03:28
Boredomresearch: f.wish / Leonardo Solaas: La Mosca 2
I have just returned from the Norwich International Animation Festival (NIAF), where festival director Adam Pugh had been courageous enough to present generative art and kinetic sculpture as part of the festival. Interestingly, the claim “I am not an animator” was often heard during the festival, pointing perhaps to a problem of positioning versus an old craft. The juxtapositions created by the festival made this dilemma all the more interesting, for instance as seen in the programme of abstract videos presented by Dietmar Schwärzler from Sixpack Films, with much of the work relating to the Austrian Abstracts blogged here recently.
Two panels on generative art were also presented. The first, chaired by Helen Sloan of SCAN, was an attempt at placing generative art in the context of animation. The panelists were Leonardo Solaas (creator of Dreamlines), Paul Smith Vicky Isley of Boredomresearch and myself. No real conclusion was reached, as none of the three participants would see their work as relating to conventional animation. Nevertheless, the inevitable time-based and performative nature of software does imply that ideas from animation could have an impact on the work.
The second panel (titled “Art on autopilot”) was organized by the Cambridge-based media arts organization Enter_, which will premiere a new international conference and festival next year. Geoff Cox acted as moderator, Geoff is an artist theorist who have written several articles on generative art and co-curated a generative exhibition called Generator. I spoke about the commissioned piece created for generating the festval identity visuals. Paul Brown talked about generative music, copyright and applications in music therapy (see this article). Finally, Dave Miller presented his work with creating an automatic approach to political cartoons. Here the practices of the participants were quite dissimilar, highlighting yet again the potential problems of the broad definition of “generative art”.
Quasar is an amazing film-based performance by artists Jürgen Reble and Thomas Köner, presented during the festival at the Norwich Arts Centre. The work starts off with a droning minimal soundspace and two juxtaposted 16mm film projections of crackly images that could be images off far-off star clusters. As it builds, a total of 6 projectors are activated (projecting in multiple directions) and enormous amounts of smoke pumped into the venue. The image is finally obscured, with the presentation transformed from a semi-traditional film to a kinetic space, where both sound and image become volumes rather than simple surfaces. The result was mesmerizing, and again points to the vision of the festival for including unconventional works.
The renowned London-based VJ group the Light Surgeons also presented a performance of integrated sound and visuals, with sampling being the dominant technique. The end result was a kind of video turntablism, as though a scratch DJ like Kid Koala had suddenly expanded to doing videos.
13:07
Justin Marshall: Penrose Strapping 1 / Corby & Bailey: Cyclone.soc
A new exhibition in Lancaster, UK is highlighting creative uses of digital fabrication techniques. Perimeters, Boundaries and Borders features the work of artists, architects and designers using rapid-prototyping, generative design and other computational strategies for creating new types of objects. The exhibition is significant as practicioners working in this way tend to fall somewhere between art, design and research practices, and hence don’t always have a good venue for showing their projects.
Artist Justin Marshall has collaborated with a manufacturer of architectural ornamental plasterwork to produce a series called Coded Ornament. The series includes the installations Morse, with elements resembling dots and dashes, and Penrose Strapping 1, a plasterwork version of a classic tiling system. His use of decorative elements combined with digital pattern generation makes for beautiful, if unintentionally ironic, objects. More examples of his work combining traditional and digital practices can be seen on justinmarshall.co.uk.
The installation Cyclone.soc by Gavin Baily & Tom Corby presents the viewer with a new take on flamewar-ridden online discussion groups for politics and religion. By mapping texts taken from these forums onto the atmospheric topologies of extreme storms, the artists comment on the volatile nature of debate, while simultaneously highlighting the beautiful forms of cyclonic weather formations.
Lionel Theodore Dean (whose FutureFactories project was also featured in the Generator.x exhibition) is showing Holy Ghost, a baroquely ornamental chair design that is created by a generative model. Two “hard copies” of the chair have been produced for the exhibition using rapid prototyping.
Be sure to look at the exhibition web site for an overview of the other artists. Even better, see this excellent documentation on Flickr. Perimeters, Boundaries and Borders is a co-production between Fast-uk and Folly, for the f.city festival of digital culture in Lancaster. It runs until the end of this week.
Links:
- Exhibition documentation on Flickr (by John Marshall)
- More pictures on Flickr (by Michelle Kasprzak)
- designedobjects.blogspot.com, a blog by John Marshall of Fast-uk
Thanks to Michelle Kasprzak for the link.
