(Unpresented Conference Paper 1987)
1.# INTRODUCTION The term Computer Art has been bandied around in a vague fashion for many years at Computer Graphic gatherings without any examination of the myriad of hard and tantalizing questions surrounding the subject.
Let's first examine some of the current views then dig deeper with some powerful conceptual tools provided by art history .;-
2.# WHAT A LOCAL SAYS. The computer press is fairly silent on the subject, excepting the occasional gem. John Bird's (Sally Pryor's former lecturer) Ausgraph84 paper (1) provides some brilliant
insights to the teaching of Computer Animation which apply just as well to the broader question of computer Art. He says;- '5.1 conceptual difficulties:EVERY GRAPHIC MARK............IS NOT "ART" EVERYTHING THAT
MOVES.........IS NOT "ANIMATION" Open any computer magazine and you discover doting parental pride.....that the computer industry has created a baby that can.......DRAW! and.....MOVE !!!!! Let's not mistake
"potentiality" for "actuality". This baby may be smart but it is no Rembrandt or Walt Disney...Yet! At this point in time, as a graphic arts and animation tool computing technology is about as appropriate as
using a crayon mounted on the blade of a bulldozer, to sign your cheques. Technologically, the images, which frequently border on the illegible, are graphically crude imitations of previous visual media. Conceptually they are
counterfeit, like the early electronic musical instruments which tried to emulate their acoustic predecessors. It's like hanging the draftsman's blueprints in a gallery as works of Art. The architect's, draftsman's or engineer's
drawings are merely an intermediate phase in the realisation of the final production of a building, a circuit, or a bridge. However, for the visual arts, the "drawings" are not the means-to-an-end, but the end itself.'
3#.ART=. Now we have some sort of motivation and context to tackle the question 'What is Computer Art?' Let's break it down and examine
'What is ART ?' first. Art as defined by the Shorter Oxford English Dictionary is, ART;... THE APPLICATION OF SKILL TO THE SUBJECT OF TASTE: SKILL APPLIED TO THE ARTS OF IMITATION AND DESIGN, THE CULTIVATION
OF THESE PRINCIPLES, PRACTICE AND RESULTS. * ANYTHING WHERE SKILL MAY BE ATTAINED
This definition is too broad for our concern, another way is to draw on the work of Douglas Davis (2) and Ernst Fisher (3), to define Art as being a combination of three concerns or attributes. MESSAGE + MEDIUM + MAGIC = ART ! It is obvious from the above that a combination of disciplines eg. the craft of woodblock printing and the message of Historical reporting can combine to create works of Art, as in Traditional Japanese Woodcuts .
4#. MAGIC +. These definitions reveal more on closer examination. Starting with Magic of which Douglas Davis says;- " 'Fischer traces the origins of art back to magic: the Magic was ancient man's protection from, and way of dealing with, his outside
environment and its hostile elements. It was a mixture of religion, philosophy, art & science. The power to deal with one's environment, in these days of specialization, has been partitioned off in various disciplines
leaving Fine Art with the role of relating man to his environment in a non-verbal a-rational manner; philosophy doing the same task in a rational & verbal way. It is important to note here that this 'magic', 'the extra
something', 'the power to deal with ones environment', is not something that can be distiled in a verbal description. If what you are analysing in a work can be verbalised it is the message, not the magic of the work.
5.# MESSAGE +. Message is what is communicated. All true art communicates something, whether that be a great philosophical idea, or something as simple
as 'take a look at this!'. Neither of these statements can be regarded as more important than the other, they both have important places in the total scheme of things. When you have something which is only decorative or
illustrative it lacks the magic to make it art. Photography released painting from the trap of just recording and illustrating the world and its events, photographers sadly fall in the same trap many times. The easiest way to
separate illustration from fine art is to ask, 'What is the designer's intent, their major consideration in the work?' If the answer is to EXPLAIN something (how, why, what or where) about something the work is usually
illustrative. If, however, the answer is to make you FEEL something, you are looking at art, propaganda, or kitsch. Thus when you come to something like James Blinn's work of 'The Voyager Flypast' film done at the N.A.S.A
Jet-propulsion Laboratory you can say that the total work is not art, as it's primary consideration is simulation and communication. However when a still or a specific sequence is edited out of the total work, for reasons of its'
beauty, or emotive impact, that selected piece may be a work of Art.
