Cybernetic Serendipity Revisited
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An Interview with Frieder Nake
arts Editorial An Interview with Frieder Nake Glenn W. Smith Space Machines Corporation, 3443 Esplanade Ave., Suite 438, New Orleans, LA 70119, USA; [email protected] Received: 24 May 2019; Accepted: 26 May 2019; Published: 31 May 2019 Abstract: In this interview, mathematician and computer art pioneer Frieder Nake addresses the emergence of the algorithm as central to our understanding of art: just as the craft of computer programming has been irreplaceable for us in appreciating the marvels of the DNA genetic code, so too has computer-generated art—and with the algorithm as its operative principle—forever illuminated its practice by traditional artists. Keywords: algorithm; computer art; emergent phenomenon; Paul Klee; Frieder Nake; neural network; DNN; CNN; GAN 1. Introduction The idea that most art is to some extent algorithmic,1 whether produced by an actual computer or a human artist, may well represent the central theme of the Arts Special Issue “The Machine as Artist (for the 21st Century)” as it has evolved in the light of more than fifteen thoughtful contributions. This, in turn, brings forcibly to mind mathematician, computer scientist, and computer art pioneer Frieder Nake, one of a handful of pioneer artist-theorists who, for more than fifty years, have focused on algorithmic art per se, but who can also speak to the larger role of the algorithm within art. As a graduate student in mathematics at the University of Stuttgart in the mid-1960s (and from which he graduated with a PhD in Probability Theory in 1967), Nake was a core member, along with Siemens mathematician and philosophy graduate student Georg Nees, of the informal “Stuttgart School”, whose leader was philosophy professor Max Bense—one of the first academics to apply information processing principles to aesthetics. -
Cybernetics in Society and Art
Stephen Jones Visiting Fellow, College of Fines Arts, University of NSW [email protected] Cybernetics in Society and Art Abstract: This paper argues that cybernetics is a description of systems in conversation: that is, it is about systems “talk- ing” to each other, engaging in processes through which information is communicated or exchanged between each system or each element in a particular system, say a body or a society. It proposes that cybernetics de- scribes the process, or mechanism, that lies at the basis of all conversation and interaction and that this factor makes it valuable for the analysis of not only electronic communication systems but also of societal organisation and intra-communication and for interaction within the visual/electronic arts. The paper discusses the actual process of Cybernetics as a feedback driven mechanism for the self-regulation of a collection of logically linked objects (i.e., a system). These may constitute a machine of some sort, a biological body, a society or an interactive artwork and its interlocutors. The paper then looks at a variety of examples of systems that operate through cybernetic principles and thus demonstrate various aspects of the cybernetic pro- cess. After a discussion of the basic principles using the primary example of a thermostat, the paper looks at Stafford Beer's Cybersyn project developed for the self-regulation of the Chilean economy. Following this it examines the conversational, i.e., interactive, behaviour of a number of artworks, beginning with Gordon Pask's Colloquy of Mobiles developed for Cybernetic Serendipity in 1968. It then looks at some Australian and inter- national examples of interactive art that show various levels of cybernetic behaviours. -
Writing New Codes Catalogue
WRITING NEW CODES CORDEIRO / MALLARY MOLNÁR WRITING NEW CODES CORDEIRO / MALLARY / MOLNÁR THE MAYOR GALLERY THE MAYOR GALLERY 3 PIONEERS OF COMPUTER ART 1969 - 1977 WRITING NEW CODES WALDEMAR CORDEIRO / ROBERT MALLARY / VERA MOLNÁR 3 PIONEERS OF COMPUTER ART 1969 - 1977 THE MAYOR GALLERY CONTENTS 6 Introduction: From Mind to Machine: Computer drawing in art history by Catherine Mason 14 Waldemar Cordeiro by Analivia Cordeiro 16 Waldermar Cordeiro plates 30 Robert Mallary: Pioneer Computer Artist by Martine Mallary 32 Robert Mallary: TRAN2 Computer Sculpture by Mike Mallary 34 Robert Mallary plates 60 Vera Molnár interview by Angeria Rigamonti di Cutò for Studio International 66 Vera Molnár plates 86 List of works 4 5 FROM MIND TO MACHINE: COMPUTER DRAWING IN ART HISTORY Constructing rules or sets of pre-determined Riley’s painted abstraction was exhibited alongside instructions to produce art, has precedents within art computer-generated work, to draw attention to their The computer like any tool or machine, extends human history. Influenced by aspects of Constructivism, Op similar geometric aesthetic. No differentiation was capabilities. But it is unique in that it extends the Art, Systems Art and Conceptualism and Concrete art, made between object, process, material or method, nor power of the mind as well as the hand. methodologies were discovered that laid a foundation for between the background of makers, whether art school Robert Mallary 1 computer arts to develop and provided an inspiration to educated or scientist-engineers. As -