13:54
Esther Stocker: Ohne titel (painting) / Tina Frank: Chronomops (video)
The Austrian Abstracts
22.09.-15.10.2006, Arti et Amicitiae, Amsterdam
The Austrian Abstracts is an exhibition of 27 Austrian-based artists, collected through their concerns with principles of abstraction while working in a wide range of media, from software to sculpture and painting. The show continues the investigation from the 2003 Abstraction Now at the Künstlerhaus in Vienna, with several of the artists appearing in both.
As the title implies, the Austrian art scene forms a nexus for the show. Even though the participating artists are from different countries, many of them are based in Vienna or have a special connection to Austria. However, the point of the exhibition is not to establish a patriotic position. Rather, it takes as its starting point a renewed interest in abstract art, which could be clearly observed in the Austrian scene of the last 10 years or more.
As the work in the exhibition demonstrates, the new interest in abstraction became evident in work with video and digital media. From the mid-1990’s artists like Dextro, Lia, Tina Frank etc. began experimenting with code, creating mostly web-based works that dealt with generative systems. These works became popular with net audiences at the time, and were loosely seen as related to net.art even though they essentially were formal investigations. Gradually these works became recognized as a coherent movement, and many of the artists involved have since expanded beyond the web to work with installations etc.
This movement has been given the de facto title “Austrian Abstracts”, deriving from a series of screening programs of digital experimental video that first gathered many of the artists in the current exhibition. Counting Abstraction Now, the show at Arti et Amicitiae is thus the third manifestation. Curator Norbert Pfaffenbichler has effectively become the chronicler of the movement, giving the works a framework in art history even as the artists themselves often refuse to comment on their conceptual aspirations.
Read also:
04:10
There is now photo documentation of the Further Processing exhibition (see pts. #1, #2) online on Flickr: Further Processing photoset.
14:44
Golan Levin: The Dumpster / Martin Wattenberg: Thinking Machine 4
DATA ART: The art of the database
The other identifiable tendency in the FURTHER PROCESSING exhibiton is data visualization as a new type of cultural artifact. Ben Fry's “Isometric Blocks” is a scientific visualization of blocks of genetic codes, while Golan Levin's “The Dumpster” datamines the world of teenager blogs to find patterns in blog posts relating to romantic breakups. Martin Wattenberg's “Thinking Machine” shows the user how a computerized chess player “sees” the playing board as a field of energies in flux. Pablo Miranda Carranza experiments with architectural principles and parametric design, creating systems that learn to design their own output through the use of genetic algorithms.
These works have aspects of design objects or results of scientific research, but their popularity with lay audiences are proof positive of their emotional impact. Contradicting their status as “objective” visualizations of dry data, these works can in fact be seen as a pure form of computational art. Within the context of FURTHER PROCESSING these works are shown as examples of a new type of cultural artifact, pointing to a need for better tools for understanding the complex world of information that surrounds us.
PROCESSING: The tool
Processing was originally created by C.E.B. Reas and Ben Fry in 2001, when they were both at the Aesthetics & Computation Group (AGC) at the MIT Media Lab. Directed by John Maeda, the ACG was the one of the first academic programs to combine computational and aesthetic theory.
Processing tries to reduce the threshold keeping non-technical persons from experimenting with code by employing a set of core strategies:
- A simplified language syntax, allowing immediate experimentation with visual output.
- A programming interface which is intuitive and non-technical
- An Open Source architecture, which allows the extension of the tool by its users.
Since its inception, the Processing project has received considerable attention and the tool is now used as a standard teaching tool by many art and design schools worldwide. In 2005 Processing won a Golden Nica award in the Prix Ars Electronica.
Processing will be on display in the exhibition, so that visitors can try the tool and hopefully get a taste of code for themselves.
12:48
Karsten Schmidt: enerugii wa antee shite inai I (Unstable Energy I)
Mark Napier: Genesis (7 bit)
FURTHER PROCESSING: Generative art, open systems
23.09.-11.11.2006, Kunstverein Medienturm, Graz
Pablo Miranda Carranza (ES), Fabio Franchino (IT), Ben Fry (USA), Golan Levin (USA), Lia (AT), Mark Napier (USA), C.E.B. Reas (USA), Martin Wattenberg (USA), Marius Watz (NOR). Curated by Sandro Droschl and Marius Watz.
FURTHER PROCESSING uses the Open Source software Processing as a departure point to examine positions based on computational processes. Programming has always been a component in computer-based media art, but there is now an increasing interest in software and the computer code itself as methods of artistic exploration. Combined with the emergence of a new generation raised on microcomputers, BASIC programming and the Internet, this has produced a new movement within the media art scene, one which is concerned with code-based abstraction and the art of the database.
GENERATIVE ART: The system as art object
All software is by its nature based on systems. It is not surprising then that much software-based art is concerned with the system itself as an object of investigation. Loosely grouped under the term Generative Art, this work goes beyond the simple desire to use code as a tool. Instead, algorithms and code structures become the framework and material for the work itself.
