Daniel Stringer

text: art, culture and context

collection of writings and musings on art, artists and other related contextual issues.

Who influences Digital Media Art? June 2002

published in Digital Arts Magazine, Novi Sad, 2002



Who influences Digital Media Art?

Internet Art needs a direction! But does its broad, open networked character defy any attempt to define, control or develop its destiny or image. It has always been the case with art and the art-world that it's direction could be controlled by those in power, or with money, or influence over artists. Eventually artists find their own way to produce whatever they feel is relevant to themselves or their times. Avant Garde movements thus develop a means to initiate and promote artistic developments independently.
Since the advent of net.art, or following the innovations of it, artistic development has been spread between people across a wide network including artists, programmers, designers, academics and enthusiasts. The direction of artistic developments are thus in the hands of many individuals and groups located throughout the network. It becomes difficult in this situation to determine or control a specific identity for Internet art from a central position. Museums and arts institutions still have a powerful position to encourage or promote their own agenda but have many other groups to contend with. Artistic practice, development and promotion traverse through a broad network containing traditional institutional set-ups together with recent additions of individuals and groups working to their own agenda. This situation creates difficulties when attempting to organise or predict the movement's development. In other words there is no single authority to determine what should or should not be a suitable method for the development of net.art.
To partially illustrate this it is worth looking at some recent exhibition projects that have taken place in a traditional gallery space or purely online. Each set an example of how Internet and digital media art can be exhibited and contextualised.
I will be looking at an exhibition currently showing at SpaceX gallery, Exeter, UK; The Internet art promoter E-2; and Pocket Gallery, a project initiated by an individual artist.

SPACEX

The show at SpaceX demonstrates how a traditional gallery space can accommodate a show concentrated on Digital Media technologies. Essentially this was achieved by creating a historical context for current Digital Art practices. Of particular importance are the self-generating, instructive and interactive characteristics of conceptual art, fluxus and Computer-based, and other areas of contemporary practice. A wide number of artists have been included each providing an artwork that generates or is generated by instructive process e.g. Computer programming.
To begin with Alex McLean's work 'Forkbomb' is essentially a Perl script designed to take computers to their operational limit, here he has installed an old P.C connected to a printer in order to observe the effects of the 'forkbomb' script on its system. The printer is placed high upon the wall with a large stream of perforated printing paper constantly feeding through it. The green and black screen of the monitor displays a flood of indecipherable dots. The machine is still functioning but has passed beyond any legible output. Moving on through the gallery we pass a collection of Sol le Witt's serial postcard pieces, through a dark room displaying a large viewer-sensitive video screen and onwards to a collection of new works by Yoko Ono. These works produced by her embody notions of instruction and participation without depending on digital technology. For example Yoko has included a 'wish tree' where users are invited to write a wish on a tag and tie it to the branches of a small tree in the gallery. Also pinned up on the wall is 'imaginary map peace', a colour map of the world where users may pin cut outs onto the map imbuing them with thoughts and opinions e.g. the word 'WAR' written with cut-outs of a map of the USA has been pinned up, also the outline of Africa inscribed with 'free world debt' appears amongst an array of other messages. The form and content of these works, once initiated by the artists, develop according to the participation of the audience.
The term generator, not explicitly referring to technology, allows SpaceX to curate a show covering a series of artistic forms to include Artists traditionally associated with earlier art movements; Fluxus and Conceptual Art. It has often been discussed how these movements embody characteristics present in Digital Media based practices. This includes setting parameters in which an artwork may develop (sol le witt) and encouraging the audience to develop the piece through interaction within those limits (yoko). Either way the outcome of the artwork depends on how the system initiated develops. Both of these characteristics are mirrored in work produced by artist-programmers or web artists today who set rules allowing a computer system, or network, to perform the artistic task.
Once the links between these technologically based works or those of simple material are established they may be categorised comfortably within the same context, as has been achieved here at SpaceX. This helps create a historical context for technological based art and a contemporary context for those works associated with historical movements.
Moving on from the gallery space we can look at some projects created purely for the Internet thus these projects are more open and inclusive. At first they seem very similar in content and agenda but a closer look and comparison reveals important differences.

