{"title":"Programming the beautiful","authors":"Yanai Toister","doi":"10.1080/14626268.2020.1778730","DOIUrl":null,"url":null,"abstract":"ABSTRACT The term generative art is mostly reserved for practices in which artists construct systems containing various degrees of autonomy. This is designed to generate results that would otherwise be unlikely. In contrast, photography is understood as a situation wherein an agent, the photographer, uses a pre-existing system constructed by other agents with the sole purpose of yielding results that must always be predictable. One strand of photography wherein such conceptions of the medium prove inadequate is generative photography. This unique exploration is characterized by three qualities: (1) Extensive use of self-constructed apparatuses for harnessing technologies explicitly dedicated to the creation of photographs; (2) Uncompromising insistence the seriality principle in producing photographs; and (3) The integration of chance or randomicity as an important creative factor. This paper traces the history of generative photography from its origins in the near-forgotten philosophical movement of information aesthetics. It argues that generative photographs elucidate a concept of artistic constructivism onto which may be grafted the numerical programming of apparative art systems. Thus, generative photography, with its precision of production and concise visual expression, can be understood as the final phase of photography, or, through Max Bense’s concept of ‘programming the beautiful’, as a precursor of generative computer art.","PeriodicalId":54180,"journal":{"name":"DIGITAL CREATIVITY","volume":"31 1","pages":"223 - 233"},"PeriodicalIF":1.3000,"publicationDate":"2020-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/14626268.2020.1778730","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"DIGITAL CREATIVITY","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/14626268.2020.1778730","RegionNum":4,"RegionCategory":"艺术学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"0","JCRName":"ART","Score":null,"Total":0}
引用次数: 0
Abstract
ABSTRACT The term generative art is mostly reserved for practices in which artists construct systems containing various degrees of autonomy. This is designed to generate results that would otherwise be unlikely. In contrast, photography is understood as a situation wherein an agent, the photographer, uses a pre-existing system constructed by other agents with the sole purpose of yielding results that must always be predictable. One strand of photography wherein such conceptions of the medium prove inadequate is generative photography. This unique exploration is characterized by three qualities: (1) Extensive use of self-constructed apparatuses for harnessing technologies explicitly dedicated to the creation of photographs; (2) Uncompromising insistence the seriality principle in producing photographs; and (3) The integration of chance or randomicity as an important creative factor. This paper traces the history of generative photography from its origins in the near-forgotten philosophical movement of information aesthetics. It argues that generative photographs elucidate a concept of artistic constructivism onto which may be grafted the numerical programming of apparative art systems. Thus, generative photography, with its precision of production and concise visual expression, can be understood as the final phase of photography, or, through Max Bense’s concept of ‘programming the beautiful’, as a precursor of generative computer art.
期刊介绍:
Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts