|
Generation Flash
Lev Manovich
pdf (44 Kb)
Summary
"Generation Flash" looks at the phenomenon of Flash
graphics on the Web that attracted a lot of creative energy in
the last few years. More than just a result of a particular software/hardware
situation (low bandwidth leading to the use of vector graphics),
Flash aesthetics exemplifies cultural sensibility of a new generation
(1).
This generation does not care if their work is called art or design.
This generation is no longer is interested in "media critique"
which preoccupied media artists of the last two decades; instead
it is engaged in software critique. This generation writes its
own software code to create their own cultural systems, instead
of using samples of commercial media (2).
The result is the new modernism of data visualizations, vector
nets, pixel-thin grids and arrows: Bauhaus design in the service
of information design. Instead the Baroque assault of commercial
media, Flash generation serves us the modernist aesthetics and
rationality of software. Information design is used as tool to
make sense of reality while programming becomes a tool of empowerment
(3).
Turntable and Flash Remixing
[for www.whitneybiennial.com]
[Turntable is a web-based software that allows the user to mix
in real-time up to 6 different Flash animations, in addition manipulating
color palette, size of individual animations and other parameters.
For www.whitneybiennial.com, the participating artists were asked
to submit short Flash animations that were exhibited on the site
both separately and as part of Turntable remixes. Some remixes
consisted from animations of the same artists while others used
animations by different artists.]
It became a cliché to announce that "we live
in remix culture." Yes, we do. But is it possible to go beyond
this simple statement of fact? For instances, can we distinguish
between different kinds of remix aesthetics? What is the relationship
between our remixes made with electronic and computer tools and
such earlier forms as collage and montage? What are the similarities
and differences between audio remixes and visual remixes?
Think loop. The basic building block of an electronic sound track,
the loop also conquered surprisingly strong position in contemporary
visual culture. Left to their own devices, Flash animations, QuickTime
movies, the characters in computer games loop endlessly
until the human user intervenes by clicking. As I have shown elsewhere,
all nineteenth century pre-cinematic visual devices also relied
on loops. Throughout the nineteenth century, these loops kept
getting longer and longer eventually turning into a feature
narrative Today, we witness the opposite movement artists
sampling short segments of feature films or TV shows, arranging
them as loops, and exhibiting these loops as "video installations."
The loop thus becomes the new default method to "critique"
media culture, replacing a still photograph of post-modern critique
of the 1980s. At the same time, it also replaces the still photograph
as the new index of the real: since everybody knows that a still
photography can be digitally manipulated, a short moving sequence
arranged in a loop becomes a better way to represent reality
for the time being.)
Think Internet. What was referred in post-modern times as quoting,
appropriation, and pastiche no longer needs any special name.
Now this is simply the basic logic of cultural production: download
images, code, shapes, scripts, etc.; modify them, and then paste
the new works online send them into circulation. (Note:
with Internet, the always-existing loop of cultural production
runs much faster: a new trend or style may spread overnight like
a plague.) When I ask my students to create their own images by
making photographs or by shooting video, they have a revelation:
images do not have to come from Internet! Shall I also reveal
to them that images do not have to come from a technological device
that record reality that instead they can be drawn or painted?
Think image. Compare it to sound. It seems possible to layer
many many many sounds and tracks together while maintaining legibility.
The result just keep getting more complex, more interesting. Vision
seems to be working differently. Of course commercial images we
see everyday on TV and in cinema are often made from layers as
well, sometimes as many as thousands but these layers work
together to create a single illusionistic (or super-illusionistic)
space. In other words, they are not being heard as separate sounds.
When we start mixing arbitrary images together, we quickly destroy
any meaning. [If you need proof, just go and play with the classic
The Digital Landfill (4)]
How many separate image tracks can be mixed together before the
composite becomes nothing but noise? Six seems to be a good number
which is exactly the number of image tracks one can load
onto Turntable.
Think sample versus the whole work. If we are indeed living in
a remix culture does it still make sense to create whole works
if these works will be taken apart and turned into samples
by others anyway? Indeed, why painstakingly adjust separate tracks
of Director movie or After Effects composition getting it just
right if the "public" will "open source" them
into their individual tracks for their own use using some free
software? Of course, the answer is yes: we still need art. We
still want to say something about the world and our lives in it;
we still need our own "mirror standing in the middle of a
dirty road," as Stendahl called art in the nineteenth century.
