19References ReferencesReferences section*.20
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. My focus however is less on computing as something
that enable or shapes new forms of art, but rather the other way
around: on digital art as a speculative appropriation and practical
cultural reflection of 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).1 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."
And as aesthetic perception and criticism, it would work
through a reverse formal process based on mathematical and stochastic
analysis, thus eliminating semantic interpretation. (Italo Calvino
writes a parody of this kind of interpretation of art and literary
works in his novel Se una notte d'inverno un
viaggiatore, where a student computes the author's novel
with a statistical program.2
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 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.
In 1971, he expanded the manifesto into a book "Art et
ordinateur" that among others included examples of early
computer-generated abstract visual art by Frieder Nake and
others.3 Among others, it included examples of
early ASCII typograms, graphical interface computing and even the
visionary question "Will Mickey [Mouse = Topolino] end up in the
computer", that has been answered just last week when Disney
bought up Pixar and announced that from now on, it would only produce
computer-animated films.
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".4
In 1959, the German section of the Situationist International
had played a prank against Moles' main theoretical reference,
ally and German editor, the techno-philosopher Max Bense. Bense had
been also leading the formalist computer experiments of his Stuttgart
group of experimental poets and artists. The Situationist announced a
public lecture of Bense in Munich. once the audience had gathered, a
tape recorder was switched on and the voice on the tape declared that
Bense was unable to come and would instead give his talk in
"cybernetic form." The talk was a deliberately nonsensical
cut-up of German, Latin and French phrases with garbled quotations
from Marx and Hegel. Yet the audience stayed through the lecture and
applauded in the end. In the prank, the Situationists took cybernetic
poetics and turned it as a tactical device against itself. The stunt
displayed that attempts to do away with semantics had their blind
spot precisely in the semantics of his own statements that negated
semantics.
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:
"Draw a straight line and follow it."5
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. The fact that La Monte Young
and other Fluxus artists who wrote performance scores - such as Al
Hansen and George Brecht - did not conceive of their own work as
computational is hardly surprising. It stands, above all, in the
tradition of Western musical score notation. Ever since Pythagoras
equated music and mathematics, score notation has been a formalized
instruction code and therefore could be seen as a form of software
programming - especially then when those scores are performed by
mechanical instruments like player pianos.
Experimental, free form score notation as it had been
introduced by John Cage and Earle Brown could therefore be seen as an
anticipation of code art; with the difference however that it
deliberately detached itself from formal machine instructions rather
than rethinking them.6
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".7 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".8 It contains a chapter on "Hardware
and Software" which speculates about programming as future
artificial intelligence, but doesn't go into any specifics of its
artistic application. 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."9
Perhaps this phrase was the inspiration for Radical
Software, an underground magazine for video artists and
activists that first appeared in the same year, 1970.10
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. (The new motto of this year's transmediale
festival, "festival for art and digital culture" is one
indication of this, too.) However, most artist-programmers in
computer arts were rather meta-programmers, artists who instructed
computer programmers to write certain software for them. 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.
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.
Again and again, the "Legible City" has been called a
seminal work of digital art. I quote, in translation, from an essay
by the German critic Stephan Porombka:
Nothing that was written for the computer in the 90s could match an
installation like Jeffrey Shaw's "Legible City" -
neither technology-wise, nor conceptually. After all, Shaw had
employed a Silicon Graphics Crimson computer that was worth several
ten thousand dollars to achieve the right effects. Only with such a
machine, it could be suggested to the audience that its own
activities were synchronized to the movement of the digital image
on the screen.11
Please allow me to disagree with this opinion. 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 - because they are building blocks of a world
outside a black box. But 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.12
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.
