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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. -
Siggraph 1986
ACM SIGGRAPH 86 ART SHOW ART SHOW CHAIR CONFERENCE CO-CHAIRS Patric Prince Ellen Gore California State University, Los Angeles ISSCO Raymond L. Elliott Los Alamos National Laboratory ART SHOW COMMITTEE Maxine D. Brown Maxine Brown Associates SPACE COMMITTEE Donna J. Cox Darcy Gerbarg University of Illinois School of Visual Arts Paul Allen Newell Barbara Mones Abel Image Research Montgomery College Sylvie Rueff John. C. Olvera Jet Propulsion Laboratory North Texas State University Gary Walker Jet Propulsion Laboratory PROFESSIONAL ASSISTANCE Gayle Westrate Independent Deborah Sokolove Colman PHOTOGRAPHS Monochrome Color ESSAYS Herbert W. Franke John Whitney Ken Knowlton Frank Dietrich Patric Prince LISTS OF WORKS Tho-dimensional/Three-dimensional Works Installations Animations FRONT COVER CREDIT ISBN 800-24 7-7004 © 1986 ACM SIGGRAPH © 1985 David Em, Zotz I 1986 ACM SIGGRAPH ART SHOW: A RETROSPECTIVE Since the mid-Sixties, computer art has been seen in museums and galleries world-wide, with several recent major exhibitions. However, the pieces shown were usually the artists' newer works. It is appropriate and pertinent at this year's exhibition to show computer-aided art in the context of that which went before. The 1986 art show traces the development of computer art over the past twenty-five years through the work of artists who have been involved with it from its inception. The 1986 art show is the fifth exhibition of fine art that ACM SIGGRAPH has sponsored in conjunction with its annual SIGGRAPH conference. Patric D. Prince ACKNOWLEDGMENTS I thank Louise Ledeen for her support and advice, the Art Show committee for their billions and billions of donated hours, and the nucleus of dedicated volunteers who have worked diligently to produce this art show. -
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. -
Bulletin of the Computer Arts Society Spring 2005
BULLETIN OF THE COMPUTER ARTS SOCIETY SPRING 2005 STEPHEN WILLATS: An Interview on Art, Cybernetics and Social Intervention George Mallen Background Stephen Willats is an artist whose works have explored new dimensions of the relationship between artist, audience and society. He has pursued the idea that the real function of art is to be a catalyst for changing thinking, the artist preferably anonymous and certainly working outside the conventional galleries framework. His works span a wide range - writings (he started and still publishes Control Magazine, his books include "Art and Social Function"), drawings, constructed electronic and interactive pieces and the important social or community projects. An exhaustive listing of his works is at www.lumentravo.nl/bio/stem.htm His early work did not use computers as such though he built his own special purpose devices to control his electronic pieces and the large-scale interactive works. His social project for the Computer Arts Society's INTERACT exhibition in Edinburgh in 1973 did however use a very early portable teletype terminal for the street interviews carried out in Leith and Edinburgh. This was highly innovative in those days. My interest in Stephen's work stems from his intuitive response to the complex issues linking art, technology and the artist's social roles, and his ability to move these forward through insight, technical capability and a broad social comprehension. I was trying to address such issues through the lens of science and had been impressed by the apparent solidity and confidence of his "way of knowing". The Cybernetic 60s Stephen and I are both uncertain when we first met. -
From Mind to Machine, Computer Drawing in Art History
FROM MIND TO MACHINE: COMPUTER DRAWING IN ART HISTORY Constructing rules or sets of pre-determined instructions to produce art, has precedents within art The computer like any tool or machine, extends human history. Influenced by aspects of Constructivism, Op capabilities. But it is unique in that it extends the Art, Systems Art and Conceptualism and Concrete art, power of the mind as well as the hand. methodologies were discovered that laid a foundation for Robert Mallary 1 computer arts to develop and provided an inspiration to artists working in a programmatic way. Further, this This exhibition presents three major pioneers of approach had relevance to the times – Cordeiro wrote computer art – Waldemar Cordeiro, Robert Mallary and that Concrete art and Constructivism were movements Vera Molnár, from three different corners of the globe – that “helped create a ‘machine language’ appropriate to South America, the United States and Europe. Although the communications systems of the urban and industrial each has an original style and distinctive approach, so cie ty.” 2 with these works can be seen a similar modernist aesthetic and common interest in exploiting the unique These artists were thinking about a systematic way of capabilities inherent in the computer. It is evident working before they had access to computers. Molnár’s that complex and visually arresting imagery can arise speaks of a “machine imaginaire,” her name for her from relatively simple sets of instructions. method of conceptualising a system to dictate the drawing, without having access to digital technology. Before the onset of personal computers, propriety software and the Internet, artists had to learn to Paul Klee’s process driven approach to drawing – “an programme, work with scientists and technicians and active line on a walk…”3 was also an inspiration to often construct or adapt hardware in order to create pioneers who found a parallel with the crafting of code their work. -