Yet we also need to accept that for others our work will be just
a set of samples, or maybe just one sample. Turntable is the visual
software that makes this new aesthetic condition painfully obvious.
It invites us to play with the dialectic of the sample and the
composite, of our own works and the works of others. Welcome to
visual remixing Flash style.
Think Turntable.
Art, Media Art, and Software Art
Recently "software art" has emerged as the new dynamic
area of new media arts. Flash's ActionScript, Director's Lingo,
Perl, MAX, JavaScript, Java, C++, and other programming and scripting
languages are the medium of choice of a steadily increasing number
of young artists. Thematically, software art often deals with
data visualization; other areas of creative activity include the
tools for online collaborative performance/composition (Keystroke),
DJ/VJ software, and alternatives to/critiques of commercial software
(Auto-illustrator), especially the browsers (early classics
like Netomat, Web Stalker, and many others since
then). Often, artists create not singular works but software environments
open for others to use (such as Alex Galloway's Carnivore.)
Stylistically, many works implicitly reference visual modernism
(John Simon seems to be the only one so far to weave modernist
references in his works explicitly).
Suddenly, programming is cool. Suddenly, the techniques and imagery
that for two decades were associated with SIGGRAPH geek
ness and were considered bad taste visual output of mathematical
functions, particle systems, RGB color palette are welcomed
on the plasma screens of the gallery walls. It is no longer "October"
and "Wallpaper" but Flash and Director manuals that
are the required read for any serious young artist.
Of course from its early days in 1960s computer artists have
always wrote their own software. In fact, until the middle of
the 1980s, writing own software or at least using special very
high-end programming languages designed by others (such as Zgrass)
was the only way to do computer art (5).
So what is new about the recently emerged phenomenon of software
art? Is it necessary?
Let's distinguish between three figures: an artist; a media artist;
and a software artist.
A romantic/modernist artist (the nineteenth century and the first
half of the twentieth century) is a genius who creates from scratch,
imposing the phantoms of his imagination on the world.
Next, we have the new figure of a media artist (the 1960s
the 1980s) that corresponds to the period of post-modernism. Of
course modernist artists also used media recording technologies
such as photography and film but they treated these technologies
similar to other artistic tools: as means to create an original
and subjective view of the world. In contrast, post-modern media
artists accept the impossibility of an original, unmediated vision
of reality; their subject matter is not reality itself, but representation
of reality by media, and the world of media itself. Therefore
these media artists not only use media technologies as tools,
but they also use the content of commercial media. A typical strategy
of a media artist is to re-photograph a newspaper photograph,
or to re-edit a segment of TV show, or to isolate a scene from
a Hollywood film/TV shows and turn it into a loop (from Nam June
Paik and Dara Birnbaum to Douglas Gordon, Paul Pffefer, Jennifer
and Kevin McCoy) Of course, a media artist does not have to use
commercial media technologies (photography, film, video, new media)
s/he can also use other media, from oil paint to printing
to sculpture.
The media artist is a parasite who leaves at the expense of the
commercial media the result of collective craftsmanship
of highly skilled people. In addition, an artist who samples from/subverts/pokes
at commercial media can ultimately never compete with it. Instead
of a feature film, we get a single scene; instead of a complex
computer game with playability, narrative, AI, etc. we get just
a critique of its iconography.
Thirty years of media art and post-modernism have inevitably
led to a reaction. We are tired of always taking existing media
as a starting point. We are tired of being always secondary, always
reacting to what already exists.
Enter a software artist the new romantic. Instead of working
exclusively with commercial media and instead of using
commercial software software artist marks his/her mark
on the world by writing the original code. This act of code writing
itself is very important, regardless of what this code actually
does at the end.
A software artist re-uses the language of modernist abstraction
and design lines and geometric shapes, mathematically generated
curves and outlined color fields to get away from figuration
in general, and cinematographic language of commercial media in
particular. Instead of photographs and clips of films and TV,
we get lines and abstract compositions. In short, instead of QuickTime,
we use Flash. Instead of computer as a media machine a
vision being heavily promoted by computer industry (and most clearly
articulated by Apple who promotes a Mac as a "digital hub"
for other media recording/playing devices), we go back to computer
as a programming machine.