Shaw voices this misunderstanding himself when he writes:
The handlebar and pedals of the interface bicycle give the viewer
interactive control over direction and speed of travel. The
physical effort of cycling in the real world is gratuitously
transposed into the virtual environment, affirming a conjunction of
the active body in the virtual domain.13
The "conjunction" however is a fake since the
"active body" can only act within the pre-programmed
constraints of the box. However, the box masks these constraints
through its "virtual reality" kitsch and
trompe-l'oeuil. Even as a toy, "The Legible City" is
restrained in comparison classical alphabetic toys which have
- a much richer interactivity, because they don't force their
players into a restrained brick world, but on the contrary allow
players to integrate their bricks into their own world;
- nevertheless, a more humble and humorous understanding of
themselves and their own limitations.
The Legible City could be called a naive piece of art,
with its gap between formal restraints and overblown self-perception.
As such, it is emblematic of the self-gratifying ghetto of
"media art". It is art that is most unlikely to receive any
acclaim and be considered relevant outside this ghetto, in the larger
context of contemporary arts.
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. Jodi stands
for Joan Heemskerk and Dirk Paesmans, a Dutch-Belgian artist couple.
Their early work OSS makes small browser windows pop up and
fly around that evade manual control.14 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.
Contrary to a slick, visually immersive digital art which
treated the computer as a black box, Jodi aestheticize computers as
self-immersed, often absurd generators of contingent data streams.
Contrary to the "Legible City", code, software, the machine
is no longer hidden from the actual artwork, but the guts are exposed
and made the artwork proper. Yet Jodi's art does not fall into
the reverse fallacy of telling an imaginary truth underneath the
surfaces of software user interfaces. One could say that it exposes
the surrealism of formalisms. Comparable to the "Composition
1960" by La Monte Young, the two poles of rigid formalism and
subjective imagination aesthetically coexist in jodi's work.
However, they don't coexist in a violent tension, but as a play.
This play involves simulations, too, but unlike the "Legible
City" it is not simulation of anthropomorphic space, but
simulation of machine functions.
Jodi's aesthetics of disruption and noise differs from the
noise and randomness in older avant-garde arts from Dada to John Cage
because it shifts the noise from the work to the transmission
channel, and from ontology to simulacrum. For Jodi's website
reads and behaves as if it contained intact data disturbed only by
faulty net transmission or computer crashes; but in reality, the line
noise is mocked up within the data itself. Unlike Nam June Paik's
visual noise manipulations of TV sets in the 1960s, jodi's
disturbance is not done in hardware with only partly predictable
results, but is a clever simulation of noise done in software. And
while the chance poetics of Cage and Fluxus conceived of disturbance
and randomness as means of radical freedom - an idea still
reverberating in Shaw's allegedly "spontaneous
juxtapositions and conjunctions" -, their implication is much
more ambivalent in jodi's work. Cage's ontological
embracement of chance is replaced with a tricky rhetoric of
simultaneous anarchy and entrapment, a neo-baroque conceit and
discordia concors of surface chaos with inscribed structure, and vice
versa.
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.15 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".
Jodi reflected the mind control embedded into software, when
they began to write their own web browsers, too, the
"wrongbrowsers" which displayed only pages within
arbitrarily restricted domain name spaces. Around the same time in
the late 1990s, the international "browserday" festival
featured experimental browsers programmed by artists and hackers,
among them also an "analog" browser in the form of a wooden
window frame with which users should "browse" the city.
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).16 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
The taboo of classical "transparent tool" software,
like text editors, graphics programs, sound and video editors, is to
not openly interfere with the artist. This taboo got most
systematically addressed and subverted in Adrian Ward's computer
program Signwave Auto-Illustrator.17 It transforms
vector graphics software into a generative program with an agenda of
its own, or rather, of its programmer who codes his subjectivity into
algorithms. With a user interface that precisely mimicks the
commercial graphics program Adobe Illustrator, Auto-Illustrator
implements, for example, a text tool that writes its own, randomly
generated texts. Other functions turn artwork into "instant
Bauhaus," leave "bugs" that wander around in the
illustration, or render circles as smilies. However, the program is
functional. It generates proper graphics files and has been
practically employed for the graphic design of flyers and record
covers. In the many years of its development since 2000,
Auto-Illustrator has acquired an encyclopedic wealth of features,
similar to commercial software that, incorporating more and more
functions, strives to be the ultimate tool for its purpose.
Autor-Illustrator highlights the issue of that pseudo-objective
encyclopedism by accumulating eccentricities and personal fancies,
and openly exposing the embedded agenda of its programmer.
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.18 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
Vice versa, the fact that computer code executes and thus has
an embedded virulence is used in poetic appropriations. At the
"Digital Is Not Analog" Festival in Bologna 2001, Italian
subcultural legend Franco "Bifo" Berardi made a public
reading of the sourcecode of the famous "Loveletter"
computer virus. This reading reappropriates computer sourcecode as
Dada poetry similar to Kurt Schwitters' "Ursonate", and
like jodi's work exposes its strange aesthetics. On the other
hand, it differs from classical sound poetry because it refers to the
contagious virulence and dangerousness of the code, and tries to
emulate its embedded action, and read it as a subversive
performativity.
jaromil, forkbomb
This energy is also embbedded into the twelve characters of
jaromil's forkbomb:
:({ :|:& };:
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.19 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.
In other words, if you have access to the terminal prompt of a
Unix-like OS, these twelve characters - which look like Internet
smilies - can bring it down. It has become a secret code of
recognition among the initiated, like the stuffed trumpet of the
Tristero underground postal network in Thomas Pynchon's novel
Crying of Lot 49.20
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.21
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 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.
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Pynchon Thomas T. Thomas Pynchon au The Crying of Lot 49
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Footnotes:
1[Moleserstes
manifest1booklet1962Stuttgart 1962erstes manifest der
permutationellen kunst2 Moles Abraham A. A. A. erstes
manifest der permutationellen kunst. Stuttgart 1962]
2[Calvino0book1979Turino
Einaudi 1979Se una notte d'inverno un viaggiatore2 Calvino Italo
I. Se una notte d'inverno un viaggiatore. Turino Einaudi
1979], p. 846.
3[MolesArt et
Ordinateur1book1981 (1971)Paris Casterman 1981 (1971)Art et
Ordinateur2 Moles Abraham A. A. A. Art et Ordinateur.
Paris Casterman 1981 (1971)].
4[Internationale
SituationnisteInternationale situationniste0book1997 (1958-1969)Paris
Librairie Arthème Fayard 1997 (1958-1969)Internationale
situationniste. Édition augmentée3 Internationale
Situationniste , editor Internationale situationniste. Édition
augmentée. Paris Librairie Arthème Fayard 1997
(1958-1969)], S. 411.
5[YoungComposition
19600incollection1970 (1960)o. S.Köln Kölnischer
Kunstverein 1970 (1960)Composition 1960 #10 to Bob Morris1 Young
La Monte L. M. Composition 1960 #10 to Bob Morris.
Szeemann Harald H. Sohm Hans H. , editors happening &
fluxus. Köln Kölnischer Kunstverein 1970 (1960)
o. S.].
6{K\"oln\bpubaddr {} K\"olnischer
Kunstverein\bibbdsep {} 1970 (1960)} \jbPages {o.~S.}} Hans
Ulrich Obrist's catalogue "Do it" assembles more recent
examples of instruction scores as a medium of contemporary art,
[Obrist0book2005New York e-flux 2005do it3 Obrist
Hans-Ulrich H.-U. , editor do it. New York e-flux 2005].
7[LippardSix Years0book1997
(1973)Berkeley University of California Press 1997 (1973)Six Years.
The Dematerialization of the Art Object from 1966 to 19722 Lippard
Lucy L. Six Years. The Dematerialization of the Art Object from 1966
to 1972. Berkeley University of California Press 1997
(1973)].
8[YoungbloodCinema0book1970New York E. P.
Dutton 1970Expanded Cinema.2 Youngblood Gene G. Expanded Cinema. New
York E. P. Dutton 1970].
9[YoungbloodCinema0book1970New York E. P.