6.# MEDIUM HOW. Of our trilogy, Magic, Message & Medium we still have
to deal with MEDIUM, this breaks down further into, Technical Aspects, Theoretical Aspects (Design constructs ect.) and Ethical/Philosophical Aspects. TECHNICAL ASPECTS are the nitty gritty concerns when creating an artwork.
Questions like, 'Why doesn't this paint stick?', 'Why does this subroutine hang the job?', 'Why does this colour look redder in the print, than on the monitor?' A work of art should be the highest quality possible within the
Ethical/Philosophical paradigm of the medium and situation that the creator is working in. One of the major stumbling blocks in Computer Art is, as the technical problems are often so immense to obtain a particular result, the
temptation is to put up any pretty picture that results as Computer Art. Irrespective of how technically sophisticated a picture is, it doesn't at some point of polishing became Art. It is disappointing to note that paradoxically
as the interfaces have become more accessible and the software has become more flash, the artistic value of so-called pieces of computer art have receded at a horrifying rate. This deterioration in quality has been signified by a
famine of curatorial interest in the machination of programmers playing artist. There have not been any major shows (of Computer Art) since the late 60's high tide mark of: (See 4 & 5 )
7.# MEDIUM WHAT. THEORETICAL ASPECTS, are the first aesthetic considerations by which any work of art is judged. This area is too broad to
be dealt with adequately here. Good texts on the subject are sighted in the bibliography (6-10). Suffice to say we are talking about, ELEMENTS OF DESIGN
STRUCTURAL DEVICES
PRINCIPLES OF DESIGN
COMPOSITIONAL MODELS
The number of computer graphics that put the focal point of the image in the center of the field of view, defies imagination. How can people get access to things like CRAYS who have an understanding of composition less than is expected in Junior High School ! Unless someone attempting computer art can get these Theoretical aspects right they might as well give up now, and try something else, as it gets harder.
8.# MEDIUM WHY. ETHICAL-PHILOSOPHICAL Aspects, are the second major set of aesthetic considerations of any work of Art.
It covers such questions as ;-
* TRUTH TO THE MEDIUM If some 3D modelling process is used for the production of a still , yet the final 2D rendition gives no clue to the use of 3D data, the medium potential has been drastically
undersold in the work. There is really no point in the technical feat (see Honesty to the Medium below ). One way out of the above dilemma of 3D work on a 2D surface, would be a series showing different lighting &/or views of
the object highlighting its 3 dimensionality, alternatively a series featuring its process of construction. * HONESTY TO THE MEDIUM * APPROPRIATENESS OF THE MEDIUM * HONESTY OF THE MEDIUM "The medium is the message."
The subject is too complex to be dealt with here. Suffice to say, it is about how a medium like photography can be organised by context to convey a deliberate lie, or to twist the viewer's reading and response to an image.
Post-Modernism has been a great asset here with the development of semiotics. See the bibliography (12,13) for sources of examples and theory. * HISTORICAL TRADITION & CONTEXT : LANGUAGE & SYNTAX OF THE MEDIUM
9.# THE SLICK SLIDE ? 'Is a slick slide or even the program that generated it Computer Art ?' By now you will have realised from the above definitions that the vast majority of slick-slides are
not Art. Yes they may be very good Business Graphics, Advertising Promos, T.V. Graphics or even Art-like experiments with a new medium, but experiments with a new medium are not automatically Art. Most slick-slides come off
PAINTBOX systems so what of them? Paint-systems offer undeniable advantages in speed and utility in situations like T.V. studios, but their ease of use does not necessarily make them ideal tools for the production of Art works.
Going back to 'Appropriateness of the Medium' the artist and the viewer must ask themselves, 'Could this image have been done more successfully with a more traditional medium ? oils ? water colours? If the answer is Yes, the
paintbox image has failed the test. You may think that a little tough but lets us look at it another way. A very important ingredient in the creative process is the feedback the material gives the artist during the development of
the work. The main reason why an artist style will vary across different mediums is that the artist when using a given medium will explore it's FULLEST POSSIBILITIES TO EXPRESS their artistic intent in producing that work. Now if
this 'Exploration of the full set of possibilities' is undertaken when using a paintbox, the result can not look like an oil or watercolour, because both these styles of representation along with sampling, zooms, pattern
generation, repeats will come into play in the one work, resulting in a work that could not have been done more successfully in another medium. Frame-grabs are another feature of most paint-systems. This feature comes with a
couple of problems, beside the copyright problem. (Which is far from satisfactory. Most artist receive little or no protection for the majority of their work, as the second-hand user has only to change over 15% to legally rip it
off. Not to mention zero protection for the concept, a situation that would be intolerable in software or music copyrights). The use of frame-grabs to incorporate existing images into a new image opens a can of aesthetic worms;-
Origin, Code, Pastiche, Quotation, Authenticity, Plagiarism, Authorship, Originality. These issues are the crux of the current heated debated in the Art world, and there would be no better place to start than the catalogue for 'The
Sixth Biennial of Sydney 1986'. In this work Rosalind Krass (14) touches the heart of the matter.