Programming liberates art from being secondary to commercial
media. The similar reason may be behind the recent popularity
of "sound art." While commercial media now uses every
possible visual style, commercial sound environments still have
not appropriated all of sound space. While rock and roll, hip-hop,
and techno have already become standard elevator music (at least
in more hip elevators such as the Hudson Hotel in NYC), it seems
that the rhythm-less regions of sound space are still untouched
at least for now.
To return to the topic of new modernism. Of course we don't want
to simply replay Mondrian and Klee on computer screens. The task
of the new generation is to integrate the two paradigms of the
twentieth century: (1) belief in science and rationality, emphasis
on efficiency, basic forms, idealism and heroic spirit of modernism;
(2) skepticism, interest in "marginality" and "complexity,"
deconstructive strategies, baroque opaqueness and excess of post-modernism
(1960s). At this point all the features of the second paradigm
became tired clichés. Therefore a return to modernism is
not a bad first step, as long as it is just a first step towards
developing the new aesthetics for the new age.
Utopia in Shockwave
[Utopia is a Shockwave project by Futurefarmers for Tirana
Biennale 01 Internet section]
[Futurefarmers: Amy Franceschini and Sascha Merg]
URL: http://nutrishnia.org/level/
Utopia is playful and deceitful because it pretends
to be more innocent, more simple, and more light than it actually
is. At first glance it can be taken for something made for children
or for adults whose references are not Karl Marx, Sigmund
Freud, Rem Koolhaas, and Philip Stark, but text messaging, gnuttela,
retro Atari graphics, and nettime. This is the new generation
that emerged in the 1990s. In contrast to visual and media artists
of the 1960s-1980s, whose main target was media ads, cinema,
television the new generation does not waste its energy
on media critique. Instead of bashing commercial media environment,
it creates its own: Web sites, mixes, software tools, furniture,
cloves, digital video, Flash/Shockwave animations and interactives.
The new sensibility, which Utopia exemplifies so well,
is soft, elegant, restrained, and smart. This is the new software
intelligentsia. Look at the thin low-contrast lines of Utopia,
praystation.com,
and so many Flash projects included in Tirana Biennale 01.
If images of the previous generations of media artists, from Nam
June Paik to Barbara Krueger, were screaming, trying to compete
with the intensity of the commercial media, the new data artists
such as Franceschini/Merg whisper in our ears. In contrast to
media's arrogance, they offer us intelligence. In contrast to
media stream of endless repeated icons and sound bytes, they offer
us small and economical systems: stylized nature, ecology, or
the game/music generator/Lego-like parade in Utopia.
Futurefarmers are among the few Flash/Schockwave masters who
use their skills for social rather than simply a formal end. Their
project Theyrule.net
is a great example of how smart programming and smart graphics
can be used politically. Instead of presenting a packaged political
message, it gives us data and the tools to analyze it. It knows
that we are intelligent enough to draw the right conclusion. This
is the new rhetoric of interactivity: we get convinced not by
listening/watching a prepared message but by actively working
with the data: reorganizing it, uncovering the connections, becoming
aware of correlations.
Utopia does not have explicit political content; instead
it presents its message through a visual allegory. Like SimCity
and similar sims, the program presents us with a whole minituare
world which runs according to its own system of rules. (All the
animation in Utopia is result of code execution
nothing is hand animated). The cosmogony of this world reflects
our new understanding of our own planet post Cold War,
Internet, ecology, Gaia, and globalisation. Notice the thin barely
visible lines that connect the actors and the blocks. (This is
the same device used in Theyrule.net)
In the universe of Utopia, everything is interconnected,
and each action of an individual actor affects the system as a
whole. Intellectually, we know that this is how our Earth functions
ecologically and economically but Utopia represents
this on a scale we can grasp perceptually.
The lines also serve another purpose. Despite CNN, Greenpeace,
the glass roof of Berlin's Reistag and other institutions and
devices working to make the functioning of modern societies transparent
to their citizens, most of it is not visible. This is is not only
because we don't know the motives behind this or that Government
policy or because advertizing and PR constantly work to make things
appear diffirently from what they really are the societies'
functioning is not visible in a literal sense. For instance, we
don't know where are the cells which make our cell phones work;
we don't know the layout of private financial network tha circle
the Earth; we don't know what companies are located in a building
we pass everyday on a way to work; and so on. But in Utopia,
we do know because the links are made visible. Utopia
is Utopia because it is a society where cause and effect connection
are rendered visible and comprehensible. The program re-writes
Marxism as vector graphics; it substitues the figure of "connections"
for the old figure of "unweilling."
Utopia is serious business behind its playful façade
but it is not all business. Drawing on our urrent fascination
with computer games and interactive image-sound software, Utopia
is a visual and intellectual delight, Utopia draws on the
current fascination with computer games and interactive image-sound
software. It is Tetris that meets Marx that meets data
mining that meets the club dance floor. It is a game for the new
generation that know that the world is a network, that the media
is not worth taking very seriously, and that programming can be
used as a political tool.
The Unbearable Lightness of Flash
[Tirana Biennale 01 Internet section (www.electronicorphanage.com/biennale)
was organized by Miltos Manetas/Electronic Orphanage. The exhibition
consisted from a few dozen projects by Web designers and artists,
many of whom work in Flash or Schockwave. Manetas comissioned
me, Peter Lunenfeld, and Norman Klein to write the analysis of
the show. This text is my contribution; many ideas in it developed
out of the conversations the three of us had about the works in
the show. The joint text entitled "KLM Theory" will
be released soon. The names in brackets below refer to the artists
in the show; go to the show site to see their projects.]
Biology
Flash artists are big on biological references. Abstract plants,
minimalist creatures, or simply clouds of pixels dance in patterns
which to a human eye signal "life'" (Geoff Stearns:
deconcept.com,
Vitaly Leokumovich: unclickable.com,
Danny Hobart: dannyhobart.com;
uncontrol.com)
Often we see self-regenerating systems. But this is not life as
it naturally developed on Earth; rather, it looks like something
we are likely to witness in some biotech laboratory where biology
is put in the service of industrial production. We see hyper accelerated
regeneration and evolution. We see complex systems emerging before
our eyes: millions of years of evolution are compressed into a
few seconds.
There is another feature that distinguishes life a la Flash from
real life: the non-existence of death. Biological organisms and
systems are born, they develop, and eventually they die. In short,
they have teleology. But in Flash projects life works differently:
since these projects are loops, there is no death. Life just keeps
running forever more precisely, until your computer maintains
Net connection.
Amplification: Flash aesthetics and Computer Games
Abstract ecosystems in Flash projects have another characteristic
that makes playing so pleasurable (Joel Fox). They brilliantly
use the power of the computer to amplify user's actions. This
power puts a computer in line with other magical devices; not
accidentally, the most obvious place to see it is in games, although
it is also at work in all of our interactions with a computer.
For instance, when you tell Mario to step to the left by moving
a joystick, this initiates a small delightful narrative: Mario
comes across a hill; he starts climbing the hill; the hill turns
to be too steep; Mario slides back onto the ground; Mario gets
up, all shaking. None of these actions required anything from
us; all we had to do is just to move the joystick once. The computer
program amplifies our single action, expanding it into a narrative
sequence.
Historically, computer games were always a step ahead from the
general human computer interface. In the 1960s and 1970s users
communicated with a computer using non-graphical interfaces: entering
the program onto a stack of punch cards, typing on a command line,
and so on. In contrast since their beginnings in the late 1950s,
computer games adopted interactive graphical interface
something that only came to personal computers in the 1980s.
Similarly, today's games already use what many computer scientists
think will be the next paradigm in HCI: active amplification of
user's actions. In the future, we are told, agent programs would
watch our interactions with a computer, notice the patterns, and
then automate many tasks we do regularly, from backing up the
data at regular intervals to filtering and answering our email.
The computer would also monitor our behavior and attention level,
adjusting its behavior accordingly: speeding up, slowing down,
and so on. In some ways this new paradigm is already at work in
some applications: for instance, a Internet browser offers us
the list of sites relevant to the topic we are searching on; Microsoft
Office Assistant trying to guess when we need help. However, there
is a crucial problem with moving to such active amplification
across the whole of HCI. The more power we delegate to a computer,
the more we lose control over what it is doing. How do we know
that the agent program identified a correct pattern in our daily
use of email? How do we know that a commerce agent we send on
the Web to negotiate with other agents the lowest price for a
product was not corrupted by them? In short, how do we know that
a computer amplified our actions correctly?
