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Software Art
Florian Cramer
and Ulrike Gabriel
pdf (16 Kb)
What is software art? How can "software" be generally
defined? We had to answer these questions at least provisionally
when we were asked to be with the artist-programmer John Simon
jr. in the jury of the "artistic software" award for
the transmediale.01 art festival in Berlin, Germany.
Since more than a decade, festivals, awards, exhibitions and
publications exist for various forms of computer art: computer
music, computer graphics, electronic literature, Net Art and computer-controlled
interactive installations, to name only a few, each of them with
its own institutions and discourse. Classifications like the above
show that attention is usually being paid to how, i.e. in which
medium, digital artworks present themselves to the audience, externally.
They also show that digital art is traditionally considered to
be a part of "[new] media art," a term which covers
analog and digital media alike and is historically rooted in video
art. But isn't it a false assumption that digital art - i.e. art
that consists of zeros and ones - was derived from video art,
only because computer data is conventionally visualized on screens?
By calling digital art "[new] media art," public perception
has focused the zeros and ones as formatted into particular visual,
acoustic and tactile media, rather than structures of programming.
This view is reinforced by the fact that the algorithms employed
to generate and manipulate computer music, computer graphics,
digital text are frequently if not in most cases invisible, unknown
to the audience and the artist alike. While the history of computer
art still is short, it is rich with works whose programming resides
in black boxes or is considered to be just a preparatory behind-the-scenes
process for a finished (and finite) work on CD, in a book, in
the Internet or in a "realtime interactive" environment.
The distribution of John Cage's algorithmically generated sound
play "Roarotorio," for example, includes a book, a CD
and excerpts of the score, but not even a fragment of the computer
program which was employed to compute the score.
While software, i.e. algorithmic programming code, is inevitably
at work in all art that is digitally produced and reproduced,
it has a long history of being overlooked as artistic material
and as a factor in the concept and aesthetics of a work. This
history runs parallel to the evolution of computing from systems
that could only be used by programmers to systems like the Macintosh
and Windows which, by their graphical user interface, camouflaged
the mere fact that they are running on program code, in their
operation as well as in their aesthetics. Despite this history,
we were surprised that the 2001 transmediale award for software
art was not only the first of its kind at this particular art
festival, but as it seems the first of its kind at all.
When the London-based digital arts project I/O/D released an
experimental World Wide Web browser, the Web Stalker http://www.backspace.org/iod/,
in 1997, the work was perceived to be a piece of Net Art. Instead
of rendering Web sites as smoothly formatted pages, the Web Stalker
displayed their internal control codes and visualized their link
structure. By making the Web unreadable in conventional terms,
the program made it readable in its underlying code. It made its
users aware that digital signs are structural hybrids of internal
code and an external display that arbitrarily depends on algorithmic
formatting. What's more, these displays are generated by other
code: The code of the Web Stalker may dismantle the code of the
Web, but does so by formatting it into just another display, a
display which just pretends to "be" the code itself.
The Web Stalker can be read as a piece of Net Art which critically
examines its medium. But it's also a reflection of how reality
is shaped by software, by the way code processes code. If complex
systems and their generative processors themselves become language,
formulation becomes the creation of a frame within which the system
will behave, and of the control of this behaviour. The joint operation
of these processes creates its own aesthetics which manifests
itself no longer by application-restricted assignments, but in
the free composition of this system as a whole. (Which simply
is what developing software is all about.)
Since software is machine control code, it follows that digital
media are, literally, written. Electronic literature therefore
is not simply text, or hybrids of text and other media, circulating
in computer networks. If "literature" can be defined
as something that is made up by letters, the program code, software
protocols and file formats of computer networks constitute a literature
whose underlying alphabet is zeros and ones. By running code on
itself, this code gets constantly transformed into higher-level,
human-readable alphabets of alphanumeric letters, graphic pixels
and other signifiers. These signifiers flow forth and back from
one aggregation and format to another. Computer programs are written
in a highly elaborate syntax of multiple, mutually interdependent
layers of code. This writing does not only rely on computer systems
as transport media, but actively manipulates them when it is machine
instructions. The difference is obvious when comparing a conventional
E-Mail message with an E-Mail virus: Although both are short pieces
of text whose alphabets are the same, the virus contains machine
control syntax, code that interferes with the (coded) system it
gets sent to.
Software art means a shift of the artist's view from displays
to the creation of systems and processes themselves; this is not
covered by the concept of "media." "Multimedia",
as an umbrella term for formatting and displaying data, doesn't
imply by definition that the data is digital and that the formatting
is algorithmic. Nevertheless, the "Web Stalker" shows
that multimedia and terms like Net Art on the one hand and software
art on the other are by no means exclusive categories. They could
be seen as different perspectives, the one focussing distribution
and display, the other one the systemics.
But is generative code exclusive to computer programming? The
question has been answered by mathematics proper and the many
historical employments of algorithmic structures in the arts.
A comparatively recent classical example is the Composition 1961
No. I, January I by the contemporary composer and former Fluxus
artist La Monte Young, which is at once considered to be one of
the first pieces of minimal music and one of the first Fluxus
performance scores:
"Draw a straight line and follow it." (1)
This piece can be called a seminal piece of software art because
its instruction is formal. At the same time, it is extremist in
its aesthetic consequence, in the implication of infinite space
and time to be traversed. Unlike in most notational music and
written theatre plays, its score is not aesthetically detached
from its performance. The line to be drawn could be even considered
a second-layer instruction for the act of following it. But as
it is practically impossible to perform the score physically,
it becomes meta-physical, conceptual, epistemological. As such
the piece could serve as a paradigm for Henry Flynt's 1961 definition
of Concept Art as "art of which the material is 'concepts,'
as the material of for ex. music is sound." (2)
Tracing concept art to artistic formalisms like twelve-tone music,
Flynt argues that the structure or concept of those artworks is,
taken for itself, aesthetically more interesting than the product
of their physical execution. In analogy, we would like to define
software art as art of which the material is software.
Flynt's Concept Art integrates mathematics as well, on the acognitive
grounds of "de-emphasiz[ing]" its attribution to scientific
discovery. (3)
With this claim, Flynt coincides, if oddly, with the most influential
contemporary computer scientist, Donald E. Knuth. Knuth considers
the applied mathematics of programming an art; his famous compendium
of algorithms is duely titled "The Art of Computer Programming."
(4)
Should the transmediale software art jury therefore have consisted
of mathematicians and computer scientists who would have judged
the entries by the beauty of their code?
What is known as Concept Art today is less rigorous in its immaterialism
than the art Flynt had in mind. It is noteworthy, however, that
the first major exhibition of this kind of conceptual art was
named "Software" and confronted art objects actually
with computer software installations. (5).
Curated in 1970 by the art critic and systems theorist Jack Burnham
at the New York Jewish Museum, the show was, as Edward A. Shanken
suggests, "predicated on the idea of software as a metaphor
for art [my emphasis]," (6).
It therefore stressed the cybernetical, social dimension of programmed
systems rather than, as Flynt, pure structure.
Thirty years later, after personal computing became ubiquituous,
cultural stereotypes of what software is have solidified. Although
the expectation that software is, unlike other writing, not an
aesthetic, but a "functional tool" itself is an aesthetic
expectation, software art nevertheless has become less likely
to emerge as conceptualist clean-room constructs than reacting
to these stereotypes. The "Web Stalker" again might
be referred to as such a piece. In a similar fashion, the two
works picked for the transmediale award, Adrian Ward's "Signwave
Auto-Illustrator" and Netochka Nezvanova's "Nebula M.81,"
are PC user software which acts up against its conventional codification,
either by mapping internal functions against their corresponding
signifiers on the user interface (Auto-Illustrator) or by mapping
the signifiers of program output against human readability (Nebula
M.81).
The range of works entered for the transmediale.01 software art
award shows that coding is a highly personal activity. Code can
be diaries, poetic, obscure, ironic or disruptive, defunct or
impossible, it can simulate and disguise, it has rhetoric and
style, it can be an attitude. Such attributes might seem to contradict
the fact that artistic control over generative iterations of machine
code is limited, whether or not the code was self-written. But
unlike the Cagean artists of the 1960s, the software artists we
reviewed seem to conceive of generative systems not as negation
of intentionality, but as balancing of randomness and control.
Program code thus becomes a material with which artist work self-consciously.
Far from being simply art for machines, software art is highly
concerned with artistic subjectivity and its reflection and extension
into generative systems. (7)
References
[Fly61]
Henry Flynt, "Concept art", In La Monte Young and Jackson
MacLow, editors, An Anthology, Young and MacLow, New York,
1963 (1961).
[hun90]
George Maciunas und Fluxus-Editionen, 1990.
[Knu98]
Donald E. Knuth, The Art of Computer Programming, Addison-Wesley,
Reading, Massachusetts, 1973-1998.
[Sha]
Edward A. Shanken, "The house that jack built: Jack Burnham's
concept of 'software' as a metaphor of art", Leonardo
Electronic Almanach, 6 (10). http://www.duke.edu/~giftwrap/House.html
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