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purposes and stuff (Read 5883 times)
purposes and stuff
Feb 13th, 2006, 7:23pm
 
I'm not sure where to put this or even whether it's welcome here at all, but I'll try it and see...

"This space intends to be a forum for sharing work and generating discussion about the pragmatic and esoteric aspects of electronic art / computational design."

That suggests it's ok. I stuck it in this folder as it seems busiest, I'm sure it'll get moved if I missed somewhere more appropriate.

I just want to collect some thoughts/questions I've been having about digital art/art in general. This won't be all that coherent or watertight because I'm just thinking aloud - I'm not trying to make a case, I'm just interested in what people here (as authors of digital art) think.

First off, art in general but digital art in particular seem to be firmly entrenched in the practise of representation (as opposed to presentation). That is to say most of the digital art I see is predominantly either mimetic or diagrammatic (or both) as opposed to either constructive (of ideas, arguments, purposes) or political (serving some function in society of which only art is capable).

In the first case I mean things which, for example, mimic natural processes – those which produce trees or flocks or patterns and so on. On one hand I see this as the continued drive to express/represent Li (“Li is the asymmetrical, nonrepetitive, and unregimented order which we find in the patterns of moving water, the form of trees and clouds, of frost crystals on the window, or the scattering of pebbles on beach sand.” Sorry, can't find a better definition right now.). But that is only really valid the first time it is modeled, when it reveals something new, or when it is done particularly artfully.

Looking deeper, I think part of the attraction with this sort of work is the very fact that it is produced computationally. Falling leaves or smoke or fluids or growing plants are amazing in themselves, but we are used to them. Seeing a computer produce a simulacrum of falling leaves is amazing precisely because we are aware that it is artificial (as in constructed not as in false). And this seems to be something which fails to address the nature of the medium and just relies on its newness, which won't last forever.

It could be argued that the construction of attractive aesthetics is an end in itself. I wouldn't directly disagree with that but I would put that aim outside of the scope of what art should be about, if it is the primary purpose of the work.

I recognise that aesthetics, or more broadly that part of the artistic language which communicates in analogue codes serves a purpose which has been diminished under modernism and its offspring. It provides a route for that communication which cannot be quantified or explained (in another language), the part which allows art to go beyond (not making it better, just different) those media rooted in digital codes. It provides a means for a richness of communication (with an accompanying lack of semantic exactitude) – but it is exactly that – a means for communication – not an end in itself. I think modernism's devaluation of anything which can't be rationalised in modernism's own (faulty) terms has forced us into this position where this part of artistic language is seen as pointless/puposeless (exemplified in modernism's purge of 'decoration'). Yet we know in our hearts that this part of the language does have a role, so we continue to use it, but we disconnect it from its purpose (the communication of ideas) and make it an end in itself. And then we are forced attempt to 'explain' our work in the digital codes of writing etc., but that's another problem.

So, those (digital) artworks which mimic nature seem to me to fall into that trap. Yes, they are beautiful and interesting, they required skill and talent and craftswo/manship to create. But I'm not sure what they're saying or doing. They seem to be decoration detached from any purpose. I like looking at them – they are often fascinating, but they don't seem to be progressing anything. The exact same approach seems to be re-used again and again. Mimicking one thing after another without ever saying why or ... going further.

Then there's diagramming (I realise there's an overlap between diagramming and modeling) in one form or another.

Common practise seems to be to take an existing data set, which usually exists within the structure of a language, and then abstract it from that language and 'represent' it. The implication is that this reveals something about the nature of the data set, or the nature of that which the data itself represents. This is problematic to me on two counts.

Firstly, as I said, that dataset exists within a language. Taking genome data as an example, to one who does not know the language it is just a string of letters. To one who does, those letters represent molecules or genes or... whatever their learning/specialisation/preference prescribes. The string of letters become meaningful. The act of diagramming often detaches the data from that language structure such that the relationship among the constituent parts becomes wholly relative. i.e. We can distinguish between red and green but neither red nor green are tied to any absolute meaning. So problem one is abstracting the data from its original context or meaning.
Re: purposes and stuff (oops)
Reply #1 - Feb 13th, 2006, 7:24pm
 
Second problem is not providing a new context or language within which to understand the diagram. Diagramming has a use where it reveals something (ideally something whose value can be argued) not evident when the data was viewed in its original form. Whether it retains the context of the original data (such as in a map) or whether it creates a new context (mapping news events onto a globe to reveal news bias). When diagramming fails to do this, it fails to be diagram and becomes just a pattern. There's nothing wrong with making patterns, but when a given data set is used as the 'seed' for the pattern, there is a strong implication... actually, I don't think it's an implication, I think the artist is explicitly stating that s/he is producing a diagram – that s/he is revealing something or making something easier to comprehend. Cultural bias ensures that a viewer will read meaning into a diagram – because it is presented as a diagram, we expect to see meaning. Where none exists, we will construct it. Like seeing faces in clouds. The artist is, to my mind, making a false claim and then relying on our conditioning to fill the gap.

I'm not trying to say that these practises are worthless, just that they need (and deserve) justification. And, in my view, that justification is the only thing which can ensure they don't get bogged down in simple representation and keep moving, keep presenting and furthering ideas.

That justification needs to occur with reference to the nature of the language under which the works exist. This is the part I don't see happening. Digital art seems to me to offer the possibility of overcoming many of the mistakes and dead ends generated in older media. But this will not occur if assumptions and modes of working are retained. It requires a rigourous investigation of the nature of digital art rather than a lazy defintion by reference to what went before – one which sets it in the terms of, while isolating it from, 'traditional' media. Recourse to the gimmicks which define the technology provide a quick way to get seen, to establish a foothold, but do not further a more progressive and potentially fruitful agenda.

Disclaimer:

I realise I sound arrogant. I'm not as arrogant as I sound. I want to state my current understanding as plainly as I can. I have no real conviction that I am right about anything – my views just represent the current extent of my understanding and I fully expect that many of my assumptions just represent gulfs in my own understanding/knowledge. If I seem overly critical, it comes from a desire to understand not a wish to attack. I realise I've generalised a lot but I hope you understand/trust the purpose of my generalisations.

I am a hypocrite in that I am not currently making any work which meets my own standards and criteria. I want to, but I don't know how. That's why I'm looking for dialogue. I care about this stuff and I want to see it fulfill its potential. And I want to make work which has a purpose/use.

I hope my implied questions are obvious, but I know I'm no good at writing so I'll state a few explicitly just in case:

What is the purpose of mimesis/modeling/representation within digital art/your work/art?

Do you think digital art currently has a sense of its own purpose/place/role/language as a distinct entity? What is it? (I know digital art is in no way homogeneous but I think the question is valid)

What's the nature of the relationship between digital art and modernism/postmodernism Does it inherit modernisms problems (do you acknowledge problems?) or offer a way to overcome them? Is that being utilised?

To me, digital media offers a way to realise many of the ideals of (Russian) Constructivism (used loosely – covering that which underpins suprematism, proun, kino-eye etc. (accepting that their ideas are broadly misunderstood)) and thereby recover some of that which modernism lost. Ummm... comments?

Thank you for your time. Sorry for the length, poor quality and meandering nature of that. I hope it's taken in the spirit intended.

Looks like I'm going to have to make this in two posts.
Re: purposes and stuff
Reply #2 - Feb 14th, 2006, 7:25am
 
Nice.

Reading all of it, but not understanding a lot of it, yet.

As an aside, your writing seems to reflect very much on my own thought processes, so I think we have great common ground to begin. However to fully have myself participate in this conversation I really should re-read this post under greater.. shall we say... sobriety.

For the moment, I shall take a stab at a very narrow view: my view, on the way I personally approach digital art, processing, the works.

Yes, I have been "guilty" of making falling leaves, bouncing balls, vehicles, the like. When I do, I do so under the guise of "practice". And certainly for every craft there is a phase in which one doesn't really create anything of "creative" works, just ones that have been done, over and over, by everyone, even the masters.

I believe that , like so much still life paintings, we are all bound to create the same thing --in practice--. Yet, the moment we label our next l-systems simulation (alone, withing nothing added or contributed) as anything under the umbrella of "art", then we have somehow become computer programmers posing as artists or designers.

I'm not quite sure I can fully vouch for the above statement, but I'll stand for it for the time being, for the sake of conversation.

Next, you mention how the underlying purpose of doing these digital works is sometimes seemingly an end unto itself. Am I correct in assessing your statement?

If so, I heartily agree with you there. Yet, like a writer who pushes the extents of what books can do and movies cannot (the range is getting thinner and thinner), we artists and designers capitalize and maximize the advantages our medium provides us. Unfortunately the medium is so young that I feel like we have barely began to scratch the surface! We certainly are not digging fast enough, either...

Although, this line of conversation was heavily discussed in, under Toxi's post and thread a few weeks back.

I'll stop temporarily, to see how other people interpret this. I appreciate this dialogue, though, so thank you for bringing this up. It's well written, but I just need time to digest (metaphorically, and literally).
Re: purposes and stuff
Reply #3 - Feb 14th, 2006, 12:25pm
 
You've written a criticism of software art in the abstract, without reference to specific examples, artists, exhibitions, genres, etc.  You strike a chord with me because I think in similar ways about the things that I see - but how do we know we're thinking about the same things? (Toxi's posts were guilty of this too.)

I'm not for one second suggesting that you pick out specific people or pieces of work for criticism, but I do ask this: when you step up to write about the artistic contribution of a body or an area of work, please be sure that its creators identify it as art before you criticise it as such.  Even Processing.org's exhibition doesn't claim to be exhibiting art, and the barrier for entry in the network links is simply to have access to some webspace.  To level artistic criticism at works found there would be as misguided as levelling artistic criticism at a friend's sketchbook.

You mention that you don't live up to your own criteria - may I ask if anyone does?  It seems that your post is asserting that there is bad art out there, and that there is bad information visualisation (diagramming) out there.  So what?  What good art is there, and who is leading by example?

And haven't you made the classic mistake of assuming that since your immediate thoughts and ideas on a topic are trivial that you might as well give up?  Perhaps you emphasise the profound and the novel above all else - but why?

There are almost 4000 people on this forum, and there are 1 billion people on the internet.  Assuming for just a second that each of the members of the forum seeks to produce profound/inventive/novel/meaningful/incisive/disruptive/destructive/exploratativ
e/etc software art, we each have a potential audience of 250,000 people.  Of course, there is overlap, and some people will never be interested, but have you thought about producing things that will have meaning or impact for people who aren't embedded in this environment all of the time?  Perhaps the things you seek lie in making the good ideas accessible to the greatest number of people?
Re: purposes and stuff
Reply #4 - Feb 14th, 2006, 12:55pm
 
I think I understand what you mean about mimetic artwork. Lately all of the ideas I've tried to program out or have been thinking about have been almost totally mimetic, with maybe some stylization. Like making a cartoon version of the real world. That's really fascinating to me, to just create something and sit back and watch it go. That's almost the total motivation, and I'm not sure why. Even as I'm writing this, I'm thinking of something.

But what is the artistic value of just something that is funny to look at that maybe mimics the real world in a simplified way. Maybe it's just entertainment? Like having a pet, but more predictable. I guess it says something about the process it mimics, and if it's executed well enough and is original enough I think it could be called art.

But I'm not trying to change the world or make some huge impact or say something great. If an llustrator shows you a fantastical landscape or setting, you imagine the rest and create a little story. Digital art can be like that, but also can be functional, which is cool.

I would say that what is missing is narrative, or some kind of story. But that would just be pushing toward conventional entertainment like video games or music videos. If games are becoming more like movies, what is a more natural form for digital art to take?
Re: purposes and stuff
Reply #5 - Feb 14th, 2006, 5:21pm
 
I think that with software art more than any other art form, there is a tendency to create things for the sake of the medium, rather than the concept. When people go into this sort of thing, they really have no idea what exactly it is that they want to do and, by its nature, computational art being very much experimental, I don't think alot of people end up finding their own creative ground as they go along. You can probably say that about most artforms, especially nontraditional ones, but in this particular discipline, I see alot of students that never get good at the thing that defines their medium: code.

This is a very peculiar field, because there is a very important difference between the types of people who become "programmers" and the types of people who become "artists" (terms used loosely). I'm sorry if this sounds harsh, but to be a good programmer, you need to be kind of an introvert, you need to spend ALOT of type at your computer, reading alot of documentation and be excited by things like file format specifications. In short, as stereotypical and banal as it is, you have to be a nerd. At least for awhile.
To be a good artist, you have to spend alot of time looking at the world around you and reflecting on yourself and your environment. I think that it's extremely difficult, if not impossible to do both of these things at the same time.

This is where, in my humble opinion, the problem with software art lies. Students who try to learn both at the same time end up creating a sort of false sense of self-importance because of the scientific nature of their medium and the artistic value of their code, while, really, not learning enough of either to fulfill their aspirations.

(I'm sorry if this was offtopic in any way)
Re: purposes and stuff
Reply #6 - Feb 14th, 2006, 5:53pm
 
I'll reply to these posts one by one in separate posts before reading the next, otherwise I'm gonna get all mixed up. Thank you for the replies – I really appreciate the help.

So, mflux:

" Yes, I have been "guilty" of making falling leaves, bouncing balls, vehicles, the like. When I do, I do so under the guise of "practice"."

and

"I believe that , like so much still life paintings, we are all bound to create the same thing --in practice[...]"

(sorry I can't make quotes more visible, I can't figure out how to use html here)

I think you're absolutely right. Of course there's a need to practise. The problem comes when exhibiting what is in reality practise (or a 'sketch') as if it's an end point. I don't mean to demean sketching though (and I love that projects in Processing are called sketches - I think it sets absolutely the right tone), it's absolutely necessary. It's where ideas as well as techniques develop. As someone on this board said (I've forgotten who, sorry) in reference to some neural net stuff they were doing, it's very much about playing about. I think that 'playing about' is absolutely essential. But, particularly in a medium seen to be so new, it's tempting to use the impact/novelty value to carry the work further than is really warranted.

What you said about still life painting is interesting. To me those still life works/painters who really stand out are those which go beyond just representation. The best of the post renaissance still life painters were those operating in that language I talked about - where you feel what they're getting at - understand it absolutely in its own terms without any need or desire (or ability) to translate what it is you understand into the language of words. Dialogues about space and spatial relationships, composition, symbolism (and thus language), volume, representation itself and so on. Simply being a perfect copy of reality is not 'enough' - a painting like that would look very weak next to a really good still life. The technical skill and the act of representation are the vehicles for the presentation of ideas, not ends in themselves.

That's not to say there weren't painters who used the gimmicks of 'new media'. There were those who used the impact of realistic representation as an end, relying on things like new techniques such as the seven layer technique, relied on new pigments or technologies such as linear perspective and so on. They were all overused after their discovery. It's part of our nature and important in finding the boundaries, seeing how far things can be pushed etc. - how flexible the new language is.

The trouble is, and perspective is a good example, that these tricks become so embedded in our thinking that we take them for granted to such an extent that we start to see the world through them. Can't imagine there was ever or could ever be another way. That's why I think a particular rigour is necessary with digital art. It's potential lies in its ability to transcend previous limitations and compromises. So we have to be very careful not to define it by reference to those very limitations and thus never see that it can overcome them.

Right, last thing before I hit the word limit again (I'm so sorry I can't express myself more concisely in writing)...

Oops. I did it again.
Re: purposes and stuff
Reply #7 - Feb 14th, 2006, 5:54pm
 
“then we have somehow become computer programmers posing as artists or designers.”

I was thinking about this yesterday. It's a bit of a tangent, but it's interesting. I think there are there major tiers to this (I'm indulging my love of generalisation again). First there are the hardcore geeks who have become aware that they want to use their skills to say something along artistic lines – they have become aware that programming and applications (web and desktop) can be art and this interests/pulls them. I think these people tend to become involved in the free software/copyleft/infoanarchy/modding/patching/wiki/p2p/blogs etc. etc. spheres. They are familiar with the potential of the technology but, not being familiar with art-language But they have absolute understanding of the tools.

