and the Situationist exists within the piece. It is not
resolved, but sustained as a paradox.
Software as Metaphor of Dematerialization
In the immediate context of American Fluxus and conceptual art,
the notion of "software" got introduced in the early 1970s,
however in a semantics that was strangely detached from both
Moles' theoretical and La Monte Young's practical
anticipation of software art. In 1973, Lucy Lippard published her
famous book Six years with the subtitle "The
Dematerialization of the Art Object from 1966 to 1972". The
keyword "dematerialization" also sums up how the term
"software" had been introduced and understood in
contemporary art since 1970. "Software" had been the title
of an art show curated by critic Jack Burnham in New York in 1970. It
mostly consisted of concept art works, partly juxtaposed with
experimental computer software development projects such as Ted
Nelson's first prototype of a hypertext system. However, the
emphasis of the exhibition was not algorithms in art, but immaterial
"software" as opposed to material hardware. As Edward A.
Shanken puts it in an essay on Burnham's exhibition, the
exhibition used the term software as a "metaphorical
premise" for the dematerialization of art, not as a reflection
of computation.
In the same year, Sidney Youngblood published his book
"Expanded Cinema", a reference work on the extension of
experimental film into cinematic performances and installations,
including video, "cybernetic cinema" and "computer
films". Elsewhere, Youngblood uses the same broad metaphorical
notion of software as immaterialization as Burnham when he writes:
"Just as every fact is also metaphysical, every piece of
hardware implies software: information about its existence.
Television is the software of the earth. Television is invisible.
It's not an object." [slide]
Perhaps this phrase was the inspiration for Radical
Software, an underground magazine for video artists and
activists that first appeared in the same year, 1970. Despite its
name, and under the same metaphorical premise as Burnharm's
exhibition and Youngblood's paragraph, it was not concerned with
computing at all, but propagated an "Alternate Television
Movement." The issues combined aesthetic reflection with
political debates about free media and publicly accessible radio
spectrum, much like the contemporary free wireless network movement.
Otherwise, the journal conceived of "software" purely as
dematerialized art, and did not cover computer programming.
Software-aided art
Abraham Moles' idea that artists should become programmers
therefore remained restricted to the specialized field, the ghetto,
of electronic art or "media art" as it is still exists
today - although I think it's outmoded as a category and likely
to be given up soon. There is, first of all no computer art without
software, unless the hardware is being used as purely
non-computational sculptural objects - as bricks. In that respect,
all computer art could be called software art. However, in only rare
cases, it is an artistic play with the software as a medium, but
something that should correctly be called software-aided art. In most
computer-generative art, both the software and the hardware acted as
mere catalysts. They functioned as black boxes. Neither the hardware,
nor the code or its processing was considered the artwork, but only
the output: i.e. a computer-generated image, animation, installation
or audiovisual piece. Often, this is linked to the concept of an
autonomous machine creation, in other words the idea that an artwork
is no longer a human product, but a creation by the computer. If we
take the original Greek term poiesis, which literally means
"making", we could say that in such artworks, poiesis turns
into poetics, the making of making. But when making turns into
meta-making, human subjectivity is not abandoned. Instead, it just
shifts to a second order position, expressing itself in the design of
the formula rather than the design of the product. When critics and
viewers, fixated on the material product, conclude that technology
has done away with human agency behind a work, this is a cognitive
fallacy reminiscent of Plato's cave. It is yet another fallacy to
believe that conversely on the aesthetic side, i.e. that of
perception of the work, viewers would be liberated through the
mechanical variations of the work permitted by the formula.
Jeffrey Shaw, The Legible City
To illustrate my point, I would like to fast-forward to the
years 1989-1991 and Jeffrey Shaw's computer installation The
Legible City at the ZKM media arts center in Karlsruhe, Germany
[slide]. It is a contemporary classic in the genre of interactive
installation art and consists of a video-projected 3D simulation
coupled with a stationary bicycle. The projection shows abstract
cubic 3D representations of cities of New York, Amsterdam and
Karlsruhe. The spectator, or player, of the work sits on the bicycle
and cycles, in a "virtual reality" simulation, through the
cities. The cityscapes are made up of letters and words written by
Shaw's artistic collaborator Dirk Groeneveld. The work was
realized on Silicon Graphics workstations, and completed two years
before the computer game Doom came out and established
immersive first-person 3D navigation games on commodity PCs.
The Legible City could be called an alternative
interface to reading texts on a computer. The conventional flat
two-dimensional emulation of print and text pages on the screen is
being replaced with an immersive three-dimensional text-scape. The
navigation seems to be intuitive thanks to (a) the simulation of
anthropomorphic, euclidian space and (b) the emulation of the bicycle
as a familiar technology of moving through spaces. So the piece is a
perfect example of a concept of digital art as
"interactive" simulation and "virtual reality",
through anthropomorphist interfaces created with complex, high tech
hardware and software, realized, because of that complexity, as an
installation in a dedicated high tech art space.
