15:02

Ben Fry w/ Eugene Kuo, Chris Brown, Katy Harris: All Streets, 2008
Digital print, 4,7 x 3 meters
“All Streets” is a vision of the United States as represented only by its infrastructure of roads. The country that invented car culture is rendered quite clearly by drawing its 26 million streets. Focusing not on geographical features or political boundaries but only on routes of travel, the resulting map is revealing. Population-dense areas become complex fractal clusters that dominate the eastern parts of the country, while westwards the open landscapes of America’s heartland reveal blanker spots reflecting the harsh terrain.
Ben Fry is a pioneer of the new model of computational approaches to information visualization, applying design principles to revealing structures in huge sets of data. Fry does not consider himself an artist, but the emotional affect of his visualizations is undeniable. They represent a new form of augmented vision through which we might understand the complex data streams that increasingly dominate our digital lives.
16:58

FIELD: Interim Camp (2008), Muse (2010)
Computer-generated short films
The experimental short films “Interim Camp” and “MUSE” show us a glimpse into fluid dream worlds, synthetic spaces generated through custom software processes. The cinematic vision is here a product of algorithms controlling the camera’s motion as well as the simulated terrain it moves through.
The creation of artificial worlds has been a constant trope in computer graphics since its inception, reflecting the desire to model an alternate reality in silicon perfection. FIELD (Marcus Wendt and Vera-Maria Glahn) acknowledges this utopian vision, embracing a graphic style that clearly reveals the illusion they present to the viewer. Their films show three-dimensional landscapes but are constantly on the verge of becoming pure abstraction, space devolving into a composition of surfaces. Perhaps we should understand them as much as moving paintings as renderings of artificial worlds.
09:57

Ralf Baecker: The Conversation, 2006
250×250 cm, Solenoids, strings, custom electronics, cables, wood
“The Conversation” is an autonomous apparatus, consisting of one analogue and one digital part. These elements, which are almost inseparably tied together, simultaneously attempt to adapt to one another. As the process follows no linear program, it is not obvious which part is controlling which.
Even if Baecker describes the arrangement as a “Pataphysical Processing Environment” and declares it nonsense or else a machine without a purpose, we can nevertheless read it as a cybernetic diagram. Cybernetics employs the same method to describe both machines and living organisms as information processing (communicating) objects. In this, circular causal and feedback mechanisms play a crucial role. Through a feedback loop, the installation constantly supplies itself with the data on its deviation from “inner equilibrium.” The state of the apparatus, which in theoretical discussion is generally represented as a ‘black box’ and remains hidden, is visible in “The Conversation” as a relation of tension, so that we may view the machine talking to itself.
This text is taken from the NODE10 catalogue, written by Eno Henze and Marius Watz and edited by Valérie-Françoise Vogt. Please read the introductory curator text for an overview of the exhibition topic.


07:39
This is the first in a series of posts about the exhibition “abstrakt Abstrakt – The Systemized World”, which was part of the recent NODE10 festival in Frankfurt, Germany. The exhibition was curated by Eno Henze and Marius Watz to explore the use of abstract systems as artistic strategy and focus of aesthetic investigation.
This post consists of the curator text by Eno Henze. It will be followed by a series of posts describing all the works in the exhibition.
abstrakt Abstrakt – The Systemized World
NODE10 – Forum for Digital Arts
Frankfurter Kunstverein, Nov. 15-20, 2010
Artists: Ralf Baecker, FIELD, Ben Fry, Leander Herzog, Robert Hodgin, Thilo Kraft, Brandon Morse, Louise Naunton Morgan, John Powers, Patrick Raddatz, SOFTlab, Jorinde Voigt, Zimoun
The way of the world is increasingly controlled by relations and conditions that reside on an abstract plane. Cause and motivation for many events remain secret, because they trace back to invisible sets of rules that permeate our society and guarantee its functioning.
The two complementing events of the festival, exhibition and symposium, seek to analyze the nature and effect of such systems of abstraction. The exhibition draws upon artworks as visual evidence for the changing conditions of production in an abstract world. The symposium approaches the topic from a more theoretical perspective, facilitated by contributions from economists, scientists, artists and philosophers.
At first, abstraction appears as a method to contain certain properties of the world in a new medium. Formalized in this manner, these properties can be edited in a completely new way, demonstrating the power of abstraction as a productive tool. By these means the things of reality become transformable in an unprecedented way. This also implies a reversion of causality: the motivation for ‘real’ events now resides in an abstract place, in a certain constellation of values of the formalizing medium.
01:03
John Maeda: Fireball
Here is an interesting John Maeda quote found over on Brian Steen's blog:
«My early computer art experiments led to the dynamic graphics common on websites today. You know what I’m talking about — all that stuff flying around on the computer screen while you’re trying to concentrate — that’s me. I am partially to blame for the unrelenting stream of “eye candy” littering the information landscape. I am sorry, and for a long while I have wished to do something about it.»
Now, the quote is from his book "The Laws of Simplicity", which gives some much-needed context. Nevertheless, it’s an interesting statement. Were it not for his status as a pioneer and his instrumental role in establishing the field of computational design, it would simply seem like hubris. In one simple statement, he not only takes credit for a field of work, but he also not-so-subtly implies that it has no value. That’s a tall order.
Even if one agrees with Maeda that the current interest in visual complexity is a bad thing, the whole debate around simplicity sounds strangely like the legibility wars of the 1990’s. Faced with digital typography that broke every rule and layered graphics that refused to obey any grid, the ruling masters of Modernism (including Maeda’s hero Paul Rand) denounced the new movement as style over substance – eye candy. However, the subsequent resurgence of Helvetica and diagonal grids showed that ultimately minimalism and maximalism are just styles, there for the choosing.
Maeda’s thoughts on simplicity are of course laudable, presenting a strategy for dealing with the difficulties of a technological society. But when applied to visual styles, it should be remembered that simplicity, like minimalism, can also be, well, boring. Not everyone likes their reality the same way.
Interestingly, the early work that Maeda seems to be disowning with the above statement is also the work his fame is built on. Compared to his more recent output such as the Nature series, the early pieces are visually much bolder and more vibrant. The sheer joy of form documented in his seminal Maeda @ Media book from 2001 seems strangely lacking in his newer works.
The derogatory term “eye candy” has plagued digital art since its inception, and has often been used to deride generative visuals in particular. It’s strange then to hear it used by an artist whose work is so firmly concerned with optical formalism. It seems much like throwing rocks while inside a glass house.
Still, a man should always be respected for trying to kill his darlings. We wish you luck, Mr. Maeda.
(Related reading: Mitchell Whitelaw: More is more: Multiplicity and Generative Art, Douglas Cedric Stanley: Complexity and Gestalt, The Cult of the Ugly)
23:40
Images from John Frazer's "An Evolutionary Architecture"
A post on the excellent Interactive Architecture blog reminds us that John Frazer’s classic book An Evolutionary Architecture" is downloadable as a PDF. Originally published in 1995 and now out of print, the book gives a fascinating history of experiments in computational architecture going back to the 1960’s. Frazer’s main interest is in the use of biological models in architecture, applying classic Alife models like cellular automata and genetic programming to spatial problems.
Given its age and that it was already a retrospective account when it was released, the historical perspective is one of the best aspects of the book. But this also means that many of the concepts are presented in a somewhat outdated way. Frazer’s approach to architecture is rather dry and academic, and his text can tend towards the bombastic. Still, the way he combines 1960’s utopian belief in systems with modern technology gives food for thought.
(In all modesty, there was a Generator.x post about the book all the way back in 2005.)
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.
13:54
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:
23:38
From BibliOdyssey: George Crumb: Makrokosmos I / Barry Guy: Bird Gong Game
BibliOdyssey is a wonderful blog that deals in archive images from obscure sources (usually old books). Typically, it presents old scientific diagrams, pattern samples, anatomical studies, ancient maps or just anything that has a strong visual attraction combined with a sense of the obscure and arcane. All told, it is a delightful image resource for anyone with even a slight sense of the magical.
Today’s post on the visual context of music is of potential interest to Generator.x readers. It deals with unconventional visual forms of musical notation, from the illustrative to the conqrete, from the ancient to contemporary. It should prove intriguing and well worth the time to indulge in both the images and links provided.
14:44
Vague Terrain: Jeremy Rotzstain / Paul Webb
The online digital art journal Vague Terrain launched Vague Terrain 03: Generative Art last week, featuring work by 11 artists and musicians. Edited by Greg Smith and Neil Wiernik, Vague Terrain asks contributing artists not just for works (images, videos, mp3s), but also to articulate the context those works exist in. The final result is both artistically challenging and theoretically weighty.
This issue explores generative strategies in art, an approach to image production as well as for sound and live performance. From the abstract images of Meta to the image producing machines of Jeremy Rotzstain or the random music systems of Paul Webb, the works presented show a range of possible uses of generative systems. Of special interest are the many examples of sound works. Lately the generative art field has gotten most of its attention for visual art, belying the rich history of such systems in musical composition.
The most important theoretical contribution is a new paper from Philip Galanter, in which he clears up some common misunderstandings about his by now canonical definition of generative art (see this interview). Entitled Generative art and rules-based art, it traces a genealogy of generative art, presenting a number of historical works that are generative without being computer-based. Specifically, he looks at two exhibitions (Logical Conclusions: 40 years of rule-based art at Pace Wildenstein, New York and Beyond Geometry at Los Angeles County Museum of Art). Using these as a reference point, he clarifies some often-misunderstood terms and analyzes how the works in these shows can be understood in relation to a generative tradition.
Vague Terrain: meta / Ben Bogart
Galanter’s presentation of these precedents is thorough. In focusing on the principles used to produce the works, he presents a firm platform for defining a basic terminology. The downside is that his paper does little to connect the aesthetic content of historical works to the works typical of the generative art field today. This is both a strength and weakness. In looking only at a limited formal aspect, Galanter avoids getting bogged down in art history. He can thus compare works that would otherwise be seen as representatives of different art movements. But in doing so, he risks giving the impression that a work like Alfred Jensen’s The Apex is Nothing is concerned with the same issues as Salavon’s Shoes, Domestic Production 1960-1968.
This dilemma clearly illustrates the problem of generative art as a definition that only describes a methodology. Apart from identifying an interest in systems, it says nothing about the resulting work and so constitutes a tenuous common link. Uncritical use of the term risks conflating artists from different periods and assuming that their artistic interests are the same, when in fact the contexts in which they produce their works are very different. Philip Galanter is no doubt aware of this, and likely does not intend to make this implication. But the recent historicization of generative art has tended towards ignoring differences in the desire to find similarities.
Finding historical references for generative art has the potential effect of legitimizing the current work by placing it in an art historical context. But it also risks ironing over the unique qualities of works. In the long run, the current generation of artists working with code and software as artistic materials might do well to specify their position as being separate from this historical context. This would allow them not only to state what is unique about their work, but also to be understood by the art world at large as more than an updated appendix to work done in the 1960’s.
All texts from Vague Terrain are under a Creative Commons license and are available for download as PDFs.