New Media in the White Cube and Beyond
020 Paul Pt 1 (11-48) 7/10/08 10:21 AM Page 13 CHARLIE GERE 1 New Media Art and the Gallery in the Digital Age n this essay I am concerned particularly with the representation in art galleries and museums of work created by using new technologies Isuch as computers. For convenience’s sake I shall call such work “new media art,” even though this term is both problematic and, for at least some of my discussion, anachronistic. The early work I discuss would not have been defined in such terms. Nevertheless, it is useful shorthand for a range of practices and names, including “art and tech- nology,” “computer art,” “systems art,” and so on. The question of this kind of work’s representation in institutions such as galleries and muse- ums is important in relation to the work itself and how it is received and understood, but, at a broader level, also indicates how galleries and museums can engage with our increasingly technologized society, in particular the ubiquity of new media and new technologies such as the Internet. As little as twenty years ago, the Internet was hardly used outside sci- ence departments, and interactive multimedia were only just becoming possible, CDs were a novelty, mobile phones unwieldy luxuries, and the World Wide Web nonexistent. Since then, these technological develop- ments have begun to touch on almost every aspect of our lives. Nowa- days, most forms of mass media, television, recorded music, and film 13 Copyrighted Material 020 Paul Pt 1 (11-48) 7/10/08 10:21 AM Page 14 14 NEW MEDIA ART AND THE GALLERY are produced and even distributed digitally; these media are beginning to converge with digital forms, such as the Internet, the World Wide Web, and video games, to produce something like a seamless digital mediascape. -
Pionners of Computer Art, II RCM GALERIE
Pionners of Computer Art, II RCM GALERIE Pioneers of Computer Art Colette Bangert, Aldo Giorgini, Jean-Pierre Hebert, Desmond Paul Henry, Hervé Huitric, Ken Knowlton, Charles Mattox, Manfred Mohr, Monique Nahas, Jacques Palumbo, Edward Zajec 20 June - 31 July 2019 RCM Galerie Monique Nahas (b. 1940) and and Hervé Huitric (b. 1945) co-counded the Groupe Art et Informatique de Vincennes and were among the preeminent artists working with computers in France in the late 1960s and 1970s. Their work explores how computer algorithms can be transformed into colored images. They first worked with a CAE 510 and then an IBM 1130 writing programs in Algol and then Fortran that created random variations in constructivist color schemes. Instead of working on a palette with rules of transition, the duo considered color as a continuous variable, while treating color as a set of percentages of its basic components. Although interested in how the computer changed the rules of art, their works in the early seventies are highly influenced by pontilism, especially Georges Seurat. The duo's first work used a coded sequence of letters then printed on a plotter. R for Red, B for Blue etc. Each square was then hand painted. The couple then developed a stencil method, using the punch cards and screenprinting artwork using a plotter. The couple exhibited widely in the 1970s, including the New Tendency 5 exhibition in Zagreb. Monique Nahas and Hervé Huitric Cube, 1971 Layered perforated program cards, paint, wood, lacquer 12 x 12 x 12 inches Unique Monique Nahas and Hervé Huitric Untitled, 1971 Double serigraph 31.5 x 22 in One of two copies Signed on verso Monique Nahas and Hervé Huitric Monique Nahas and Hervé Huitric Untitled, 1971 Untitled, 1971 Computer print, hand-painted 6.2 x 7.8 in Computer print, hand-painted 9.4 x 7.4 in Unique Unique Signed on verso Signed on verso 1 1 - ' ' I I ..._ / / • / / . -
Computer Art at the V&A
