The Unification of the Arts: A Framework for Understanding What the Arts Share and Why

Jan Baetens.
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The striking thing is that the chronological and conceptual categories often map quite well onto general trends and problematics in art. Someone leafing through the photos might not immediately know that they concerned computer art. These days, the medium is nearly always the message. Earlier it was. . . different. I can’t quite put my finger on it. There is a great difference between, say, Edward Ihnatowicz’s large interactive robotic sculpture Senster, completed in 1970, and . . . Oh, I’ve got it I think: That great work was about the interaction it generated. People even got married in front of it as it hovered “proudly” in the background, responding positively to gentle sounds and gestures, shying away from loud noise or violent movements. People’s gazes were on others’ interactions. Today it would be about the thing with which the public incidentally interacted. No one gets married in front of . . . well, you know the sort of stuff. Philips, of electrical goods fame, showed Senster in their flying saucer– like Evoluon, in Eindhoven in the Netherlands. To them it was a spectacle, shown in a literal segment of circus ring. When it took too much attention away from their fridges and light bulbs, they discarded it (it has since been rebuilt), allegedly without even telling the artist. (The director of the Evoluon told me he was very sad about this. He himself had completely understood what the work was really about, seeing it every day, with and without visitors.) This is what hinders much history of the computer-based arts: they are seen as images, or spectacles, but they are much more than that. Simpler, quieter, often more in tune with minimalism and conceptualism. Hence, again, the failure of artbots, only dealing with what things look like, or we could better say, actually nothing. We could make art using artbots, but it would not be what the bots produced. Tasked with showing images about artbotor AI-art, the bots show images indistinguishable from those generated by first-level prompts. So, the computer arts of 1952 to 1982 could have been so important in the history of mid-century art. Well, I have news: They were central, in themselves. It’s not that that they influenced much art or culture, but that they were, and must surely soon be seen as, the representation of the development and implementation of some of the most serious art concerns of the 20th century. It just wasn’t seen that way then and isn’t much now. If anything will change that, it is this book and the exhibition to which it relates. Much of the art covered in it could have been revolutionary for contemporary art had it been recognized for what it was. I hope and think it will be. We have to incorporate it into present artworks, though we can’t just repeat it or use its messages directly, of course. We have to understand what went on and use that knowledge to make new art now, much as earlier artists didn’t merely rework their historical discoveries and awarenesses but learned from them to make new art, impossible otherwise. Media art histories, in my view, might well promote the incorporation of the archaeology of early computer art into what we do today, artists being media archaeologists and vice versa. This is a book to change the minds of those who assume that the computer-based arts were always just empty spectacle, cynical decoration, playing with numbers or not proper art in some other way. It shows the politics, the philosophy, the virtuosity, the cybernetics of cybernetics behind, and in, some of the work. The connections the art made visible. As an oBca (old British computer artist), I wish the book’s readers, many perhaps new to the field, intriguing discovery and happy creating. The art, ideas, theories, contexts, techniques, and histories in this book have been waiting for us, for you. Use them well.","PeriodicalId":93330,"journal":{"name":"Leonardo (Oxford, England)","volume":"60 1","pages":"542-543"},"PeriodicalIF":0.0000,"publicationDate":"2023-08-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Leonardo (Oxford, England)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1162/leon_r_02437","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

texts that “the lines are ever-transferring, constantly generating, constantly renewing, never fully built, as if always on the brink of their own vanishing,” which is not only good but also serves as a leitmotif for much of the work here. And that’s just a peripheral we see. The computer, operating on a trivial level, isn’t even on show. But it’s present by its absence, as it were, and bits of paper would not remotely be as conceptually redolent. Now what comes? Just look at some of the 14 section topics: Mainframe Mystique, Mathematical Agents in the Computational Imagination, Reboot: Mondrian and Klee in the Computer Lab, Art and Computer in the Age of Protest, Coding Dance and Dancing Code, Social Cybernetics, Information as Art, Weaving, the hugely influential New Tendencies and so on. The striking thing is that the chronological and conceptual categories often map quite well onto general trends and problematics in art. Someone leafing through the photos might not immediately know that they concerned computer art. These days, the medium is nearly always the message. Earlier it was. . . different. I can’t quite put my finger on it. There is a great difference between, say, Edward Ihnatowicz’s large interactive robotic sculpture Senster, completed in 1970, and . . . Oh, I’ve got it I think: That great work was about the interaction it generated. People even got married in front of it as it hovered “proudly” in the background, responding positively to gentle sounds and gestures, shying away from loud noise or violent movements. People’s gazes were on others’ interactions. Today it would be about the thing with which the public incidentally interacted. No one gets married in front of . . . well, you know the sort of stuff. Philips, of electrical goods fame, showed Senster in their flying saucer– like Evoluon, in Eindhoven in the Netherlands. To them it was a spectacle, shown in a literal segment of circus ring. When it took too much attention away from their fridges and light bulbs, they discarded it (it has since been rebuilt), allegedly without even telling the artist. (The director of the Evoluon told me he was very sad about this. He himself had completely understood what the work was really about, seeing it every day, with and without visitors.) This is what hinders much history of the computer-based arts: they are seen as images, or spectacles, but they are much more than that. Simpler, quieter, often more in tune with minimalism and conceptualism. Hence, again, the failure of artbots, only dealing with what things look like, or we could better say, actually nothing. We could make art using artbots, but it would not be what the bots produced. Tasked with showing images about artbotor AI-art, the bots show images indistinguishable from those generated by first-level prompts. So, the computer arts of 1952 to 1982 could have been so important in the history of mid-century art. Well, I have news: They were central, in themselves. It’s not that that they influenced much art or culture, but that they were, and must surely soon be seen as, the representation of the development and implementation of some of the most serious art concerns of the 20th century. It just wasn’t seen that way then and isn’t much now. If anything will change that, it is this book and the exhibition to which it relates. Much of the art covered in it could have been revolutionary for contemporary art had it been recognized for what it was. I hope and think it will be. We have to incorporate it into present artworks, though we can’t just repeat it or use its messages directly, of course. We have to understand what went on and use that knowledge to make new art now, much as earlier artists didn’t merely rework their historical discoveries and awarenesses but learned from them to make new art, impossible otherwise. Media art histories, in my view, might well promote the incorporation of the archaeology of early computer art into what we do today, artists being media archaeologists and vice versa. This is a book to change the minds of those who assume that the computer-based arts were always just empty spectacle, cynical decoration, playing with numbers or not proper art in some other way. It shows the politics, the philosophy, the virtuosity, the cybernetics of cybernetics behind, and in, some of the work. The connections the art made visible. As an oBca (old British computer artist), I wish the book’s readers, many perhaps new to the field, intriguing discovery and happy creating. The art, ideas, theories, contexts, techniques, and histories in this book have been waiting for us, for you. Use them well.
