State of the Art
Dec 1994
Digital technology is eroding the foundation of the elite contemporary
art world - and the very concept of art as a commodity, threatening
to make the overheated art market of the '80's seem like the last
gasp of tulipomainia.
The physicist Werner Heisenberg and the assassin Jack Ruby sing
to each other from beds anchored to the surface of the moon. Their
songs describe a collaboration: working together, they are trying to
build a nuclear bomb, a maze of metal pipes and fuel rods that slowly
assembles itself, on the bleak lunar landscape, around the aging scientist's
bed.
This is just one of the scenes in artist Ronald Jones's Petrarch's
Air, a
virtual reality opera that the Brooklyn Academy of Music intends
to
transform into an actual production in 1997. Like the works of
avant-garde
spectacle-maker Robert Wilson, Jones's opera will turn a collage
of
historical fact and poetic fantasy into an allegory on contemporary
life.
Sitting in front of a PowerPC in his immaculate SoHo loft, Jones
flies
me through the sets and acts of his new creation. "No one
has ever
envisioned an entire opera through a computer before," he
says. His general demeanor shows the effects of having spent drawn-out
days and nights fixated by his terminal: a heavyset man in his
40s, he has long scraggly hair and several-days' worth of stubble.
" Until I began working with computers, I had never given
opera a thought. Now I think that opera is made for virtual reality
and vice versa."
Three years ago, Jones had never given computers a thought, either.
He
was, at that time, a successful conceptual artist and a "card-carrying"
member of the élite contemporary art world. For those unfamiliar
with
its workings, this milieu can appear to be something of a cult,
a
network of insular museums, galleries, critics, artists, and wealthy
collectors. It is a world of cliques and subcliques, whose language
is the
jargon of critics and theorists, the "artspeak" found
in magazines such as
ArtForum and FlashArt.
This international community doubles as a distribution system
for what is often called advanced, or avant-garde, art. Only a
handful of the art world's chosen few - a group that includes
artists such as Jenny Holzer and Jeff Koons - have managed to
become famous beyond this small coterie. Theart world's specialized
nature turns off many outsiders and commentators. 60 Minutes's
Morley Safer devoted a television segment to ridiculing it; virtual
reality pioneer and artist Jaron Lanier considers himself part
of it, but also describes it as "that thing that I think
should die."
This clique, whose very exclusivity defies the expansive name
("the art
world") that it bears, expressed only condescension toward
"computer
art" up until the end of the 1980s, when an awareness dawned
that the
growth of digitally-based media may in some way upset the structure
of the
museum and gallery system itself. "The art world is scared
to death of
this stuff," says Laura Trippi, a curator at the New Museum
of
Contemporary Art, a SoHo establishment that showcases the cutting-edge
in artists and ideas. "We are seeing a breakdown of the art
object which
reflects the fact that the field of fine art is itself breaking
down."
Digital art is the apotheosis of art in the age of mechanical
reproduction. The very distinction between original and copy becomes
meaningless in a digital world - there the work exists only as
a copy. And yet, artists, like the rest of us, remain uncertain
as to whether the new
information universe is merely an impoverished shadow of some
other, more corporeal reality.
Taking advantage of this uncertainty, a number of Jones's
contemporaries have appropriated computer technology for work
that conforms neither to techno-utopian visions nor to art-world
commonplaces. For example, a group of artists have started their
own BBS called The Thing, inspired by German artist Joseph Beuys's
idea of a "social sculpture." With nodes in Cologne,
London, and New York, and a small, exclusive membership, The Thing
envisions itself as a work of art.
Today's radical artists are stuck smack in the middle of a classic
20th
century artistic dilemma: how to remain disassociated from corporate
pressures while at the same time succeeding within an art establishment
that is dependent on corporate and institutional largesse. The
digital
revolution has sharpened the point of this problem, since the
tools of
digital culture - rendering programs, photo and video applications
- are
developed in the context of commercial art.
Anybody who has visited the art galleries at industry shows such
as
Seybold knows how distant the workaday core of the digital community
is
from the rarefied atmosphere of New York's Whitney museum. And
yet, a
number of artists on the fringes of this culture, especially young
artists
of the rave/neo-psychedelic scene, are twisting digital tools
to serve
their own evolving personal visions. Conceptual artists such as
Jones,
Perry Hoberman, or Laura Kurgan come at the same problem from
the other direction, by appropriating digital tools. The digital
revolution may eventually blur the boundaries between radical
and commercial art. On the Internet, communal aesthetic forms
have begun to surface. The dream worlds of MOOs and MUDs, for
example, allow users to create their own content. Net surfers
around the world are exploring - and inventing - this new terrain.
The art market has greeted this emerging culture with a certain
anxiety: how to use it, how to embody it, and how to sell it.
Jones reflects
this anxiety in Petrarch's Air, whose title alludes to the Renaissance
poet Petrarch. He thought, Jones says, that he could learn Greek
by
always carrying Greek books with him, although he never opened
them.
Osmosis may have sufficed for the Italian poet, but it's hardly
adequate when it comes to learning new technologies. Jones is
staking his future on his ability to actually crack those books
himself and adapt his
work to a shifting techno-cultural landscape. "There is an
ever-growing
gap between those disciplines that are comfortable with advanced
computational tools and those that are not," he says. "It
is like the
separation between the First and the Third Worlds. I worry that
the art world
is going to be on the wrong side of that gap." Jones is determined
to
fight his way to the right side.
The Disappearance of the Art Object
Historically, the existence of the art world has relied upon
the
immense value accorded to paintings and sculptures as precious
and
irreplaceable commodities. Sure, the art market may have seen
its peak in 1990 when tulipomania drove the price of a van Gogh
at auction to US$82.5 million, but a work by Jasper Johns or Cy
Twombly can still sell for hundreds of thousands of dollars.
"The art world maintains a bias towards the notion of handcrafts,"
says
David Ross, the director of the Whitney Museum of American Art,
whose
60-year mission has been to build the nation's definitive collection
of
modern and contemporary works. "People want to buy objects
that are
shaped in some way by the hand of the artist."
Certainly, digital artists aren't the first renegades who have
tried to
crack the art-world oligarchy. Conceptual and Minimalist artists
of the
1960s also attempted to critique art as supercommodity. When Carl
Andre
unveiled a piece consisting of a stack of bricks, when Lawrence
Wiener
pinned a note to the wall stating that his work "need not
be built,"
they were attacking the sanctified aura of art. Andy Warhol lampooned
the
idea of originality itself with his Brillo soap-pad box and Campbell
Soup paintings, substituting an impersonal, mass-produced aesthetic
for
the artist's individual "style." Yet the art market
co-opted their
efforts: ultimately all of their pieces could still be sold as
originals or
collectibles to museums or private patrons.
But a work created through a computer leapfrogs over these archaic
notions of originality, commerce, and style. Today, many artists
see
digitization as far more than just another tool like a new printing
press. "A
computer is a device that can simulate anything, including itself,"
says Gregory Rukavina, an artist who is equally versed in the
latest
trends in technology and continental philosophy. "The material
of
traditional art has disappeared." A digitized artwork has
no intrinsic status as an object, as it consists only of information
that can be molded into a
picture, a sculpture, an animation, or any other imaginable form.
Any
particular version of a piece can only be arbitrary, transient,
accidental. Digital art is no longer object-oriented. So what
has it become
instead?
Whether they are exploring virtual reality, 3-D modeling programs
such
as AutoCAD, bar-code wands, or a new Internet browser, artists
working
in this medium are searching for such definitions. Peter Halley,
a
painter whose abstract, hard-edged images first attracted attention
in the
mid-1980s with the emergence of the "Simulationist"
group that included
Jeff Koons and Haim Steinbach, asks: "If you use computer
graphics,
does the work remain on the screen? What happens to the Modernist
tradition of tactility, scale - all of the elements that fall
under the rubric
of presence?"
Relying on metaphor to define their work, some digital artists
refer to
a kind of mapping. For example, the South Africa-born, New York-based
artist Laura Kurgan, who approached art through architecture,
describes
herself as "a cartographer of different virtual realities."
In shows at
noncommercial spaces such as The StoreFront for Art and Architecture,
she has set about charting the constantly fluctuating parameters
of
cyberspace. In You Are Here: Information Drift, she linked her
exhibition
room to the network of Global Positioning Satellites, a military
technology now available for commercial use. Display monitors
in the
installation showed how the satellites' transmission changed randomly
over time, as the signal seemed to emanate from anywhere over
a 100-meter area.
Despite an enthusiastic critical response about this exploration
into the
architecture of information, Kurgan's work has so far been ignored
by
galleries. "One dealer said, 'I love all this new technology
stuff,'"
Kurgan notes, "'but how can I sell it?'" Producing digital
art, though it may defy the old art-market rules, doesn't necessarily
consign artists to commercial failure. Ronald Jones, for instance,
takes objects out of his virtual reality sets and has them made
into sculptures to sell as high-priced traditional art works.
Michael Joaquìn Grey, who manipulates genetic algorithms
and neural nets, has programmed a supercomputer to simulate the
evolution of "life forms" that are first plotted as
simple shapes, such as spheres or ovals. These shapes begin to
deform into blobs, and then become more complex as random numbers
are fired at them. The resulting appearances range from jellyfish
squiggles to primordial alphabets, which Grey can "photograph,"
or transform into 3-D sculptures using stereolithography, a process
involving lasers.