"............. we can see that modernism and the avant garde are The debate about the need for a 'unique original object' has been seen in the computer art world as a major deterrent to the acceptance of Computer Art by the Mainstream Art World. In the Post- Modernist world to quote is now more acceptable than it was, but you still have a unique object. Conceptual and Post-Object Art were ever in a hungry, hand to mouth situation because of the lack of a 'unique original object'. Computer Art has similar problems;- Is the artwork the image on the screen? or the data on the disk? (sounds a bit like a certain copyright case!), or even the program that generated the data ? ?
10.# EVEN THE PROGRAMME ? To solve this question we need to look a bit closer at the
Art making process. To help yet another definition of Art. The point of the quote is
Art is a process, making works of Art is something you do, like writing computer programs. You can within the appropriate conceptual context have a computer program as part of a work of Art, as important as the colours in a
painting. A score for a symphony is a work of art? or does the music have to be first performed ? I have avoided looking at specific examples so far because of all the other issues that any given work will inject for one to do
justice in examining that work. But a description (as opposed to images will allow us to focus on the issue at hand. 'Seek' by the Architecture Machine Group from M.I.T. show us such use of a program particularly well. It
consisted of a large glass box opened at the top. In the box was a colony of gerbils (a small rodent) who were making their homes out of little metal cubes, while above a computer controlled grabclaw was intently trying to stack
those same blocks in an orderly fashion. The computer was unaware that it was destroying the gerbils homes each time it retrieved the next block, but it was equally at a loss why it's neatly stacked blocks walked away when the
mysterious gerbil whipped a block out to repair it's home. Harold Cohen's work (5) uses a program AARON to control a turtle that does line drawings on a large sheets of paper on the floor. The whole-piece i.e. Artist + Program +
Results is Art. But the resulting drawings (which Cohen sells by the foot.) are not automatically Art, but depend on the judgement made on them during any selection or editing process. As Cohen's work is often seen as the future
direction for Computer Art, what with A.I. and expert-systems, is it possible we may see Robot Artist ?
11.# ROBOT ARTIST ? or FROM WHENCE CREATIVITY ?
To answer this question, and the other one of, 'Can anybody with the help of a computer make great art ?', we have to delve more deeply into creative process. We need also examine the nature of thinking in general as modelled to
varying degrees of success by Artificial Intelligence practitioners. Historically in the plastic arts there has been two main streams, which are distinguished by their approach to creative endeavour, more than by stylistic
considerations and trends of the resulting work. The streams are CLASSICISM on one hand, and ROMANTICISM and EXPRESSIONISM on the other. The output of each can appear quite contradictory to relate to same. So a list of landmarks
may help.
So what has this got to do with AI. My hypothesis is;- "Given the materialisation of the most marvellous intelligent sane machine, only art work of a classical
tradition will ever be possible! Because Romanticism/Expressionism is a result being human, the sort of creation that bubbles uncontrollably within the deepest most parts of one being."
This requires the AI community to have solved how to make computers EXPERIENCE hope, pain and love, let-alone creative longings and the muses' touch. The Classical Robot Artist, and the ultimate do it
yourself artmachine for Joe Average are a little closer however. There have been some very interesting programs written; an expert system that churns-out, a few more paintings in the style of Mondrian, or an
E.S. that does musical arrangements after the fashion of Bach. But stylistic mimicking is not the same as creating. The human mind functions in the area of feelings and
intuitive knowledge during the creative process. The gap between AI's rationalising methodology and mans' intuitive jumps is immense, as clearly elucidated by Hubert & Stuart Dreyfus (15), in Technology Review.