Early British Computer-Generated Art Film BITS in MOTION
BITS IN MOTION: Early British Computer-Generated Art Film BITS IN MOTION A programme for the NFT of films made by British pioneers of computer animation [INTRODUCTION] The earliest computer animators had no off-the-shelf software packages, Programme Notes no online tutorials and nothing to buy in a bookshop on how to make animated films using computers. When they began to experiment with 7 March 2006 computer-generated imagery, they had to gain access to rare and specia- lised mainframes and learn programming from the ground up. As pioneers, they were making the first steps towards the highly successful CGI animations of the 21st century. The practitioners in this survey were among those who forged alliances with scientists and institutions, learned to write code, built or customised their own hardware where necessary and discovered imaginative ways to bend the available technology to suit their creative requirements. Working with equipment designed for completely different purposes was a difficult task requiring long hours, dedication and a particular type of mind-set but it led to highly productive cross- disciplinary working relationships. These films remain important examples of the collaboration possible between artists and technologists in this period. The CACHe Project has rediscovered some of the very first efforts in this medium and this event, supported by the London Centre for Arts and Cultural Enterprises, hopes to make its origins better known. // Recently completed in the School of History of Art, Film & Visual Media at Birkbeck, University of London, the CACHe (Computer Arts, Contexts, Histories, etc) Project was supported by the Arts and Humanities Research Council and traced the inception, growth and development of British computer arts from its origins in the 1960s to the beginning of the 1980s (www.bbk.ac.uk/hosted/cache). -
Operative Media (Art) Preservation
OPERATIVE MEDIA (ART) PRESERVATION. Adopting to the techno- logical time regime Lecture at Media Art Preservation Symposium, March 23/24 2017, Museum of Contemporary Art (Ludwig Museum), Budapest [long version] Preserving the signal: Media theory in support of media art preservation Preservation of media art does not simply require care for the material endurance of the artefact any more. Preservation of time-based technologies itself must be processual, as an ongoing act of up-dating the analog or digital art work.1 Still, a media-archaeological veto insists: To what degree does the hardware of so-called "born-digital" art matter? That is the moment when conservation specialists ask for epistemological advice. It is the primary task of media theory to take philosophical care of technical terms like the "emulation" of early computational media art works by contemporary operating system. What seems evident on a practical level turns out to be a delicate challenge to the ethics of museum preservation. Media archaeology describes the techniques of cultural tradition and develops criteria for a philosophy of dealing with the tempor(e)alities of techno-logical agents. Any piece of media art is subject to time in its hardware embodiment (physical entropy), in its logical, almost time-invariant design (circuit diagrams and software codes), and in its actual time-critical processing. Any epistemology and aesthetics of media art preservation aks for the foundation of its arguments in the technological ground, against all seductions of reducing preservation of media art to its shere phenomenological appeal. There are different museological degrees for media art preservation: conceptual (design), functional (circuitry), and actually operative (time-critical) re-enactment. -
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 -
Anatol Stern and Stefan Themerson. on Europa And
Anatol Stern and Stefan Themerson and Stefan Anatol Stern Janusz Lachowski ANATOL STERN AND STEFAN THEMERSON. ON EUROPA AND THE FRIENDSHIP BETWEEN THE TWO AVANT-GARDE ARTISTS ON THE BASIS OF THEIR MUTUAL CORRESPONDENCE FROM THE YEARS 1959–1968 Anatol Stern (1899–1968) was a poet, one of the founders of Polish futur- ism, a prose and drama writer, literary critic, essayist and author of memo- rial sketches1 as well as a prolific scriptwriter and film journalist of the Pol- ish interwar period. His wife Alicja (1905–1993) was a translator of Russian literature, theatre critic, and columnist, also participating in film script writing. Towards the end of her life, she wrote a children’s book. Following her husband’s death, she took care of his manuscript collection, preparing previously unedited texts2 for publication and making their home archive available to literary researchers interested in Stern’s writing. Stefan Themerson (1910–1988) was a novelist, poet, essayist, philoso- pher, author of children’s literature, and composer; together with his wife Franciszka (1907–1988), he made experimental short films in interwar 4 Vol. 2016 Libraries Polish 1 Cf. i.a. A. Stern, Legendy naszych dni [The Legends of Our Days], Kraków 1969; idem, Poezja zbuntowana. Szkice i wspomnienia [Rebellious Poetry. Essays and Memories], revised and expanded edition, Warszawa 1970; idem, Głód jednoznaczności i inne szkice [The Craving for Unambiguity and Other Essays], Warszawa 1972. 2 Cf. A. Stern, Dom Appolinaire’a. Rzecz o polskości i rodzinie poety [Appolinaire’s Home. On the Poet’s Polishness and His Family], prepared for printing by A. -
