What Is Generative Art?
Total Page:16
File Type:pdf, Size:1020Kb
Digital Creativity ISSN: 1462-6268 (Print) 1744-3806 (Online) Journal homepage: https://www.tandfonline.com/loi/ndcr20 What is generative art? Margaret A. Boden & Ernest A. Edmonds To cite this article: Margaret A. Boden & Ernest A. Edmonds (2009) What is generative art?, Digital Creativity, 20:1-2, 21-46, DOI: 10.1080/14626260902867915 To link to this article: https://doi.org/10.1080/14626260902867915 Published online: 01 Dec 2010. Submit your article to this journal Article views: 1959 View related articles Citing articles: 45 View citing articles Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=ndcr20 Digital Creativity 2009, Vol. 20, Nos. 1–2, pp. 21–46 What is generative art? Margaret A. Boden1 and Ernest A. Edmonds2 1Centre for Cognitive Science, University of Sussex 2Creativity & Cognition Studios, University of Technology, Sydney [email protected] Abstract 1 Introduction There are various forms of what’s sometimes Since the late-1950s, an ever-diversifying set called generative art, or computer art. This of novel art practices has arisen which are still paper distinguishes the major categories little known or discussed in aesthetics and art and asks whether the appropriate aesthetic theory. (For a wide variety of examples, see: criteria—and the locus of creativity—are the Krueger 1991; Wilson 2002; Candy and same in each case. Edmonds 2002; Whitelaw 2004; Woolf 2004; Popper 2007.) As Jon McCormack, one of the Keywords: computer art, generative art, artists concerned, has put it, interactive art, computational creativity [M]uch of the innovation today is not achieved within the precious bubble of fine art, but by those who work in the industries of popular culture–computer graphics, film, music videos, games, robotics and the Internet (McCormack 2003, p. 5). The “bubble of fine art” refers to a shifting socially accepted norm. Artists often work outside the norm of their day, as famously illustrated by Marcel Duchamp and his ready- mades or John Cage and silence. The novel approaches that McCormack mentions are closely related, both theoretically and metho- dologically—so much so, that they are often all lumped together under one label: “computer art”, “electronic art”, or “generative art”. One aim of this paper is to clarify how they can be distinguished. Theoretically, this new art originated in cybernetics and general systems theory. The young painter Roy Ascott, later to be highly influential in the field, identified the novel activity as “a cybernetic vision” (1966/67). And the exceptionally creative cybernetician Gordon Pask was a key influence. For besides producing and/or imagining some of the first artworks of this general type (in the 1950s), he provided much of the theoretical impetus that inspired the more philosophically minded artists in the field (Boden 2006, p. 4.v.e). Very soon, the “cybernetic vision” was bolstered by ideas about structure and process drawn from computer science. This paper’s co-author Ernest Edmonds, for instance, turned DOI: 10.1080/14626260902867915 Boden and Edmonds from paintbrush and easel to the computer in The resulting artworks are highly diverse. the1960s: he thought he could produce more They include music, sonics, the visual arts, interesting art in that way (see Section 3). At video art, multimedia installations, virtual much the same time, music and visual art was reality, kinetic sculpture, robotics, performance produced which reflected AI’s computational art and text. And whereas some of these theories of mind. Indeed, Harold Cohen, a outside-the-bubble activities place ink or paint renowned abstract painter in 1960s London, onto a surface, others involve desk-top VDUs deserted his previous working practices largely or room-scale video-projection. Yet others because he felt that doing computer art would eschew the virtuality of cyberspace, construct- help him to understand his own creative ing moving physical machines instead. Digital Creativity, Vol. 20, Nos. 1–2 processes (McCorduck 1991; Boden 2004, The labels attached to these new art forms pp. 150–166, 314f.). vary and have not yet settled down into a Over the past twenty years, this artistic field generally accepted taxonomy. The names has been inspired also by ideas about emer- preferred by the artists involved include: gence, evolution, embodiment, and self- generative art, computer art, digital art, organisation. These concepts are borrowed computational art, process-based art, electronic from various areas of cognitive science and in art, software art, technological art and particular from artificial life (A-Life). However, telematics. All of those terms are commonly the theoretical roots of A-Life reach back to used to denote the entire field–and (although mid-century cybernetics and automata theory distinctions are sometimes drawn) they are (Boden 2006, p. 4.v.e, 15.iv-v). In short, the often treated as synonyms. In addition, there theoretical