Computer games are games, and the worst that may happen is that
we lose. Therefore active amplification is present in practically
every game: Mario embarking on mini-narratives of its own with
a single move of a joystick; troops conducting complex military
maneuvers while you directly control only their leader in Rainbow
Six; Lara Craft executing whole acrobatic sequences with a
press of a keyboard key. (Note that in "normal" games
this amplification does not exist: when you move a single figure
on a chessboard, this is all that happens; your move does not
initiate a sequence of steps.)
Flash projects heavily use active amplification. It gives many
projects the magical feeling. Often we are confronted with an
empty screen, but a single click brings to life a whole universe:
abstract particle systems, plant-like outlines, or a population
of minimalist creatures. The user as a God controlling the universe
is something we also often encounter in computer games; but Flash
projects also give us the pleasure of creating the universe from
scratch.
The active amplification is not the only feature Flash projects
share with games. More generally, computer games are for Flash
generation what movies were for Wharhol. Cinema and TV colonized
the unconscious of the previous generations of media artists who
continue to use the gallery as their therapy coach, spilling bits
and pieces of their childhood media archives in public (for instance,
Douglas Gordon). Flash artists are less obsessed with commercial
time-based media. Instead, their iconography, temporal rhythms,
and interaction aesthetics come from games (Mike Clavert: mikeclavert.com).
Sometimes the user participation is needed for the Flash game
to work; sometimes the game just plays itself (Utopia by
futurefarmers.com;
dextro.org).
Flash versus Net Art
Tirana Biennale 01 Internet exhibition: this title
is deeply ironic. The exhibition did not include any projects
from Albany, or any other post-communist East European country
for that matter. This was quite different from many early net
art exhibitions of the middle of the 1990s whose stars came from
the East: Vuc Cosic, Alexei Shulgin, Olga Lialina. 1990s net art
was the first international art movement since the 1960s that
included east Europe in a big way. Prague, Ljubljana, Riga, and
Moscow counted as much as Amsterdam, Berlin, and New York. Equally
including artists from the West and the East, net art perfectly
corresponded to the economic and social utopia of a new post Cold
War world of the 1990s.
Now this utopia is over. The power structure of the global Empire
has become clear, and the demographics of Tirana Biennale 01
Internet section reflected this perfectly. Many artists included
in Tirana Biennale 01 Internet exhibition work in key IT
regions of the world: San Francisco (Silicon Valley), New York
(Silicon Alley) and Northern Europe.
What happened? In the mid 1990s, net art relied on simple HTML
that run well on both fast and slow connections and this
is enabled active participation of the artists from the East.
But the subsequent colonization of the Web by multimedia formats
Flash, Shockwave, QuickTime, and so on restored
the traditional West/East power structure. Now Web art requires
fast Internet connections for both the artist and the audiences.
With its slow connections, East is out of the game. The Utopia
is over; welcome to the Empire.
(Tirana Biennale 01 did include one artist from China
who contributed a beatiful animation of martial arts fighters.
But we never found who he was. All we knew about him was his email
address: zhu_zhq@sohu.com.
Maybe he did not even live in China.)
Lightness
When I first visited the most famous Flash site praystation.net
I was struck by the lightness of its graphics. More quite
when whisper, more elegant than Dior or Chanel, more minimal than
1960s minimalist sculptures of Judd, more subdued than the winter
landscape in heavy fog, the site pushed the contrast scale to
the limits of legibility. The similar lightness and restrain can
be found in many projects included in Biennale 01 show.
Again, the contrast with screaming graphics of commercial media
and the media art of the previous generations is obvious.
The lightness of Flash can be thought of as a visual equivalent
of electronic ambient music. Every line and every pixel counts.
Flash appeals to our visual intelligence and cognitive intelligence.
After the century of RGB color which begun with Matisse and ended
with aggressive spreads of Wired, we are asked to start
over, to begin from scratch. Flash generation invites us to undergo
a visual cleansing this is why we see a monochrome palette,
white and light gray. It uses neo-minimalism as a pill to cure
us from post-modernism. In Flash, the rationality of modernism
is combined with the rationality of programming and the affect
of computer games to create the new aesthetics of lightness, curiosity
and intelligence. Make sure your browser have the right plug-in:
welcome to generation Flash.