Dutton 1970Expanded Cinema.2 Youngblood Gene G. Expanded Cinema. New
York E. P. Dutton 1970], p. 78.
10Facsimile scans of the magazine exist
at http://www.radicalsoftware.org.
11"Nichts, was in den 90ern
für den Computer geschrieben wurde, konnte sich mit einer
Installation messen lassen, wie sie etwa Jeffrey Shaw mit Legible
City realisiert hatte - technologisch nicht und auch nicht
konzeptionell. Immerhin hatte Shaw einen mehrere zehntausend Mark
teuren Silicon Graphics Crimson Computer eingesetzt, um die richtigen
Effekte zu erzielen. Nur mit einem solchen Gerät ließ sich
dem Rezipienten vermitteln, dass die eigene Aktivität mit der
Bewegung des digitalen Bildes auf der Leinwand gleichgeschaltet
war", [Porombkaliteratur@netzkultur.de0article200047-622000literatur@netzkultur.de.
Auch ein Beitrag zur Literaturgeschichte der 90er Jahre2 Porombka
Stefan S. literatur@netzkultur.de. Auch ein Beitrag zur
Literaturgeschichte der 90er Jahre. Neue Rundschau 111
2000 2 47-62], S. 58.
12[ShawLegible City0misc19911991The
Legible City2 Shaw Jeffrey J. The Legible City. 1991 1
http://www.jeffrey-shaw.net/html_main/show_work.php3?record_id=83
].
13[ShawLegible City0misc19911991The
Legible City2 Shaw Jeffrey J. The Legible City. 1991 1
http://www.jeffrey-shaw.net/html_main/show_work.php3?record_id=83
].
14oss.jodi.org.
15http://www.backspace.org/iod/iod4.html.
16Sources: [AlbertArtware0misc19991999Artware2 Albert Saul
S. Artware. 1999 1 http://twenteenthcentury.com/saul/artware.htm
], [BaumgärtelSoftware0article20012001Experimentelle
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Telepolis 2001 1 http://www.heise.de/tp/deutsch/inhalt/sa/9908/1.html
], [FullerBehind the Blip0book2003Brooklyn Autonomedia
2003Behind the Blip. Essays on the Culture of Software2 Fuller
Matthew M. Behind the Blip. Essays on the Culture of Software.
Brooklyn Autonomedia 2003], call for entries for transmediale.01,
[GallowayState of net.art 990misc19991999net.art
Year in Review: State of net.art 992 Galloway Alexander A. net.art
Year in Review: State of net.art 99. 1999 1 http://switch.sjsu.edu/web/v5n3/D-1.html
].
17http://www.signwave.co.uk
18[WarkCodework0article20011-5Illinois State
University 2001Essay: Codework2 Wark McKenzie M. Essay:
Codework. American Book Review 22 9 2001 6 1-5],
[SondheimCodework0article20011-4Illinois State
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Codework. American Book Review 22 9 2001 6 1-4].
19[NoriI Love You0book2002Frankfurt
Museum für Angewandte Kunst Frankfurt 2002I Love You. Computer,
Viren, Hacker, Kultur3 Nori Franziska F. , editor I Love You.
Computer, Viren, Hacker, Kultur. Frankfurt Museum für
Angewandte Kunst Frankfurt 2002], S. 62.
20[PynchonCrying of Lot
490book1999 (1967)New York Perennial Classics 1999 (1967)The Crying
of Lot 492 Pynchon Thomas T. The Crying of Lot 49. New York
Perennial Classics 1999 (1967)].
21[KnuthArt0book1973-1998Reading,
Massachusetts Addison-Wesley 1973-1998The Art of Computer
Programming2 Knuth Donald E. D. E. The Art of Computer
Programming. Reading, Massachusetts Addison-Wesley
1973-1998], [Graham0book2004Sebastopol O'Reilly
2004Hackers and Painters2 Graham Paul P. Hackers and Painters.
Sebastopol O'Reilly 2004].