In the 1980s and first part of the 1990s when few outside of digital
arts field used computers, the existence of the separate field of
“
digital art” was necessary. It provided
a context and support network to the field’s
practioners. In the last few years, however, the situation changed
dramatically: pretty much
everybody in the cultural field
now uses digital media, computer networks, and the like.
So what is exactly then do we see today in exhibitions of “software
art,” “digital art,” “new media art, “
“cyberart,” etc.?
For instance, can “digital art” be considered a branch
of contemporary art? Since the end of 1960s,
modern art has become fundamentally a conceptual
activity. That is, beyond conceptualism proper, art came to focus
not on medium or techniques but on concepts. How these concepts
are executed is either secondary, or simply irrelevant. When an
artist asks gallery visitors to complete a questioner and then
compiles and exhibits statistics (Hans Haacke),
takes up a job as a maid in a hotel and documents hotel rooms
(Sophie Calle), cooks a meal for gallery visitors
(Rirkrit Tiravaniija), presents a found video
tape shot by Russian troops in Chechnya (Sergei Bugaev,
a.k.a. Africa), the traditional questions of artistic
techniques, skills, and media become largely unimportant. As the
well-known Russian artist Africa has put it: “the
role of modern art is not to uncover a secret but instead to steal
it.” Put differently, more and more contemporary
artists act as a kind of journalists, researching and presenting
various evidence through different media including text, still
photographs, video, etc. What matters is the initial idea, a strategy,
a procedure, rather than the details of how the findings or documentation
are presented.
Of course not all artists today act as journalists – I
am simply taking this as the most clear example of the new role
of an artist, in contrast to the older roles of artist as craftsman,
as the creator of symbols, allegories, and “representations,”
etc. In short, a typical contemporary artist who was educated
in the last two decades is no longer making paintings, or photographs,
or video – instead, s/he is making “projects.”
This term appropriately emphasizes that artistic practice has
become about organizing agents and forces around a particular
idea, goal, or procedure. It is no longer about a single person
crafting unique objects in a particular media.
(Of course contemporary art is also characterized by a fundamental
paradox – what collectors collect are
exactly such old-fashioned objects rather than
“projects.” Indeed, artists selling
their works for highest prices in contemporary art market usually
do produce such objects. This paradox is partly solved if you
consider the fact that these artists always employ stuff of assistants,
technicians, etc. – i.e. like everybody else they are making
“projects” – only the collective nature of production
in this case if concealed in favor of individual artists’
“brand names.”)
Although its highly social nature (people exchanging code, collaborating
on projects together, treating audiences as equal participants,
etc.) aligns “software art” with contemporary art,
since it is firmly focused on its medium rather than medium-free
concepts, “software art” cannot be considered
“contemporary art.” This is one reason why
it is indeed excluded by the art world. The logics of “contemporary
art” and “digital art” are fundamentally at
odds which each other, and I don’t see any easy way around
this. So, for instance, when Ars
Electronica 2003 (http://www.aec.at/code) program asks “In
which direction is artists’ work with the new instruments
like algorithms and dynamic systems transforming the process of
artistic creativity?” (festival program, p. 9), the very
assumptions behind such a question put it outside of the
paradigm of contemporary art.
If “software art” does not belong to the cultural
field of ‘contemporary art,” does it perhaps follows
the earlier logic of artistic modernism? In other
words, are we dealing here with a kind of “Modernism ver.
2,” since “software” and “digital artists”
clearly spend lots of energy investigating new possibilities offered
by digital computers and computer-based networks for representation
and social communication and cooperation? This interpretation
does not work either. Contrary to what you might have learned
in art school, modernist artists were not formalists
– at least in first half of a twentieth century. The incredible
and unprecedented energy which went during these decades into
inventing fundamentally new languages of visual communication,
new forms, new artistic concepts of space and time, and so on,
was rarely driven by purely formal concerns – i.e. investigating
the specificity of a particular medium and purifying it from other
influences to create works which did not refer to anything outside
themselves (Greenberg). Instead, artists’ inventions were
driven by multitude of larger questions and goals
– representing absolute values and spiritual life; creating
new visual language for a working class; representing the dynamism
of contemporary city and the experience of war; representing the
concepts of Einstein’s relativity theory; translating principles
of engineering into visual communication; and so on. In contrast,
today’s “digital artists” are typically proper
formalists, with their discussions firmly centered on their particular
medium – i.e. software. In short, they are not “new
modernists,” because modernists were always committed
to larger political, social, and spiritual values.