"Digital computers, which are basically complicated structures But when creating a new thing, where do the images come from, with which to think? What is the source of inspiration understood as a mental process. Jacques Maritian (16) describes two sides to the human intellect. One side,
"is fecundated by intelligible germs on which all the He argues that this process may not always be deliberate, and that the germs themselves are usually unrecognized. "There can exist unconscious acts of thought and unconscious ideas."The other side according to Maritain is, "the Illuminating Intellect, a spiritual sun ceaselessly He argues that while we mostly know that we are thinking, we don't know how,
"..... before being formed and expressed in concepts and
To put it all more pointedly computers may be superb at rationalising, but stand little or no chance of being able to imagine and create, particularly considering that most people find it difficult to do same, let alone
understand it ! So with all this promised potential in Computer Art. What ever happened to the Technological Renaissance?
12.# The BABY THAT DIDN'T WALK AT BIRTH:
The main problem in leading any endeavour, is that you may get your fingers badly burnt. In DATAMATION Ken Sofer (5) observes
"......Conceptual artists were attracted to ... cybernetics, with its Further more, as one might expect, the idea of uncollectable art never went over well with dealers, collectors, and museum curators. Conceptual artists, who claimed that the elimination of the art object also obviated the art critic, didn't make many friends in that field either. And not having anything to sell is a hard way to make a living' (and don't I know it!)
13.# BACKGROUND TO THE FUTURE ?
Before we tackle the future, it is best to understand a little of the roots of modern art in general and computer graphics in particular. Painting in the mid. 19 century, was primarily concerned with the capture
of reality and mood. With the invention of photography , painting moved into modernism driven by an ever advancing Avant-Garde. The developments in film from then to now is a casebook example of the
evolutionary process of a medium;- At first film had no aesthetics of it's own. It was a passive eye recording the world, a window in time to
some past performance in a musical or stage-play. It took some twenty years for film to develop its' own unique aesthetic. When video arrived it inherited the aesthetic of the cinema image, which is contrary to the
more personal nature of the video medium, it was not till the 60's that video began to distil its' own more personal aesthetic. What is MODERNISM? Irving Sandler (17) states '................... Modernism can be defined narrowly, arbitrarily
"The avant-garde has ceased to exist, not only because so Rackstraw Downes (19) who was one of the first to apply the term post-modernism sums it up "Modernism deteriorated into a kind of pictorial narcissism- it It is no coincidence that the demise of painting was one of the main triggers for post-modernism. For it can be argued that the true explorers of artistic endeavour let us call them the New Guard, left painting as an exhausted corps before the commencement of World War II. They played with sculpture till the 70's, but their main stream moves from Futurism and Surrealism into the rediscovered, revitalized mediums of environments & happenings, and the new mediums of Abstract Film and Video. It is to this tradition of the New Guard we must turn to find the natural environment of Computer Art, for Post-Modernism's central ideology , is the rejection of PROGRESS in the arts or anything else, and thus its anti-technological ethos, its' debasement of idealism and concepts of value and worth. A gloomy future ?
14.# AND WHAT OF THE FUTURE ? The future for computer graphic Arts must lie within the mainstream of international cultural life, if it is to be anything more than a technological freak show. NOW! more than anytime since the computer appearance on earth the aesthetic debate is ripe for Computer Art's contribution. Nick Waterlow in the Biennial Catalogue (20) gives this context an urgency when he concludes.
' Post-modernism is the effort to go beyond modernism, in Nietzsche's words, via "the trans-valuation of all values". It
15.# SO WHERE TO NOW? We need to heed McLuhan's (11) warnings 'The future of the future is the past'
Western Culture (read political & economic power as well,) is waning in its' present crisis, slipping beneath an oriental cultural awakening and economic explosion.
There was at Ausgraph86 the need expressed for a manifesto. The Futurist Manifestos would be the best place to start, because;-
Australia for historical aesthetic and geopolitical reasons is the best place (in the whole Western World) to make such an investment , Now! So why are you hanging Streeton's in your board rooms ?
16.# WHERE HAVE WE BEEN ? Before concluding lets review our question and answer so far. Q. What is Art? Q. What is Computer Art? The Slick Slide or even the program ?
Q. Is there any distinct future for Computer Graphics in Fine Art ? Q. Will A.I. lead to a robot Artist? Q. Is the Computer the ultimate artistic medium?
Q. Where is computer art heading?
17.# CONCLUSION.
Q. Can anybody make great art with the aid of a Computer ?
BIBLIOGRAPHY
"Aesthetics of Computer Graphics" copyright Shaun Gray (c) 1986
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