Historical art movements like Conceptual Art, Minimalism, Fluxus and Op Art, as well as artists like Bridget Riley and Sol LeWitt, can serve as a background for understanding this artistic practice. At the same time. the importance of new scientific theories like complexity theory, emergence and artificial life should not be ignored. Advances in contemporary electronic music is another influence, with several of the artists working with musicians to produce software-based performance systems for the synaesthetic combination of sound and image in a live context.
Lia: O.I.G.C / C.E.B. Reas: Process 9 (software 3)
Within FURTHER PROCESSING several artists adopt a generative position, but with distinct formal interests. Lia and C.E.B. Reas use kinetic processes as an analog to drawing, leaving complex traces on the screen’s canvas that become heavily layered surfaces. They both show a sparse use of form and color, but while Lia exhibitis a minimalist aesthetic, Reas’ work is richly layered and complex. Fabio Franchino explores the computation as a design tool by commenting on the nature of pattern, which itself can be said to be a practice of rules. His “Unfinished Wall” describes a pattern that is non-repeating, which through procedural creation could be generated on a vast scale.
Karsten Schmidt and Marius Watz deal with the evolution of structures in space, tracing out virtual sculptural forms on the screen. Here vivid color and density of the forms is used to great effect, producing bold spatial compositions. Finally, Mark Napier's “Genesis (7 bit)” is daring enough to use the text of Genesis from the Old Testament as raw material, interpreting the letters as the coordinates for points in space. The resulting arcs and filament-like traces are delicate and mesmerizing.
The generative works in FURTHER PROCESSING present an aesthetic of complexity, concerned with formal explorations of spatial and temporal parameters. Ranging from the opulent to the minimalist, these pieces comfortably bridge the gap between an electronic image culture and traditions in drawing and painting.
For more information, see Kunstverein Medienturm.
To be followed by pt.#2, on Data art.
11:01
Alex Dragulescu: Extrusions in C major (detail) / Blogbot (detail)
[Read pt.1 for completion] Dragulescu’s Extrusions in C major uses music as its input, specifically the “Trio C-Major for Piano, Violin, and Cello” by Mozart. Here the artist rigorously describes his mapping: Different colors represent different instruments, while each segment of the fragmented forms represent a single note, with characteristics such as velocity and duration controlling the development of the form. The final form represents the temporal structure of the piece.
Blogbot and related projects Havoc and Algorithms of the Absurd represent a slightly different approach with a performative flair. Blogbot generates “experimental graphic novels” from content found on blogs. Texts are presented as though being read, appearing line by line accompanied by visual icons.
The online example What I Did Last Summer appropriates pixellated images of war machines and soldiers taken from computer games. They are then used to illuminate a narrative of fragments from two blogs relating to the Iraq war. One is by an American soldier and contains details of raids and military maneuvers, the other is the famous blog of Salaam Pax, the Baghdad Blogger. The introduction of temporal and graphic aspects to the text turns it into a performed narrative. Simultaneously, a graphic composition of increasing complexity is created as the text grows on the canvas.
Lev Manovich speaks of data visualization as the New Abstraction (see Data Visualisation as New Abstraction and Anti-Sublime, Word DOC file). In this context Dragulescu certainly presents an interesting take on info-aesthetics, with complex data sets being appreciated for their structural beauty alone.
Alex Dragulescu is from Romania and currently leads the Experimental Game Lab at the Center for Research in Computing and the Arts at University of California, San Diego.
04:15
Alex Dragulescu: Spam Architecture (detail) / Spam Plants (detail)
Romanian artist Alex Dragulescu turns data sets into raw materials for the generation of tantalizing 2D and 3D forms. Rather than scientific visualization intent on clarifying the content of the data, Dragulescu creates graphic and temporal compositions notable for their strong graphic qualities.
Spam Architecture is one project that has garnered much attention recently. Here spam is translated into three-dimensional form by analysing keywords and patterns in the text. Like its sibling project Spam Plants, it explores the mapping of textual data into spatial configurations.
All trace of the original data source is absent in the final result. No reference to the textual material remains, nor of the analytical process involved. Instead, a single coherent form is presented, with no signifiers indicating its origin. In this sense, the spam data could be said to simply constitute an arbitrary pseudo-random data input, with the result bearing no semantic connection to the raw material that it was generated from.
Dragulescu does not provide clues or any rational way of evaluating the nature of the mapping. But nor does he make a claim to producing literal meaning. Hence the viewer is free to enjoy the results as a complex formal experiment in which spam undergoes a process of transsubstantiation, transformed from a source of irritation into intriguing objects of great beauty.