Then there are the existing artists who have a desire to utilise the new technology. By existing artists, I mean people who have had exhibitions and have a history of producing work in other media. I think they. understanding artistic language to whatever degree, see what the technology can do with that language but don't generally have the ability to see it through. They're also very much (I still know I'm generalising inexcusably) entrenched in the old ways of doing things – the gallery structure and the nature of work it requires and so on. An important thing to me about digital art is that it can bypass the gallery system and it's problems and limitations.

Third group is the people who gravitate to things like Processing. It's really a hybrid of the other two – those who understand both spheres to an extent. Those who see this technology and art as being inseparable. Those who really understand the nature of the technology and its implications (on ideas of distribution, ownership, permanence, distinctions between producer and consumer – all that good stuff).

Those groups aren't exclusive – people will be a bit of each. My point is that that there needs to be communication (and more importantly collaboration) among those groups. I think the second group will have problems – they are too entrenched in ideas of ownership and individualism (and celebrity and genius and all those things). I don't mean that as an attack on the people – it's absolutely necessary to the system and structures they operate under.

Groups one and three (and two, hopefully) need to educate each other and collaborate. As members of group three, I think it's our role to facilitate this. I think of things like some art  piece, with the nature of a p2p app and used on that scale. I have no idea what it would do or be but the idea of something like that excites me.

Huge tangent and a bit manifesto-ish. Sorry.
Re: purposes and stuff
Reply #8 - Feb 14th, 2006, 6:09pm
 
Scloopy:

First, I think there's a distinction (not a hierarchy, just a  distinction) between high/fine art and applied arts. I realise that these traditional definitions don't fit so comfortably anymore but I don't buy the postmodern line that there's no distinction/value in distinction.

To me, being overly simplistic, fine art is the place to advance ideas, make conceptual progress and create/propose new structures, new modes of thought, etc.. Applied art is the place to take those ideas and do something with them within the current structure – to satisfy an existing need or task.

I realise that as a definition that has big holes in it, but broadly speaking, it's how I think of things. I don't see either as better or more important. Both are absolutely necessary – they need each other and they feed each other.

Having said that, I'd say.

“Maybe it's just entertainment? Like having a pet, but more predictable. I guess it says something about the process it mimics”

“I would say that what is missing is narrative, or some kind of story. But that would just be pushing toward conventional entertainment like video games or music videos. If games are becoming more like movies, what is a more natural form for digital art to take? ”

To me, the fact that you're thinking along those lines pushes it into the art-place. So long as those thoughts are pursued and developed. I'd encourage you to think about those things – from the sounds of it, your work deserves it. It might not be your aim to change the world but... why exclude the possibility? You're ahead of me, I'm not even making anything.

Re: purposes and stuff
Reply #9 - Feb 14th, 2006, 7:23pm
 
Ahh man, I got out of order already.


Sorry TomC...

“I'm not for one second suggesting that you pick out specific people or pieces of work for criticism, but I do ask this: when you step up to write about the artistic contribution of a body or an area of work, please be sure that its creators identify it as art before you criticise it as such.  Even Processing.org's exhibition doesn't claim to be exhibiting art, and the barrier for entry in the network links is simply to have access to some webspace.  To level artistic criticism at works found there would be as misguided as levelling artistic criticism at a friend's sketchbook. ”

That's fair, yeah.

For the most part I suppose what I'm talking about is the nature of whatever it is that's starting to become accepted as digital art. I'm nervous that a 'definition' will be set in stone before digital artists really get round to defining it in its own terms. I see this huge potential but I also see the possibility of it being squandered.

I accept what you say about the exhibition space on this site and sketchbooks. I wasn't leveling my criticism there but at an amalgam of everything I've seen that *has* been labeled as digital art. And in honesty there is probably more good art on the exhibitions page here than the sum of what I've seen elsewhere.

And that raises a point. What you say is absolutely fair, but at the same time if there were no art on that page then I think there would be a huge problem. Or if the label of art was refused in order to escape the responsibilities it brings, while sheltering in the freedom from justification current art unfortunately enjoys.

“You mention that you don't live up to your own criteria - may I ask if anyone does?  It seems that your post is asserting that there is bad art out there, and that there is bad information visualisation (diagramming) out there.  So what?  What good art is there, and who is leading by example? “

In this thread I'm really dealing with ideals for the sake of progressing my understanding. In reality I recognise that progress towards those ideals is usually made in small steps. I suppose what is made (as artwork or sketches) is less important to me than how it's thought about. There is the offer of freedom from some of the restrictive ideas, structures and modes of working which characterised recent 'old media' but, because those things are so entrenched, absolute rigour is required when contextualising work in order to achieve that freedom. And with that in mind, I'm interested as to whether people agree, whether people are acting on it if they do, where I'm mistaken if I'm wrong or where it's happening if I've missed it.

To answer the question more directly but less fully, I really love this, it fascinates me (it's from the exhibitions page) :

http://www.phantasian.com/timescape/timescape.htm

And one person/art piece that does pretty much absolutely live up to my criteria (that's not to say it was necessarily successful/influential in any way) is Man With a Movie Camera by Diga Vertov on the condition that it is understood as the presentation of the logic/nature of a Constructivist space.

I think the Constructivist, generally, were following an interesting line of thought and one which was cut short due to external factors rather than out of a lack of merit. Those ideas could only really come out of the freedoms the early soviet union provided and took on an entirely different character in the west (where they lived on in the applied arts, without those freedoms. I don't think they were pursued in fine art at all). I think current technology has provided us with a situation where comparable freedoms could potentially exist again.

“And haven't you made the classic mistake of assuming that since your immediate thoughts and ideas on a topic are trivial that you might as well give up?”

That's true, yeah. That's a problem I need to get over. I do think it's important (for me) to apply this rigour. But as you imply, if I have nothing to apply it to then it's pretty worthless.

“  Perhaps you emphasise the profound and the novel above all else - but why?”

I'm trying to be concise now before I hit the word limit. I think I emphasise art which does something above all else. I value the 'task oriented creation'. To me, something which this/these media are particularly suited, but an idea that's been largely killed off in art.

Re last paragraph. It's my hope that if digital art defines itself correctly (I don't have to agree with that definition – just one which doesn't rely on inappropriate restrictions) then when the time inevitably comes when the 'digital' can be dropped then the right sort of art will indeed rach those people not embedded in this environment. In short: digital art has the capacity to rescue art in general (not by virtue of the nature of the media as such, but through the approach that nature allows).

And yes, that's absolutely the sort of thing I want to make. That's why I need these discussions. Thank you, you've given me a lot to think about.
Re: purposes and stuff
Reply #10 - Feb 14th, 2006, 7:37pm
 
Toastie:

I read the discussion involving Toxi, which touched on this stuff.

I'm trying to keep it short now so sorry if I sound abrupt.

I agree that this phase of experimentation is a necessary part of defining the terms of he media (both collectively and for each individual). But that's only half of what is necessary. The other half is an investigation of the context – a real hard look at the assumptions.

As for code, I don't think it's necessary to be that good at it. You need to know what *can* be done in order to think of doing, it, sometimes, yeah. But for the most part I think the ideas come first and one learns how to make them happen in code as required. A general understanding of 'good code' is an advantage. But so long as the code does the job, I'm not too concerned. If a project really requires either absolute efficiency in code design or a deeper knowledge than the artist can hope to reasonably achieve then it's time for collaboration (something I see as currently lacking – there are groups of people with particular expertise and they're not utilising each other).

Your last couple of paragraphs – my argument against that would be that that is really no different from painting, drawing, sculpting or whatever. If you separate the notions of 'artist' and 'painter' then you have to have time to both learn art (learn to see as you sort of put it) and learn to paint. These two skills are not directly linked, that assumption is just a product of one of those problematic hangups I was talking about.