Postcript: Response to my critics
>> A software artist
re-uses the language of modernist abstraction and design
>> lines and geometric shapes, mathematically generated
curves and outlined
>> color fields to get away from figuration in general,
and cinematographic
>> language of commercial media in particular. Instead of
photographs and clips
>> of films and TV, we get lines and abstract compositions.
In short, instead
>> of QuickTime, we use Flash. Instead of computer as a
media machine a
>> vision being heavily promoted by computer industry (and
most clearly
>> articulated by Apple who promotes a Mac as a digital
hub for other media
>> recording/playing devices), we go back to computer as
a programming
>> machine.
>>
>> Programming liberates art from being secondary to commercial
media. The
>> similar reason may be behind the recent popularity of
sound art. While
>> commercial media now uses every possible visual style,
commercial sound
>> environments still have not appropriated all of sound
space. While rock and
>> roll, hip-hop, and techno have already become standard
elevator music (at
>> least in more hip elevators such as the Hudson Hotel
in NYC), it seems that
>> the rhythm-less regions of sound space are still untouched
at least for
>> now.
>
>
>
>
> Lev,
>
> I dont know that programming is as liberatory as is
stated here. If
> anything, programming holds the possibility of involving
one in a different
> set of relations to product(ion), as well as to a different
class of
> worker. Ive made some references to this other relation
elsewhere.
>
> Mentioning Flash already seems to undermine this libertine
vision you want
> to advance. Although the Flash spec were released by Macromedia
a few years
> ago, and is considered open, as far as I understand
it people working
> with Flash are still very much using the tools provided by
a Macromedia. I
> have seen very limited software libraries written in Java
and C (one by
> Paul Haberli) which allow C programmers (and at some point
Java programmers
> too) to create Flash-generated imagery on-the-fly from within
their C
> programs, but I get the sense that this type of programming
is not what you
> mean when you talk about Flash. Flash remains essentially
media, as you
> define it, much as Quicktime. I dont think that scripting
separates it
> from being so. For that matter, some programming
is also possible using
> Quicktime. In many ways, for programmers, Quicktime is much
more useful
> because Apple provides an extensive C library through which
to access its
> functionality, which extends far beyond making digital videos.
In fact,
> what is so interesting about Quicktime is that it is not
old-media (film,
> video, sound) specific. Rather, in many ways it is more of
a protocol for
> creating, playing, and delivering *time-based information*.
In theory, one
> can do much more with Quicktime than what artists have tended
to use it
> for. This is not simply a limitation of Quicktime, but of
artists as well.
> Mostly of artists and the systems within which they learn.
Anyway, one can
> also access Quicktime from within Java, as Apple has made
a set of classes
> for doing that easily: Quicktime for Java. I am not defending
Quicktime,
> simply pointing out some problematic issues in the distinctions
you are
> making between programming and media.
>
> I also think that many non-artist programmers would resist
referring to
> Flash as a programming language. Well, they would giggle.
Programmers tend
> to think of C/C++, Fortran, Basic, Java as their materials.
To be sure,
> there is a bravura at work there. Programmers tend to work
with programming
> systems or libraries in order to create their applications,
but Flash still
> seems very much tied to the development environment Macromedia
sells.
>
> Furthermore, this issue of liberation through programming
seems somewhat
> more Romantic than it needs to be. One of the linguistic
issues which
> programming languages have made so apparent is the citational
dimension of
> all languages, be they social, mathematical, or programmatic.
A software
> artist re-uses the language of modernist abstraction and
design
> lines and geometric shapes... Similarly, programmers
very often learn to
> program by copying and modifying other programs and, on a
more abstract
> level, algorithms. (Beth Stryker and I delivered a paper
earlier this year
> at CAA in Philadelphia which sketched out some relations
between
> programming algorithms and notions of space and representation
in general.)
> Advanced programmers use these same techniques. They also
utilize software
> libraries (talked about earlier in the case of Quicktime)
which contain
> code which can be referenced (called) from within
ones (own) code. In
> other words, programmers are always already indebted to other
programmers.
> The whole GNU project depends on this structure of debt.
I dont disagree
> that there is an element of liberation to be studied here,
but it is not a
> simple one, and certainly not one that is merely oppositional.