Grey's method mimics that of scientific research - but for artistic
ends. Like a botanist or zoologist, Grey breeds and obsessively
catalogs
the new forms he creates, examining thousands of variations before
finding a series that particularly appeals to him. "Science
offers only one
kind of narrative," says the 31-year-old Grey, who studied
genetics and
art at the University of California at Berkeley and at Yale University.
"I wanted to be a heretic to science and create my own cosmogony."
His diaphanous shapes, displayed at the juried, highly competitive
Whitney
Biennial Exhibition, reminded me of viruses, as though offering
a
metaphor for the alien beauty of these ancient human predators.
Like the work of Karl Sims (Wired 2.09, page 115), Grey's project
also
suggests a new kind of art that attempts to embody otherwise abstract
structures of information. The formal lessons of art history -
the way
objects can create an emotional impact when presented in the "white
cube" of a conventional gallery or museum setting - might
provide the
framework for works that change as the data available to them
changes.
This kind of aesthetic activity might generate less a single
precious object
than a continually evolving network; the artist becomes less the
solitary master of Modernism than the system's builder and administrator.
Other digital artists search for parallels in the history of earlier
mediums. Gregory Rukavina's computer animations and large-scale
prints
explore the development of montage - the system of editing film
that
eventually became the dominant language of cinema. He seeks to
"break down" film technology in unfamiliar ways: "
One early movie theater in Japan had seats perpendicular to the
screen," he explains, citing a film theorist's essay on Japanese
cinema. "They weren't sure if the beam of light from the
lens wasn't as aesthetically important as the image on the screen."
Such seemingly blind alleys inspire Rukavina to investigate nonlinear
aspects of the film medium -- he splices the soundtrack, for instance,
back into his visual images.
Rukavina, like Grey and Jones, ends up with analog works that
can be
shown in traditional gallery settings. However, some critics think
this
kind of solution is provisional at best. "Transforming the
new medium
back into traditional forms is really awkward," says Lanier.
"That's
going to last about five minutes." Not that he has an answer:
"At the
moment, the new media confounds the economic system of the art
market."
Museums Foray into Cyberspace
Since galleries refuse to handle most digital projects -- especially
if
the work lacks an analog component -- museums and other institutions
are taking the lead in commissioning and showing works in this
area. Last
fall, the Guggenheim museum responded to all the hype about virtual
reality with an exhibition of VR work at its SoHo location.
The exhibit included works by Thomas Dolby and Jenny Holzer,
as well as a VR walk-through of an Egyptian temple built at Carnegie
Mellon University. I visited the Holzer piece - which consisted
of a fuzzy, bombed-out, Bosnia-like landscape in which disembodied
voices spoke of unspecified tortures from empty houses. Although
Holzer may have meant to comment on the fact that VR was developed
by the military, the work seemed to me to be an unhappy conjunction
of a trendy new technology and a stridently charged subject matter.
Lanier, virtual reality's first crossover, believes that the
medium's
artistic possibilities have yet to be discovered. "There
hasn't been any
virtual reality art made yet, in my opinion," says Lanier,
"and the way
museums and other patrons have handled virtual reality is stupid
and
insulting to the artists. They've defined the importance of the
artists
in regard to their celebrity rather than their work."
Kai Krause, the software innovator behind Kai's Power Tools
for Photoshop, describes most of what has been produced so far
as "contrived plays with technology for its own sake."
Krause estimates it maybe at least 15 years before "deeper
artistic expressions will emerge."
Perspectives like those of Krause and Lanier may be correct, but
they
are also premature. At least some artists should get the opportunity
to
play with this expensive new form - whether or not VR becomes
the
8-track tape of the 1990s.
The Banff Centre for the Arts in Alberta, Canada, has put the
tools of VR in the hands of artists, after purchasing an ONYX
Reality Rack with funding from the Canadian government. The eight
projects commissioned over a three-year period for the center's
Art and Virtual Environments project included works by Native
American painters, multimedia theorists, performers, and installation
artists. (The projects were completed last spring, and documented
in Immersed in Technology: Art, Culture and Virtual Environments,
to be published in 1995 by The MIT Press.)
One of the Banff artists is Perry Hoberman, whose earlier work
featured
karaoke machines and floor sensors that activated household gadgets.
Hoberman says he arrived at Banff unwilling to entirely follow
the
center's program. "The assumption was the pieces would use
headmounted displays, but most of us balked at that. We tried
to find ways to subvert their program."