V&A Online Journal Issue No. 2 Autumn 2009 ISSN 2043-667X Computer art at the V&A Honor Beddard Curator, Word and Image Department, V&A The arrival of the computer into both the creative process and the creative industries is perhaps one of the most culturally significant developments of the last century. Yet until recently, few, if any, UK museums have collected material that comprehensively illustrates and charts this change. The donation of two substantial collections of computer-generated art and design to the Word and Image Department of the Victoria and Albert Museum offers the opportunity to redress this. The donations have considerably strengthened our holdings in this area and the museum is now home to the national collection of computer-generated art Figure 1 - Frieder Nake, 'Hommage à Paul Klee, 13/9/65 Nr.2', 1965. Screenprint after a plotter and design. These acquisitions will allow the drawing. Museum no. E.951-2008. Given by the museum to re-assess the impact of the American Friends of the V&A through the generosity of Patric Prince. computer's arrival and to attempt to position these works within an art historical context for the first time. The importance of such an endeavour has been recognised by the awarding of a substantial Arts and Humanities Research Council (AHRC) grant to the V&A and Birkbeck College, University of London. Since 2007, research has focused on investigating the origins of computer-generated art from the 1950s, and its development through subsequent decades. As well as full documentation and cataloguing of the collections, the V&A is organising a temporary display entitled 'Digital Pioneers', opening in December 2009, which will draw almost entirely from the newly acquired collections and recent acquisitions. -
The CAS50 Exhibition and Collection
http://dx.doi.org/10.14236/ewic/EVA2019.17 The CAS50 Exhibition and Collection Sean Clark Interact Digital Arts Ltd Leicester, UK [email protected] The Computer Arts Society was established in the UK in 1968 and pioneered the development of digital arts in the UK and worldwide. In this paper I present some background to the formation of the Society and document the exhibition organised to help celebrate 50 years since the founding of the Society. Suggestions for the on-going development of what is now being referred to as the “CAS50 Collection” are also presented. Computer Arts Society. Computer art. Digital art. Art exhibition. 1. THE COMPUTER ARTS SOCIETY outside their own team before. Sutcliffe collated the names of interested individuals and the group In 1968 the three founder members of the formed out of this, with the first meetings in London Computer Arts Society – Alan Sutcliffe, George held in a room belonging to University College Mallen and John Lansdown – had been involved London, in or near Gower Street in September with computing and its related topics for some time. 1968. Subsequent meetings were often held at the They knew Jasia Reichardt, the curator the of offices of Lansdown’s architectural practice (he Cybernetic Serendipity exhibition in 1968 became the Secretary with Sutcliffe the Chairman (Reichardt 1968) and had participated in, or and Mallen, Treasurer). advised, on various aspects of the show. The Computer Arts Society was founded with the Sutcliffe was involved with the Cybernetic aim of encouraging the creative use of computers Serendipity exhibition through his collaboration with and to allow the exchange of information in this composer Peter Zinovieff and Electronic Music area. -
Artistic Intuition Meets Technical Ingenuity: the Unique Contribution to Digital Art History of 1960’S Computer Art Pioneer, Desmond Paul Henry (1921-2004)
Artistic intuition meets technical ingenuity: the unique contribution to Digital Art History of 1960’s computer art pioneer, Desmond Paul Henry (1921-2004) Elaine O’Hanrahan1 (B.A.Oxon, P.G.C.E, MPhil.) Abstract: It is thanks to the artistic intuition and technical 2 HENRY THE ARTIST IN THE 1950s ingenuity of a Philosopher, Desmond Paul Henry, that a series of three innovative drawing machines (1961-71) were constructed By 1960, Henry, a veteran of the Normandy Landings of from WW2 analogue bombsight computers. His drawing 1944, had become a lecturer in Philosophy at Manchester machines’ unconventional modus operandi not only made for a University, all the while continuing to develop his skills as a very special bond between Henry and his machines, but also mainly self-taught artist who excelled in the development of firmly establishes their transitional position in Digital Art experimental mark-making techniques born out of a spirit of history, spanning as they do what has been termed the pre-war wartime resourcefulness (Henry, 1999-2000). For example, (WW2) Industrial/Mechanical Age and the post-war whilst serving with the British Liberation Army he developed a Electronic/Digital Age (Popper, 1993). unique “finger-rubbing technique” (ibid.) using office supplies of duplicator ink and soot. Following the war he developed a photo-chemical technique inspired by his access to plentiful free 1 INTRODUCTION supplies of blitz-damage light sensitive photographic paper (ibid.). It was pictures based on the latter techniques (Fig.1) In the early 1960s, the computer-based drawing machines which won him first prize in 1961 in a local art competition, created by Desmond Paul Henry caused quite a stir in the press organised by L.S.