>
> While it is true that Flash currently is implemented upon
a vector-based
> set of routines, your use of its attributes to characterize
all software
> art is simply synecdoche.
>
> A software artist re-uses the language of modernist
abstraction and design
> lines and geometric shapes, mathematically generated curves
and outlined
> color fields to get away from figuration in general,
and cinematographic
> language of commercial media in particular. Instead of photographs
and clips
> of films and TV, we get lines and abstract compositions.
In short, instead
> of QuickTime, we use Flash.
>
> There is no reason that software art cannon use/create images
in the
> narrowly defined sense of pictures, or any other
form we identify from
> our experiences with so-called old-media. Through software
one can create
> images or effect any number of sensuous phenomena. Your position
vis-a-vis
> the modernism effected by the Flash protocol,
which is designed to
> deliver compressed animation over relatively narrow bandwidth
seems to me
> mistakes technological limitations for an iconoclastic morality.
>
>
> Sawad
Sawad,
I am delighted by the dialog and the number of responses provoked
by my text. I tried to make it confrontational on purpose to stimulate
the debate, and seems that it worked. Here are my answers to your
comment.
Flash Software vs. Flash Generation
I think that some of your points were already anticipated and
answered in my "summary" and a footnote included in
the very first posting (1/3). I probably should have included
them with the subsequent postings. I am quoting them here:
quote
Summary
"Generation Flash" looks at the phenomenon of Flash
graphics on the Web that attracted a lot of creative energy in
the last few years. More than just a result of a particular software/hardware
situation (low bandwidth leading to the use of vector graphics),
Flash aesthetics exemplifies cultural sensibility of a new generation
[1]...
Notes:
1. I should make it clear that many of the sites which inspired
me to think of "Flash aesthetics" are not necessaraly
made with Flash; they use Shockwave, DHTML, Quicktime and other
Web multimedia formats. Thus the qualities I describe below as
specefic to "Flash aesthetics" are not unique to Flash
sites.
end of quote
I completely agree with you that using Flash's scripting language
is not the same as programming in Java, that this a commercial
and a closed software, and that QuickTime can be used in much
more interesting ways than it normally is: that is, as a programmable
time-based media rather than simply a way to show digital video.
The reasons I used Flash (rather than QuickTime, or Java, of
any other software) as a stand-in for a larger phenomenon I am
addressing in the text are the following: [1] the existence of
a strong, large, highly visible, and dynamic subculture around
Flash almost a movement something that I have not
seen develop around other software programs); [2] on the Web it
is Flash projects that exemplify "soft modernism" aesthetics
one can now finds across new media art landscape (for instance,
works by Lisa Jevbratt, John Simon, and Golan Levin that I refered
to in footnote 2 of posting 1/3); [3] finally, my text developed
in response to the request by Miltos Manetas to write something
for his current show www.whitneybiennial.com
which consists solely from Flash pieces (see footnote 3 of posting
1/3).
Of course, now that the new release of Flash (Flash MX) allows
for import and streaming of video, it is possible that soon "Flash
generation"/"soft modernism" aesthetics will leave
Flash sites. This is fine. Again, my concern is not with
Flash software and its limitations/capabilities per ce, but with
the new sensibility that during the last couple of years manifested
in many Flash projects. In other words, I am interested in "generation
Flash" that is quite diffirent from Flash software/format.
Therefore the number of people who after reading my text accused
me of confusing a technical standard with an aesthetics missed
my argument. The vector oriented look of "soft modernism"
is not simply a result of narrow bandwidth or a nostalgia for
1960s design it always happens when people begin
to generate graphics through programming and discover that they
can use simple equitations, etc. For instance at UCSD we teach
a course in graphics programs (using C and OpenGL) to our computer
arts students, and what the students typically end up creating
are vector animations. This is also why "soft modernism"
of Flash projects and other software artists replays, sometimes
in amazing detail, the aesthetics of early computer art (1950s-1970s)
when people were only able to create images and animations through
programming.