Dare to Be Digital: Japan's Pioneering Contributions to Today's
Dare to be Digital: Japan's Author Jean Ippolito + 1.808.933.0819 Pioneering Contributions to Today's Art Department [email protected] International Art and Technology University of Hawaii at Hilo 200 West Kawili Street Movement Hilo, Hawaii USA 96720 A number of pioneering artists began experimenting with the com neer), Makoto Ohtake (architectural engineer), Koji Fujino (systems puter as a visual arts medium in the late 60s and early 70s when engineer), and Fujio Niwa (systems engineer). Komura was the only most fine-arts circles refused to recognize art made by computers as artist of the group, but the group's activities, as a whole, were of an a viable product of human creativity. This was the era of computer avant-garde art nature. All of the members were in their early twen punch cards, when the visual results of algorithmic input were noth ties. Reichardt describes their aim (stated in the group's manifesto) ing more than line drawings. Many of the forward-looking artists who as the restoration of man's innate rights of existence by means of were experimenting with this technology were not taken seriously by computer control.3 Most of their art pieces involved the transforma the established art venues, and were, in fact, often ostracized by tion of simple line drawings of well-known images, as in Running their peers.' More recently, the work of computer artists has begun to Cola is Africa, in which a contour drawing of a running man changes appear in general textbooks on the history of art, but each book fea to an outline of a Coca-Cola bottle and then to a line drawing of the lures one or two completely different artists. -
Creating Continuity Between Computer Art History and Contemporary Art
CAT 2010 London Conference ~ 3rd February Bruce Wands _____________________________________________________________________ CREATING CONTINUITY BETWEEN COMPUTER ART HISTORY AND CONTEMPORARY ART Bruce Wands Chair, MFA Computer Art Director of Computer Education Director, New York Digital Salon School of Visual Arts 209 East 23 Street New York, NY 10010 USA [email protected] www.mfaca.sva.edu www.nydigitalsalon.org Computer art was started by a small group of pioneering artists who had the vision to see what digital tools and technology could bring to the creative process. The technology at the time was primitive, compared to what we have today, and these artists faced resistance from the traditional art establishment. Several organizations, such as the New York Digital Salon, were started to promote digital creativity through exhibitions, publications and websites. This paper will explore how to create continuity between computer art history and a new generation of artists that does not see making art with computers as unusual and views it as contemporary art. INTRODUCTION The origins of computer art trace back over fifty years as artists began to experiment and create artwork with new technologies. Even before computers were invented, photography, radio, film and television opened up new creative territories. Many people point to the photographs of abstract images taken of an oscilloscope screen that Ben Laposky called Oscillons as some of the first electronic art images, which foreshadowed the development of computer art. While the system he used was essentially analog, the way in which the images were created was through mathematics and electronic circuitry. Another artist working at that time was Herbert Franke, and as the author of Computer Graphics – Computer Art, originally published in 1971, and followed in 1985 by an expanded second edition, he began to document the history of computer art and the artists who were involved. -
British Computer Art 1960-1980
White Heat Cold Logic British Computer Art 1960–1980 Edited by Paul Brown, Charlie Gere, Nicholas Lambert, and Catherine Mason The MIT Press Cambridge, Massachusetts London, England ( 2008 Birbeck College All rights reserved. No part of this book may be reproduced in any form by any electronic or mechanical means (including photocopying, recording, or information storage and retrieval) without permission in writing from the publisher. For information about special quantity discounts, please email [email protected] .edu. This book was set in Garamond 3 and Bell Gothic on 3B2 by Asco Typesetters, Hong Kong. Printed and bound in the United States of America. Library of Congress Cataloging-in-Publication Data White heat cold logic : British computer art 1960–1980 / edited by Paul Brown . [et al.]. p. cm.—(Leonardo books) Includes bibliographical references and indexes. ISBN 978-0-262-02653-6 (hardcover : alk. paper) 1. Computer art—Great Britain. 2. Art, British—20th century. I. Brown, Paul, 1947 Oct. 23– N7433.84.G7W45 2008 776.0941—dc22 2008016997 10987654321 Index 010101: Art in Technological Times, 415 Air Force Office of Scientific Research, 192 2000 AD, 307 Air Loom, 412 2001: A Space Odyssey, 171, 224 AISB. See Society for the Study of Artificial 20th Century Fox, 201, 223 Intelligence and the Simulation of Behavior A&L. See Art & Language Alan Stone Gallery, 422 AA. See Architectural Association Albers, Josef, 265 AARON, 4, 134, 145, 147–150, 276– Aldeburgh Festival, 182 277, 396, 422 Aldermaston March, 164 Abel, Robert, 399 ALGOL, 328 Abstract expressionism, 249–250, 291 Alien, 188–189, 199, 201, 315, 326 Abstraction, 4, 32n18, 122, 124, 248–249, Alife.