艺术的统一:理解艺术共享的内容及其原因的框架
文本“线条在不断地转移,不断地产生,不断地更新,从未完全建成,仿佛总是处于自己消失的边缘”,这不仅是好的,而且也是这里大部分工作的主题。这只是我们看到的一个边缘。这台电脑在一个微不足道的水平上运行,甚至没有展出。但它的存在是由于它的缺失,而纸片在概念上就不那么有气味了。接下来呢?看看14个部分的主题:神秘的大型机,计算想象中的数学代理,重新启动:计算机实验室中的蒙德里安和克利,抗议时代的艺术和计算机,编码舞蹈和舞蹈代码,社会控制论,作为艺术的信息,编织,具有巨大影响力的新趋势等等。引人注目的是,时间顺序和概念分类往往很好地反映了艺术的总体趋势和问题。浏览这些照片的人可能不会马上知道它们是关于电脑艺术的。如今,媒体几乎总是信息。早些时候是……不同。我说不清是什么。爱德华·伊纳托维奇(Edward Ihnatowicz)于1970年完成的大型互动机器人雕塑《Senster》与……哦,我想我明白了:那件伟大的作品是关于它所产生的互动。人们甚至在它面前举行婚礼,因为它“骄傲地”在背景中盘旋,对温和的声音和手势做出积极的反应,避开大声的噪音或暴力的动作。人们的目光都集中在别人的互动上。今天,它可能是关于公众偶然互动的东西。没有人会在…面前结婚。这种事你是知道的。在荷兰埃因霍温,以电子产品闻名的飞利浦公司向森斯特展示了他们的“进化”型飞碟。对他们来说,这是一场奇观,在马戏团的舞台上上演。当人们把太多的注意力从他们的冰箱和灯泡上转移开时,他们把它扔掉了(后来又重建了),据说甚至没有告诉艺术家。(进化馆的负责人告诉我,他对此感到非常难过。他自己也完全明白这件作品的真正意义,因为他每天都在看,不管有没有参观者。)这是阻碍计算机艺术发展的主要原因:它们被视为图像或眼镜,但它们远不止于此。更简单,更安静,通常更符合极简主义和概念主义。因此,再一次,艺术机器人的失败,只处理事物的样子,或者我们最好说,实际上什么都没有。我们可以用艺术机器人来创作艺术,但这并不是机器人所创造的。这些机器人的任务是展示关于人工智能艺术的图像,它们展示的图像与由第一级提示生成的图像没有区别。所以,1952年到1982年的计算机艺术在本世纪中叶的艺术史上可能是如此重要。好吧,我有消息:他们本身就是中心。这并不是说他们对艺术或文化有很大的影响,而是说他们曾经是,而且肯定很快就会被视为,20世纪一些最严肃的艺术问题的发展和实施的代表。只是当时不这么看,现在也不怎么看。如果有什么能改变这一点,那就是这本书和与之相关的展览。如果它被认可的话,它所涵盖的许多艺术对当代艺术来说可能是革命性的。我希望并认为会是这样。我们必须把它融入到现在的艺术作品中,当然,我们不能只是重复它或直接使用它的信息。我们必须了解发生了什么,并利用这些知识来创造新的艺术,就像早期的艺术家不仅仅是重新制作他们的历史发现和意识,而是从中学习来创造新的艺术,否则是不可能的。在我看来,媒体艺术史很可能会促进早期计算机艺术考古学与我们今天所做的结合,艺术家是媒体考古学家,反之亦然。有些人认为,基于计算机的艺术总是空洞的奇观,愤世嫉俗的装饰,玩弄数字,或者在其他方面不是真正的艺术,这本书将改变这些人的想法。它展示了政治,哲学,精湛技艺,控制论背后的控制论,以及一些作品中的控制论。艺术使联系变得可见。作为一名oBca(老英国计算机艺术家),我希望这本书的读者,许多可能是这个领域的新手,有有趣的发现和快乐的创作。这本书中的艺术、思想、理论、背景、技术和历史一直在等着我们,等着你。好好利用它们。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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