I see Shaw's "Legible city" as hardly anything
more than a technology gimmick and a glorified interface design
study. Its subject of the city inscribed with texts reminds of
Tommaso Campanella's "Città del sole", the
utopian city whose walls are covered with educational explanations of
all knowledge and sciences. Just as Campanella's utopia is naive
and even problematic, so is Shaw's if it was intended as such.
The Legible City is not, as was written, liberating the letter
like concrete poetry. While concrete poetry and Marinetti's
"parole in libertà" were about freeing type and
language from their conventional typographic and grammatical
constraints and freeing them, as much as possible, from
anthropomorphisms and spatial dimensions, Shaw's system puts them
just under a different restraint - the anthropomorphic Euclidian
space of the city. It does not take apart writing and reinvents it
from scratch, but puts letters into a pseudo-interactive human kitsch
world. One could compare this to the treatment of letters in 19th
century children's books or alphabetic toys, only that the latter
are interactive in a much more comprehensive sense than the
Legible City. First of all, Shaw's installation suffers
from the fact that it does not think of itself a toy, but takes
itself overly serious as an "interactive" and experimental
art work. On his web page for the project, Jeffrey Shaw's writes:
Travelling through these cities of words is consequently a journey
of reading; choosing the path one takes is a choice of texts as
well as their spontaneous juxtapositions and conjunctions of
meaning.
The text misses to reflect that these allegedly
"spontaneous juxtapositions and conjunctions" are not
spontaneous at all. They only exist within the set of possible
combinations encoded into the software that controls the
installation. There is no possibility, for example, that a word
appears on the screen that has been inscribed into the software
before, and no conjunction can be made (a) outside the predetermined
possibilities in the program and (b) outside the Euclidian space
constraints of the visual simulation. It is, in other words, an
illusion of interactivity, spontaneity and intuitivity which the
piece sells. Nothing of this could be criticized if the work would
actually reflect and critically engage with this illusion. But this
lack of reflection, and cognitive fallacy of "interaction"
and "spontaneity", is not only characteristic of Shaw's
work, but the whole field of generative and so-called interactive
art. It is struck with dangerously simplified notion of interactivity
- a reductive understanding of interaction as pointing, clicking and
other Pavlovian stimulus-response-reactions within the constraints of
a programmed box.
Analytic Computer Art
Net.art
In the mid-1990s, net.art embodied a paradigm shift in
so-called media art whose nature was institutional, poetic and
aesthetic at the same time. In institutional terms, it was the first
computer art outside research labs and highly funded institutional
environments. In poetic terms, it was low tech computer art. In
aesthetic terms, it borrowed from the older low tech artisanship of
hacker cultures by adopting its aesthetics of disruption and digital
humorism: network collaboration and subversion, ASCII art, code
poetry, viruses, computer game modification. While all computer art
before had used a synthetical approach, creating its works from
scratch, net.art used an analytical approach of taking digital
information and code as material. It was computer art under the new
conditions of cheap personal computing. Unlike in earlier computer
arts, artists could use ready-made digital information and code
"out there" and treat it like Dadaist and Pop art painters
treated found objects in their collage work.
One could call it an informal, playful and performative
approach to digital art. With the example of the work of jodi and
other net.artist, I would like to show how this art developed from
experimentation with network information to experimentation with
software, and from experimentation with software to performances and
interventions.
jodi
I would like to start with OSS, an early work from http://www.jodi.org [slide
oss.jodi.org]. Jodi stands for Joan Heemskerk and Dirk Paesmans, a
Dutch-Belgian artist couple. Their early work OSS [slide]
makes small browser windows pop up and fly around that evade manual
control. If one opens the site, it performs a hostile takeover of
one's web browser. It is a hack, a punk-like aesthetic and
technological hijacking. It involves no simulation, no
anthropomorphism, no virtual reality, but is the technology itself
read against the grain. It does not simulate an anthropomorphic space
in order to be perceived and experienced, but simply uses everyday
experience with personal computer operating systems and the Internet
as its frame of reference. It is not a high tech installation in a
white cube, but low tech running on any home or office computer. The
whole source code of the pages takes up less than 10 Kilobyte, i.e.
has the average size of a short E-Mail, as opposed to a complex
software application with several 100,000 lines of original source
code. It uses ready-made, industrial software - a web browser in this
case -, however not in an affirmative way, but in an attempt to hack
it and subvert its cultural interface paradigms. It is ironical and
melancholic to the degree that it promises no computing utopias, and
is not futurist human-machine-interface research, but ultimately
depicts "interactivity" inside the computer as a scam and
sad hoax on the users. By forcing the user to hack the computer in
order to regain control - by killing the browser, shutting down the
machine or perhaps even throw it out of the window - it however
creates a genuine interactivity outside the box and outside preempted
behavioral patterns in the software.