Hoberman has his own views about VR. "Not only is the image
quality of virtual reality still so poor, but also I hated the
idea of doing something for just one person to see." In the
end, Hoberman's Bar Code Hotel did away with the immersive headset,
substituting a 3-D projection screen and glasses. In the piece,
several viewers are given bar-code wands and put in one room covered
with bar codes that have simple directions such as "grow"
or "fight" or "suicide." Using the bar-code
wand, each participant creates an object (a common thing: a paper
clip, hats, or sunglasses) that appears on screen. The viewers
direct their objects to interact with each other through the bar-code
command. Besides its high entertainment value, Hoberman's work
also comments on the sad, almost suburban, emptiness of VR. "I
called the piece Bar Code Hotel to reflect the limits of
interactivity," says Hoberman. "When you say something
is interactive, it sounds like you should be able to change it
somehow. But generally the choices are very restricted, and leaving
is like checking out of a hotel room:
the work returns to its pristine condition, and there is no evidence
you were ever there."
Hoberman says that he has received more attention for his Banff
piece than for his earlier work, simply because it involves a
costly high-tech system. This irritates him somewhat, because,
like most of the artists I spoke with, he is skeptical of the
glitzy technology that may attract attention but that can never
substitute for genuine artistic vision.
At the Whitney, David Ross dismisses VR. "Virtual reality
is such a
costly tool that you either get an analogy for what somebody is
doing in
another format or a room with things in it," he says. "An
art medium
really can't flourish until it reaches a level of personal capacity,
until
it becomes like a crayon or a pencil." Ross has saved up
his enthusiasm
for the artistic potential of the Internet - both as a medium
and as a
future distribution system. "The video artist Nam June Paik
used to say
that someday the TV guide would be as thick as the Manhattan Yellow
Pages and that every artist would have his or her own channel
- this could
soon become true if every artist gets his or her own SLIP connection."
Although Ross doesn't foresee artists beginning to make money
through
the Internet in the short term, he thinks eventually pay-per-view
systems may become popular ways of attracting an audience. Last
summer, the Whitney Museum opened a conference on Echo, a small
but culturally hypercharged online service based in New York City.
Ross and members of his curatorial staff presented forums on subjects
such as race and pornography, allowing Echo members to interrogate
and second-guess the experts. I tuned in, fascinated by the specter
of the director and curators of the venerable Whitney fervently
defending their positions against Echoids with names like neandergal
and Richard Milhouse Headcharge.
The Whitney, Ross tells me, is also developing a Web site. "A
lot of
the work that interests me in this arena can't appear within the
museum's
solid architecture, but only within the invisible architecture
of the Internet," he says. His inspiration? The File Room,
a work developed by Antonio Muntadas, a New York- and Barcelona-based
artist, in conjunction with the Randolph Street Gallery. A Mosaic
site, The File Room archives material about art and censorship
from around the world. "We are going to commission artists
to create works for the Whitney site," says
Ross, who plans to tap "the 'A list' of artists you might
want to see in
this medium, from Laurie Anderson to Robert Rauschenberg."
Although Ross's engagement with the medium demonstrates courage
and foresight, it will be a shame if the Whitney resorts to his
"A list," which will only further centralize power around
a few "art stars." Art-world politics might force places
like the Whitney to promote the same old celebrity system. But
the almost unlimited distribution power of the Internetcould give
artists a chance to reach a vast new audience, if they take matters
into their own hands.
Technology and Craft
It is, perhaps oddly, the Renaissance artists that I kept thinking
about as I explored the issues of art and digital technology with
contemporary artists and theorists.
During the Renaissance, art and science fit together in a confluence
not seen since - breakthroughs by Masaccio, Filippo Brunelleschi,
and Leonardo da Vinci were both artistic and scientific revelations.
Rules of perspective formulated by the architect Leon Battista
Alberti in the mid-15th century offered artists an objective system
for making paintings based on Euclidean geometry. Opposing the
flat anti-illusionism of medieval panels, Alberti noted that painters
should compose their works as if facing "an open window through
which I see what I want to paint." It hardly seems a coincidence
that the most common graphical interface for today's computers
is called Windows -- information-age windows that open to reveal
packets of data rather than realistic pictures.
Eventually, computers and the Internet may force artists out
of the
increasingly esoteric discourse of the art world. A broader audience
may
demand that they reintegrate their work with larger issues related
to
science, technology, and humanism. "I would like to see a
return to that
classical breadth of inquiry that artists were able to make in
the
Renaissance," says Michael Joaquìn Grey.
Computers may also force radical artists to return to a notion
of
craft. In the contemporary art world, painstaking studio process
oftenseems to matter less than an up-to-the-minute ironic pose.
Artists of the past had to grapple with techniques ranging from
draftsmanship to fresco painting if they wanted to achieve greatness.
Their creative inheritors may have to master digital tools if
they hope to reach beyond the restrictive walls of galleries and
museums.