E-2

E-2 is an organisation promoting and supporting Internet based practice. They have worked with established artists such as Tomoko Takahashi together with London's Chisenhale Gallery. Of interest here is their recent open submission project 'Minus 20'. The terms of entry were for web-based artworks sized 20K or lower thus encouraging easily downloadable pieces with conceptual or formal immediacy. A small collection of contributions are available on the website. E-2's decision to undertake an open submission project indicates a temporal move away from commissioning works by individual artists.
Of the contributions the following stand out. 'Timesacolour' by Christopher Otto is a very clever combination of digital representational languages. A coloured square whose numerical RGB value is determined by the hour, minutes and seconds from the clock of the viewers P.C. For example if the time is 20hours 30min and 59sec the square's colour will have a red value of 20 a green value of 30 and a blue value of 59. As the seconds tick by, the square becomes increasingly blue. Thus, every time of the day is indexed with its own RGB value. Ellie Harrison's work 'Minus 20KJ' interprets the title of the project in a way that associates Kilo Bytes with Kilo Joules. Displayed to us is a series of food items together with their value in KJ and a description of how long that amount of energy would power the users computer. For example a picture of a peanut stating that its energy, 20kj, would power a computer for 20 seconds.
Vicky Isley & Paul Smith produced '7650 characters arranged in a dangerous order.' An entire set of instructions of how to construct a hydrogen bomb presented one letter at a time. As the animation begins it is possible to follow the instructions but becomes difficult after a while. Overall the piece lasts for 1hr 7 min so it is unlikely anyone would follow it through to the end (surprising how far they have stretched 20k!). Most of the submissions to Minus 20 depend on compression software such as Flash and Shockwave. This does enable the artists to achieve surprising results all under 20K but is narrow in terms of the wider possibilities of web work. The small, organised selection of works available indicates that this is a juried show. The benefits of this means the viewer can quickly access a selection of entries and interpretations of the theme but reduces the sense of community and personality that is possible through such open submission projects.

POCKET GALLERY This is a project initiated by Jessica Loseby. Pocket Gallery is a participation piece; anyone is called to produce a web-work, or image, under 50K. As in the Minus 20 size restrictions are an important aspect of the identity of the artworks. For Jessica, the pocket is a metaphor for what is small and personal and a collection of detritus from past memories or personal secrets. Its digital equivalent becomes the small forgotten files buried deep inside ones Hard Drive.
This has been interpreted in many ways but common characteristics of works submitted are screen-shots or small animations of folder icons and file lists. Those particular examples resemble Alexi Shulgin's 'Desktop Is' too closely (a well known project that called for contributions of desktop screen-shots). The participators choice to represent their 'digital pockets' in this manner is not the fault of organiser. Jessica's terms of inclusion are broad enough for artists to think in original terms but it is, however, slightly disappointing For Example the artists; Nicolas Clauss; Agricola de Cologne; Nicola Tosic and many others have included images of Folders and file lists. From Nicolas Clauss' unusual shockwave piece named Pocket Nails that shows a blurred image of a series of folder icons on top of which some animated iron nails move up and down making a click noise on collision. To the more involving Flash piece 'Message' by Nicola Tosic who produced a simple imitation of a system explorer. Here the user can click on folders to watch them unfold, then click on another and so on until an email message appears from within one of the folders, written by the artist to her parents. This piece gives us more than a snapshot from inside her computer; we are given a modest guided tour through her files. In presenting all the submissions, as is most often the case with online community initiatives, the works included do tend to repeat slightly. As it is connected to the online community many of the works are by artists who have appeared in other similar open submission projects. This demonstrates the size and enthusiasm of the online net.art community of which Pocket gallery has tapped into. Therefore the project delves further into the character and quality of the Internet. It has a feeling of the everyday especially the metaphor of 'pockets' and personal information. But this really is in many ways inherited from the earlier days of net.art activity, of which this project depends a great deal. Each of these exhibitions set some form of example as to the possible understandings of Internet based art and directions in which it may be developed. Generator at SpaceX is an example of how a traditional gallery space might incorporate and contextualise technological artistic developments together with older, but related, artistic forms. Pocket gallery compared to Minus 20 shows how an individual artist well connected to other artists and supportive networks can achieve results comparable to those achieved by a well-funded and publicised organisation.
So the development of Internet and Digital Media art is influenced from many directions with each promotion bringing with it an expression of its own purpose, manifestation and historical or contemporary context. I must admit however that the examples outlined above fall short of explaining the wider picture of this specialised art scene but do give us some indication of what to look out for.

Links:
SPACEX gallery: E-2: Pocket gallery:


dan@sparror.cubecinema.com