I would say that the problem is in fact that the environment (speaking very broadly) doesn't require that rigour, not that it is impossible to apply.
Re: purposes and stuff
Reply #11 - Feb 14th, 2006, 8:46pm
 
good god, uoou, you're a typing machine! Smiley

"As for code, I don't think it's necessary to be that good at it. You need to know what *can* be done in order to think of doing, it, sometimes, yeah"

Im going to have to sharply disagree with you on this statement and I hope I can explain myself properly. I haven't read the discussion you mentioned, so i apologize if i make any redundant statements.

When you look at an artist using any type of medium, I think the skill of using that medium is extremely important. It doesnt necessarily mean using it in any kind of traditional way, but rather understanding it to such an extent that you can use its full potential to convey your message.
Following your parallel with painting, you can say that one cannot just pick up a canvas and some paints and create a masterpiece just because they have a solid concept. Sure, one can learn just enough to complete a certain task, but you will use your medium blindly. Sure one can hire or collaborate with others to do what one cannot do, but I don't think it's valid to call yourself an artist if all you have to offer is a concept.
I think that certain mediums are more complex than others. The more complex it is, the more one can express with it. But to be able to use a complex medium to its fullest, you need a thorough understanding of it, and, needless to say, code is not a simple one.
The beauty with any medium is when you see the ease with which an artist uses it to achieve their vision. The beauty of code lays in its simplicity and eloquence, and that can only be achieved by being a very good programmer.
Re: purposes and stuff
Reply #12 - Feb 14th, 2006, 8:49pm
 
I was recently reading a bit of Bridget Riley, where she refers to modernism as being 'only a view that we've inherited'

TomC is right about the members of this community not all being in the business of making art. I program my own software as part of my art practice, and don't maintain a web-site to exhibit it; it's not the correct context for my work and I'm not a software artist, though it's absolutely central to what I do.

Important to remember that 90% of whatever it calls itself is shite, art or otherwise (especially if I had a hand in it!), and by the way, I'm guilty of allowing myself to be seduced by the medium, in fact I still make use of the techniques I first started using as a programmer 20 years ago (very simple concepts), and I'm still seduced by painting as a medium (central to my getting out of bed each morning), yet I don't paint.

It is refreshing to have this sort of post, but processing is clear about what it provides. It gets on with its job and lets the interpretive communities get on with theirs. I use it in the true spirit of appropriation and am grateful to Ben and Casey for the development.

Well...my hats in the ring, and I only apologise for not having added much to this debate.

** additional **

Toastie replied as I was replying:

Good concept is enough, especially if you're a conceptualist. Look at Duchamp's urinal and how it transformed everything.

Mechanics of paint are relatively simple, and a large part of it comes down to knowing what to paint. That seems to be the biggest problem any artist faces: What and How. Bad painting probably results from being too damn clear about either of these 2.

Confusion is an asbolute necessity, and doing things in a way that you've never done them before in order to be surprised a good way of getting confused. Practicing the things we have learned makes us merley competent, and it shouldn't be confused with creativity, which is some other than the mechanics of a medium.
Re: purposes and stuff
Reply #13 - Feb 14th, 2006, 9:25pm
 
Toastie:

I agree with what Mark says. I was going to mention Duchamp too. I agree with your central point - that a thorough  understanding of what it is your work deals in is essential. Duchamp didn't need an exhaustive understanding of urinals to do what he did. Code could serve a similar function in a piece - 'what it is' may not be central to the purpose.

Mark:

Should just be clear that I was never intending to criticise Processing itself or the people here or their work. I posted here cos I hoped that people would be receptive (and forgiving). Processing is one of the things that is to me  'doing it right'.

90% of any-sort-of-thing is shit is something I say a lot, oddly. I'm hoping to get a good portion of the 10% by posting here.

So yeah, no intention to address Processing specifically but just stuff about art in a place where people might be more likely to see past that 'view that we've inherited' (like that).












Re: purposes and stuff
Reply #14 - Feb 14th, 2006, 9:47pm
 
I think that Duchamp is not really a good example in this case. His work aimed to redefine the idea of art, making mockery of the whole idea of artistic concept. If anything, it  goes against your argument.
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