This play involves simulations, too, but unlike the
"Legible City" it is not simulation of anthropomorphic
space, but simulation of machine functions.
web stalker
Analogous to jodi, net.artist Olia Lialina stated that many of
her early works were based on bugs in the Netscape browser and
therefore no longer work on contemporary computer setups. These plays
with the web browser were not only a critical engagement with the Web
and its aesthetics, but also an engagement with the software that
shaped its access modes and interfaces. It was therefore a logical
step from subverting standard browsers to developing alternative
browsers. Most famous is the I/O/D, web.stalker [slide http://www.backspace.org/iod/iod4.html].
It turns web browsing upside down by not showing the smooth
typographic rendering, but the otherwise concealed technical layers
of the web, including HTML source code and http protocol
communication, in separate windows and controls. It takes apart the
separate components of web browsing - "takes apart" in the
literal meaning of analysis. It thus achieves two things at once: It
frees the cultural technique and the cultural imagination of web
browsing from its conventional interface metaphors, including that of
"browsing" itself. Secondly, it maps the World Wide Web as
a controlled space, controlled by codes. This duality of freeing the
user's imagination and revealing control structures
paradigmatically expresses itself in I/O/D's slogan,
"software is mind control, get some".
Software art
Within net.art itself, there was an increasing shift towards
work with software, and as a result, software manipulated or written
by artists. Critical observers described these works as
"Artware" (Saul Albert in 1999), "experimental
software" (Tilman Baumgärtel), "speculative
software" (Matthew Fuller), "artistic software"
(Andreas Broeckmann) and "software art" (Alexander
Galloway, 1999). It was reflection on the fact that digital artists
had first taken software as a transparent tool, and later began to
reflect which influence that tool had on their own work and
aesthetics. The more intensely artists worked with the computer, the
more problematic the alleged tool became - not because of some
"objective" limitation, but because of the culture,
philosophy and subjectivity imposed by the creators of onto the users
of the software.
Signwave Auto-Illustrator
Codework
Subjectivity expressed in code is also characteristic of the
whole genre of artistic codeworks whose chief medium are E-Mail
messages written hybrids of English and code fragments from
programming languages, character encodings, markup languages,
emoticons and network protocols. Jodi were pioneers of this genre of
digital art, along with Ted Warnell, Alan Sondheim, Netochka
Nezvanova and the Australian female net artist mez (Mary Anne
Breeze). One of Alan Sondheim's codeworks reads as follows:
From: Alan Sondheim <sondheim@panix.com>
To: _arc.hive_@lm.va.com.au
Date: Thu, 9 Jan 2003 17:17:20 -0500 (EST)
sleeping and running zombies through bodies
CPU states: 4.7% user, 5.8% system, 0.0% nice, 89.4% idle:36 processes:
35 sleeping, 1 running, 0 zombie, 0 stopped:1m 4:20pm up 8 min, 1 user,
load average: 0.54, 0.26, 0.11: :Mem: 38664K av, 35084K used, 3580K
free,
[\ldots]
The work is based on the output of the Unix system command
"top" which displays a list of running processes, memory
and central processor load. "Zombie" is a technical Unix
term for a program process that can no longer be terminated with the
"kill" command. Sondheim's text takes these
descriptors-or "semantics," as computer science would call
it-literally. He reads the output of the program as a physical
inscription of bodies, as performance art and a subjective utterance
in the medium of computer software. Yet it is not simply a poetic
metaphorization because the technical apparatus of writing becomes a
part of the text. There is a feedback of textual input, output and
processing inside the text and within the medium of code. Subject and
object, syntax and semantics, formalism and culture become
inseparably entangled, crisscrossing and writing over each other. As
such, the "codeworks" by kodi, mez, Alan Sondheim and other
artists manifest a most radical understanding of formalisms as
meaningful. They appropriate languages that were designed to be
asemantic-programming languages, protocol code, shell commands-to
unveil and elaborate their metaphorical and physical inscriptions,
implications, and engendered meaning lurking between the lines. At
this point, that is equally present in the works of I/O/D, for
example, computational art has turned into a flat-out antithesis and
refutation of Abraham Moles' claim that cybernetic art would be
"fundamentally anti-semantic".
This also means, by implication, that there is no difference
between "code" (or artificial language) on the one hand and
"interface" on the other, because the code already is an
interface, and the interface is a code.