wheel has turned full circle. are names for subfields: interactive art, The methodological wheel, meanwhile, has evolutionary art, video art, media (and climbed an ascending spiral. For the art new-media and multimedia) art, holographic practices outside the bubble are grounded in art, laser art, virtual art, cyborg art, robotic art, technologies for communication and infor- telerobotics, net art ... and more. Again, the mation processing whose power and variety extension of these labels is not always clear. have burgeoned over the last half-century. It’s partly for that reason that “a satisfactory (Often, this means that the customary lone artist critical framework of new forms in art tech- is replaced by a team, some of whose members nology has yet to be developed” (Candy and may be computer scientists and/or tele- Edmonds 2002, p. 266). We hope that the dis- engineers.) tinctions made in this paper may help towards Most of them rely heavily on digital com- such a framework. Mainly, however, we aim to puting and in particular on methods drawn from outline some philosophical problems that arise AI/A-Life. Specifically, they have employed with respect to the art that lies outside both symbolic and connectionist computation, McCormack’s “precious bubble”. and—more recently—cellular automata, L- In Section 2, we sketch the history and systems and evolutionary programming too. current usage of some of the new labels within This is an ascending spiral, not a linear ascent, the artistic community concerned. Then, in because two of those ‘recent’ methods were Section 3, Edmonds gives a brief autobiogra- foreseen (by John von Neumann) in 1950s phical account of why he chose—and now cybernetics, and all three had been mathemat- chooses—one name rather than another for his ically defined by the 1960s—but none could be own art. fruitfully explored, by artists or scientists, until Section 4 distinguishes various categories, powerful computers became available much focusing especially on computer art, generative later (Boden 2006, p. 15.v-vi). art, evolutionary art, robotic art and interactive 22 What is generative art? art. The terms we define here use words that are Noll that was exhibited in New York between Digital Creativity, Vol. 20, Nos. 1–2 already being used by the artists in question. the two German shows was also generative. Indeed, we hope that our analysis may help Others pioneering the activities outside readers to interpret these artists’ discussions of McCormack’s bubble also adopted the term. their work. But we are not aiming to offer a For example, when Manfred Mohr, who knew report of common usage because, as already Nake, started producing drawings with a com- remarked, such usage is not consistent. Rather, puter program in 1968 he termed it ‘generative our account is intended as a theoretical tool art’. (Mohr still uses that description of his with which to highlight certain distinctions that work and uses it in the same sense.) And the have philosophical and/or aesthetic interest. philosopher Max Bense—who had composed The philosophical issues concerned are the manifesto for the original Stuttgart exhibi- indicated in Section 5. We’ll see that ton of 1965—was writing about what he called judgements concerning creativity, authorial ‘generative aesthetics’ (Nake 1998). Alterna- responsibility, agency, autonomy, authenticity tive tags were already being offered, however: and (sometimes) ontology are even more an influential discussion by the art historian problematic outside the precious bubble than Jack Burnham (1968), for instance, identified inside it. To explore these matters fully would the new work as ‘process art’. be beyond the scope of this paper. But we In music, the use of computer systems to identify some pertinent questions and some produce work started very early on. By 1957 possible responses to them. Lejaren Hiller and Leonard Isaacson had created the Illiac Suite for String Quartet (Hiller and Isaacson 1958) and in 1962 Iannis Xenakis completed the Stochastic Music 2 A terminological history program. Xenakis published essays on for- The terms ‘generative art’ and ‘computer art’ malised music, including this program in the have been used in tandem, and more or less same year (in English, Xenakis 1971) and was interchangeably, since the very earliest days. a key figure in the development of computer- For the first exhibition of computer art was generated music. Probably as a result of this called Generative Computergraphik (see the early start, the development of computer- description of the event in Nake 2005). It was generative music preceded that of computer- held in Stuttgart in February 1965 and showed generative visual art. the work of Georg Nees. Four years later he Not all generative visual art involves com- produced the first PhD thesis on computer art, puters. Pre-computer examples include such giving it the same title as the exhibition (Nees clear cases as Kenneth Martin, whose 1949 1969).