18:25
Generator.x has been on extended (and unannounced) one-month holiday, but now summer is ending and blogging will slowly resume. To warm up, here are a few random links that have accumulated:
- AOL reSearch has just managed to release a substantial data set containing 20 million search queries from over 650 000 users. What was probably an eager attempt at scoring Open Source brownie points, has rapidly become a public relations disaster. Americans are rightly paranoid about their privacy, and the data set is likely to include personal data like names, social security numbers, unpleasant searches for porn and violent images etc.
The original post has not surprisingly been removed from AOL, although a cached copy can be seen using Google's cache. Mirrors posting the data set can easily be found, one of the best bets is to try the Bittorrent download. While the release of these data is bad news, it’s sure to be of interest to information visualizers and dataminers. It would almost be surprising if no art works came out of this debacle.
Read Techcrunch for a good overview of the whole story.
- Kunstverein Medienturm in Graz will feature a show called Further Processing in September. The show will show software-based works created with Processing, and also give a presentation of the tool itself. Contributing artists are Pablo Miranda Carranza, Fabio Franchino, Ben Fry, Golan Levin, Lia, Mark Napier, C.E.B. Reas, Karsten Schmidt, Martin Wattenberg, Marius Watz. The show is curated by Sandro Droschl (director of Medienturm and one of the curators behind Abstraction Now) and myself.
- Art.ficial Emotion 3.0 is an interesting exhibition at Itau Cultural in Sao Paulo, Brazil, featuring a major presentation of media artists whose works relate to cybernetic theory. See Paul Prudence's writeup on Dataisnature for a summary. Regine over at we-make-money-not-art recently did a interview with Guilherme Kujawski, one of the curators of the show. In it he presents his ideas about the exhibition and its relation to cybernetic theory.
For visual impressions of the show, see the following Flickr sets : mrprudence, watz.
- Code & Form is a new blog I’ve started to cover more technical and code-related issues that would be too geeky for Generator.x. This separation of content means that Generator.x will be more clearly focused on finished works and theory, rather than tools and technology.
- Ars Electronica is around the corner, if anyone is going and would like to meet up please send me an email on marius at unlekker net. I had thought of organizing an official Generator.x gathering, but there are not enough hours in the day… Hope to see some of you there anyway!
15:47
Nostalgia can be distracting, particularly the “good old days” variety that makes one feel things used to be so much better. But when Emigre launches a redesign of its web site (the first in 9 years – yes, that’s 1997) it’s hard not to feel at least a pang. A lot of Generator.x readers probably know the Emigre story, but here’s a short history lesson for those who don’t.
Although it was always the Emigre fonts that paid the bills, it was Emigre Magazine that built the cult. Founded by Rudy VanderLans and first published in 1984, it finally closed with issue 69 in 2005. Always uncomprisingly dedicated to eclectic visions and new voices in graphic design, it concerned it self with a theoretical and subjective approach to design.
Emigre was declared public enemy #1 by much of the design establishment of the 80’s and 90’s. Its unpopularity had several causes. Emigre openly embraced computers as design tools and digital artifacts like pixels as new design elements in their own right. This put them in the midst of the “desktop publishing” controversy, which would eventually cause the obsolescence of professional typographers. More importantly, Emigre championed postmodernist and deconstructivist design experiments, and became a soapbox for new ideas coming out of schools like Cranbrook and Calarts.
Emigre’s willingness to showcase stylistic exercises that explored “form as function” rather than “form follows function” was an affront to Modernist schools of thought. But by the mid-90s Modernism was on the run, and the idea that a designer is merely a neutral translator of content was all but dead and buried. The Emigre revolution was soft, but irreversible. But nothing lasts forever.
With little to fight against, Emigre started losing steam towards the end of the 90’s. The internet took over as the most important influence on graphic design, and the excesses of postmodernism fell out of fashion. Emigre were among the first type foundries to have a web site and offer downloadable fonts, but it didn’t have such a good grasp on the new issues brought up by digital design. Some early computational experiments like the RandomFonts from Letterror, found space within the pages of Emigre Magazine. But web design as a field was largely passed by in silence.
The final issue (#69) features a collection of 69 stories by Rudy VanderLans, chronicling the trials and tribulations (but also successes) of Emigre Magazine. The font foundry remains one of the most important independent foundries out there, dedicated to solid typography with an eye for the curious and eclectic. Don’t miss out on Zuzana Licko’s fonts, including her lovely Puzzler pattern generator.
Related links
- Emigre essays, a collection of essays about Emigre.
- Collection of essays published in Emigre.
- The Cult of the Ugly.
- Wikipedia: Emigre magazine