Bifo
jaromil, forkbomb
This energy is also embbedded into the twelve characters of
jaromil's forkbomb [slide]:
:({ :|:& };:
Most computer operating systems can be crashed or at least
brought to a grinding halt when users, even those without superuser
privileges, launch an abundant ever-growing amount of programs that
eat up all memory and CPU time. The easiest way to achieve this is a
"forkbomb", a little program which does nothing but launch
two or more copies of itself upon startup. Since these copies do the
same in turn, this sets off a chain reaction with an exponentially
growing number of processes. Forkbombs have been popular
entertainment among hackers since about the mid-1990s, but jaromil
manages to condense them to a most terse, poetic syntax, arguably the
most elegant forkbomb ever written.
Unwillingly, this example also reveals a problematic issue of
the term "software art": That it is often misunderstood as
high programm craftsmanship. In fact, this understanding has its
roots in computer science itself. Donald Knuth's textbooks
"The Art of Computer Programming" or Paul Graham's
recent book "Hackers and Painters" are founded on a
post-classicist notion of art as beauty and high craftsmanship, for
example in the elegance of an algorithm.
Negativeland, Squant
A counter-example to this - software art that expends
programming skills - is a rather unknown work of the American
experimental music group Negativeland, the "Squant" browser
plugin http://www.negativland.com/squant/plugin.html.
Negativeland claim that
Squant is a color that cannot be seen on traditional RGB monitors.
This plug-in changes the spectral display capabilities of your
system software. THE NEWHEW SQUANTVIEW PLUG-IN utilizes a new color
model ("RGBS") to facilitate the visualization of the
Squant color spectrum, in addition to the already-established RGB
color model.
Negativeland's website offers downloadable software
packages for Windows and Mac OS and a "Tech Support" forum.
It is filled with actual help inquiries by people who tried to get
the plugin running, failed at one step, were helped, and still
failed. Of course, the plugin and the "Squant" color is a
hoax and doesn't work at all. Yet it is a clever artistic
reflection of software as culture that includes vaporware just as
much as actually running code. The false promises, installation
nightmares, support horrors and other frustrations with software,
known to any PC user, become the material of the work and get turned
into an social-artistic performance.
ubermorgen.com/Alessandro Ludovico: Google will eat itself
This tendency is even more pronounced in recent artistic work -
work that has its origins in the realm of net.art and software art,
but is developing into interventionist performance art both in the
Internet and outside.
A very recent example is "Google will eat itself"
http://www.gwei.org
[slide] by ubermorgen.com and Alessandro Ludovico. ubermorgen.com
consists of former etoy member Hans Bernhard and Liz Haas, Alessandro
Ludovico is well known in Italy as the founder and editor of Neural
magazine.
"Google will eat itself" is simple to explain: it is
a website that runs ads via the Google "AdSense" program,
i.e. embedded commercial text advertising provided by Google, but
bought from other companies. Google pays website owners a small fee
for every click on an ad link; "gwei.org" uses this money
to buy Google shares. The idea is that Google will pay the site to
get bought up by it. Ideally, gwei.org should make so much money from
Google ad payments that it can buy up all Google shares. To
accelerate this process, "Google will eat itself" imploys
some hidden dirty programming hacks that trigger automatic clicks on
the advertising so that any user who visits the site will click
multiple Google ads at once.
It is not only one company eating up another, but also a piece
of software eating up another software. Google is one of the first
world companies that is a piece of online software, with search
requests as its input, and a double output of search results and
money to the shareholders. This collapsing of software program and
corporation get turned against itself by gwei.org. It is the net.art
of an Internet that is no longer an open field of experimentation,
but a corporate space. The dark-humorous actionism of the piece
manifests yet another resolution of the conflict that had originally
voiced by Moles and Debord, technical formalism versus agency.
dot.walk, psychogeographic computing
Computation and situationist urban drift ultimately converge in
the "generative psychogeography" of the Dutch artistic
project http://www.socialfiction.org.
Its .walk is a "psychogeographic computer,"
operated by pedestrians who walk through street grids like electrons
flow through the gates of computer chips. The .walk computer
can execute simple program code like the following:
// Classic .walk
Repeat
{
1 st street left
2 nd street right
2 nd street left
}
Psychogeographic computing has a double effect: It demystifies
computing and turns it into a radically simple and popular low-tech
and low-cost operation. Secondly, it liberates the imagination of
what a computer can be and which purposes it may serve.
Socialfiction.org has expanded and systematized this idea into a
broader concept of "speculative programming" in which
computing becomes a figure of thought and reflection not only in
theory, but also in artistic practice.
While the same could be said about Moles' manifesto from
1962, the implications are contrary. Where Moles models art,
criticism and aesthetics after computing, superimposing the
latter on the former, speculative programming does the opposite,
modelling computation after the arts and and speculative imagination.