If “digital art” does not qualify
as “contemporary art” or “modern
art,” does it then belong to “design”?
Although some designers today indeed focus their energy on systematically
investigating new representational and communication possibilities
of digital media – John
Maeda (http://www.maedastudio.com/) and his students being
a perfect example – these designers represent a very small
percentage of the overall design field. A typical designer simply
takes the client’s brief and does something using already
established conventions, techniques, and iconography. Thus to
identify “digital art” with design is to wrongly assume
that contemporary design field as a whole is devoted to “basic
research” rather than “applications.”
If there is one social field whose logic is similar to the logic
of “digital art,” or “new
media art” in general, in my view this field is
not contemporary art, modern art, or design, but computer
science. Like digital artists, computer scientists working
with computer graphics, multimedia, networking, interfaces and
other “cultural” parts of computer science (as opposed
to, say, chip design or computer architecture) are true formalists
– that is, they are investigating new possibilities for
representation, social and human-machine communication. Like digital
artists, these computer scientists routinely translate their ideas
into various working demos and prototypes which often do not have
life outside of their own professional domain: academic papers,
conferences, demo presentations. (However, In contrast to the
works of digital artists, some of these ideas do enter into mainstream
computing and thus have huge impact on culture: think of GUI,
hyperlinking, or World Wide Web).
At the end of the day, if new media artists want their efforts
to have a significant impact on cultural evolution, they indeed
to generate not only brilliant images or sounds but more importantly,
solid discourse. That is, they need to situate
their works in relation to ideas that are not only about the techniques
of making these works. The reason that we continue discussing
Duchamp’s ready-mades or as Paik’s early TV sculptures
as though these works were created today has nothing to do with
the artistic and technological skills of these artists –
it has to do with their concepts, i.e. the discursive
statements these artists were making through their objects. In
short, if modern and contemporary art is a particular discourse
(or a game) where the statements (or moves) are made via particular
kind of material objects identified as “artworks,”
digital artists need to treat their works as such statements if
they are to enter the larger cultural conversation. This means
referring to the historical and presently circulating statements
in the fields of contemporary art and/or contemporary culture
at large.
If brilliant computer images are not supported
by equally brilliant cultural ideas, their life
span is very limited. Either they are destined to be simply forgotten,
the way it happened with the great deal of media art – simply
because the software and the hardware they required to run on
no longer exists. Alternatively – and it hard to say which
fate is worse – they would end up as buttons or plug-ins
in mainstream graphics and multimedia software. This the ever-present
danger of anybody working on the cutting edge of technology –
if the results do not become part of other cultural conversations,
they inevitably stay within the field of technology itself: either
simply erased by new generations of software and hardware, or
incorporated within it as elementary building blocks.
In saying all this I don’t want to imply that contemporary
art is somehow “better” than digital art.
Every culture has a need for different discourses, different statements,
and different practices; historically they are distributed differently
between different cultural fields. Today, for instance, you will
find that the development of new styles is mostly done within
the design; the tradition of portraiture (representation of a
particular human being) is primary carried on in commercial photography;
literature and cinema have taken on the role representing human
existence via narratives, which in classical period was the function
of theatre; and so on. Some fields within computer science, the
research-oriented wing of designers, and digital art are playing
their own unique and extremely important role: devising new representational
and communication methods and techniques. As for contemporary
art, it does not actually have a well-defined role within this
cultural division of labor. Rather, it is a field there one can
make statements which are not possible to make in all any other
field, be it science, media, etc. These statements are unique
in terms of their subject matter, how they are arrived at, and
how they are presented. Not every contemporary artist fully takes
advantage of this unique situation, but the best do.
While the fields of contemporary art and digital
art play very different roles and both are culturally
important for different reasons, they are also are both limited
in a complementary way. Contemporary art is too historical:
a typical statement in this field either by artist or by critic
inevitably refers to another statement or statements made during
the last few decades in the field. Digital art has
the opposite illness: it has no memory of its own history,
so it can benefit from remembering its past more systematically.
If the two fields can learn from each other, the results
can be very exciting.
Text originally published in ArtFutura's 2003 catalog.