Flash vs. QuickTime: "A Personal Dynamic Medium"
I also agree with your statement that "There is no reason
that software arts cannon use/create 'images' in the narrowly
defined sense of 'pictures,' or any other form we identify from
our experiences with so-called old-media." It was not accidental
that soon after his arrival at Xerox PARC in the 1970s, Alan Kay
and his associates created a paint ptogram and an animation program,
alongside with overlapping windows, icons, Smalltalk and other
principes of modern interactive grapphical computing. The ability
to manipulate and generate media are not after-thoughts to a modern
computer they are central to its identity as a "personal
dynamic medium" (Alan Kay.) To put his diffirently: computer
is a simulation machine, and as such it can and should be used
to simulate other media.
So I have nothing software artists using/creating media, but
I hope that "Flash Generation" will extend its programming
work to representational media! In other words, if in the early
1970s the paint program and the animation program were revolutionary
in changing people idea about a computer away from computation
and towards a (creative) medium, after almost two decades of menu
based media manipulation programs and the use of computers as
media distribution machine (greatly accelerated by World Wide
Web), a little programming can be quite revolutionary! In short,
we have now are so used to think of a computer as a "personal
dynamic medium," that we need to remind ourselves and others
that it is also a programmable machine.
Now, think about how programming has been used so far to create/use
still images, animation and film/video. There are three trajectories
that can be traced historically. One trajectory extends from the
earliest works of computer art the films by the Whitneys
made with an analog computer already in the mid 1950s (who were
the students fof Oscar Fishinger and thus represent a direct link
with the early twentieth century modernism) to today's "soft
modernism" of Flash projects and data visualisation artworks.
In other words, this is the use of programming to generate and
control abstract images.
The second trajectory begins in the 1980s when Hollywood and
TV designers started to use computer-generated imagery (CGI).
Now, programming was put in the service of traditional cinematic
realism. Particle systems, formal grammars, AI and other software
techniques became the means to generate flying bats, hilly landscapes,
ocean waves, explositions, alien creatures, and other figurative
elements intergrated in a photorealistic universe of a narrative
film.
What about using algorithms not simply to generate figurative
elements of a narrative but to control the whole fictional universe?
This is the third trajectory: programming in computer games (1960).
Here algorithms may control the narrative events, the behavior
of characters, camera movement, and other characteristics of the
game world all in real time. Unfortunately, as we all know,
aesthetially revolutionary computer and player driven game worlds
feature formula-driven content that makes even a bad Hollywood
film appear original and inspiring by comparison. (Grand Theft
Auto 3 is no exeption here despite its breathroughs
in simulating a more compeling an open universe.)
I think this brief survey shows that there is still an untouched
space completely open for experimentation and creative research
using programming to generate and/or control figurative/fictional
media. For instance, in the case of a movie, programing can be
used to generate characters on the fly, to composite in real-time
characters shot against a blue screen with backgrounds, to control
the sequence of scenes, to apply filters to any scene in real-time,
to combine pre-recorded scene with on the imagery generated on
the fly, to have characters interact with the viewer, etc, etc.
In short, programming can be used to control any aspect
of a fictional media work.
Of course, once in a while one encounters projects moving in
this direction at places like SIGGRAPH or ISEA,
but they are typically research demos created in Universities
that do not reach culture at large. Of course, you can object
that having an algorithmatically controlled complex fictional
universe requires the kind of programming investment only possible
in a commercial game company or in a University. After all, this
is not the same as writing a script that draws a few lines that
keep moving in response to user input... yes, but why our fictional/figurative
works have to follow the formulas of commercial media? If one
accepts that the characters do not have to be "photorealistic,"
that the fictional world does not have to be exclusively three-dimensional,
that chance and randmness can co-exist with narrative logic, or
that stick figures can co-exist with 3-D characters and video
footage, etc., programming iguration/fiction becomes less formidable.
It can even be fun!
Let me conclude with a personal confession. While in the mid
1980s I was programming abstract images and 3-D animations in
APL, and writing my own image processing filters for processing
photographs in C, today I am much more interested in programming
fictional and/or figurative media works (in whatever!) (Note:
it is this use of figuration alongside abstraction which draws
me to the software works of John Simon.) I am on a advisory board
of AVRA project (www.thickspace.net)
to create open source software for making QuickTime manipulation
via programming more accessible. Similarly, my current project-in-development
Soft Cinema is designed to show how programming can be
used to drive figurative, rather than abstract, media generation
and control specefically, automatic real-time editing of
digital video. In short, while I welcome programming Flash, I
think it is much more challenging to program QuickTime!
|