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Art in the Information Age: Technology and Conceptual Art

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languages as semiotic systems. In this regard,<br />

conceptual art is a meta-critical <strong>and</strong><br />

self-reexive art process. It is engaged <strong>in</strong><br />

<strong>the</strong>oriz<strong>in</strong>g <strong>the</strong> possibilities of signication<br />

<strong>in</strong> art’s multiple contexts (<strong>in</strong>clud<strong>in</strong>g<br />

its history <strong>and</strong> criticism, exhibitions <strong>and</strong><br />

markets). In <strong>in</strong>terrogat<strong>in</strong>g <strong>the</strong> relationship<br />

between ideas <strong>and</strong> art, conceptual<br />

art de-emphasizes <strong>the</strong> value traditionally<br />

accorded to <strong>the</strong> materiality of art objects.<br />

It focuses, ra<strong>the</strong>r, on exam<strong>in</strong><strong>in</strong>g <strong>the</strong> preconditions<br />

for how mean<strong>in</strong>g emerges <strong>in</strong><br />

art, seen as a semiotic system.<br />

<strong>Art</strong>-<strong>and</strong>-technology has focused its <strong>in</strong>quiry<br />

on <strong>the</strong> materials <strong>and</strong>/or concepts<br />

of technology <strong>and</strong> science, which it recognizes<br />

artists have historically <strong>in</strong>corporated<br />

<strong>in</strong> <strong>the</strong>ir work. Its <strong>in</strong>vestigations<br />

<strong>in</strong>clude: (1) <strong>the</strong> aes<strong>the</strong>tic exam<strong>in</strong>ation of<br />

<strong>the</strong> visual forms of science <strong>and</strong> technology,<br />

(2) <strong>the</strong> application of science <strong>and</strong><br />

technology <strong>in</strong> order to create visual forms<br />

<strong>and</strong> (3) <strong>the</strong> use of scientic concepts <strong>and</strong><br />

technological media both to question<br />

<strong>the</strong>ir prescribed applications <strong>and</strong> to create<br />

new aes<strong>the</strong>tic models. In this third<br />

case, art-<strong>and</strong>-technology, like conceptual<br />

art, is also a meta-critical process. It challenges<br />

<strong>the</strong> systems of knowledge (<strong>and</strong> <strong>the</strong><br />

technologically mediated modes of<br />

know<strong>in</strong>g) that structure scientic methods<br />

<strong>and</strong> conventional aes<strong>the</strong>tic values.<br />

Fur<strong>the</strong>r, it exam<strong>in</strong>es <strong>the</strong> social <strong>and</strong> aes<strong>the</strong>tic<br />

implications of technological<br />

media that dene, package <strong>and</strong> distribute<br />

<strong>in</strong>formation.<br />

ART AS SOFTWARE: BURNHAM,<br />

LEVINE, HAACKE, KOSUTH<br />

The title for <strong>the</strong> Software exhibition was<br />

suggested to Burnham by artist Les<br />

Lev<strong>in</strong>e. Burnham himself had <strong>in</strong>teracted<br />

directly with software as a fellow at <strong>the</strong><br />

Center for Advanced Visual Studies<br />

(CAVS) at MIT dur<strong>in</strong>g <strong>the</strong> 1968–1969 academic<br />

year. He reported on that experience<br />

<strong>in</strong> a public lecture organized by<br />

curator Edward Fry at <strong>the</strong> Guggenheim<br />

Museum <strong>in</strong> 1969, later published as “The<br />

Aes<strong>the</strong>tics of Intelligent Systems.” Burnham<br />

expressed his <strong>in</strong>terest <strong>in</strong> how “a dialogue<br />

evolves between <strong>the</strong> participants—<br />

<strong>the</strong> computer program <strong>and</strong> <strong>the</strong> human<br />

subject—so that both move beyond <strong>the</strong>ir<br />

orig<strong>in</strong>al state” [2]. He fur<strong>the</strong>r <strong>the</strong>orized<br />

this bi-directional exchange as a model for<br />

<strong>the</strong> “eventual two-way communication”<br />

that he anticipated emerg<strong>in</strong>g <strong>in</strong> art [3].<br />

Karl Katz, director of <strong>the</strong> Jewish Museum,<br />

heard <strong>the</strong> talk <strong>and</strong> <strong>in</strong>vited Burnham to<br />

curate an exhibition.<br />

Follow<strong>in</strong>g up <strong>the</strong> ideas he outl<strong>in</strong>ed <strong>in</strong><br />

“The Aes<strong>the</strong>tics of Intelligent Systems”<br />

<strong>and</strong> <strong>in</strong> related essays, <strong>in</strong>clud<strong>in</strong>g “Systems<br />

434 Shanken, <strong>Art</strong> <strong>in</strong> <strong>the</strong> <strong>Information</strong> <strong>Age</strong><br />

Es<strong>the</strong>tics” (1968) <strong>and</strong> “Real Time<br />

Systems” (1969) [4], Burnham designed<br />

Software to function as a test<strong>in</strong>g ground<br />

for public <strong>in</strong>teraction with “<strong>in</strong>formation<br />

systems <strong>and</strong> <strong>the</strong>ir devices.” Many of <strong>the</strong><br />

displays were <strong>in</strong>deed <strong>in</strong>teractive <strong>and</strong><br />

based on two-way communication between<br />

<strong>the</strong> viewer <strong>and</strong> <strong>the</strong> exhibit. Software<br />

was predicated, moreover, on <strong>the</strong> ideas of<br />

“software” <strong>and</strong> “<strong>in</strong>formation technology”<br />

as metaphors for art. Burnham conceived<br />

of “software” as parallel to <strong>the</strong> aes<strong>the</strong>tic<br />

pr<strong>in</strong>ciples, concepts or programs that underlie<br />

<strong>the</strong> formal embodiment of actual<br />

art objects, which <strong>in</strong> turn parallel “hardware.”<br />

In this regard, he <strong>in</strong>terpreted contemporary<br />

experimental art practices,<br />

<strong>in</strong>clud<strong>in</strong>g conceptual art, as predom<strong>in</strong>antly<br />

concerned with <strong>the</strong> software aspect<br />

of aes<strong>the</strong>tic production.<br />

In his 1970 essay “Alice’s Head,” Burnham<br />

suggested that, like <strong>the</strong> “gr<strong>in</strong> without<br />

<strong>the</strong> cat” <strong>in</strong> Lewis Carroll’s Alice <strong>in</strong><br />

Wonderl<strong>and</strong>, conceptual art was all but devoid<br />

of <strong>the</strong> conventional materiality associated<br />

with art objects. He subsequently<br />

expla<strong>in</strong>ed Software <strong>in</strong> similar terms, as “an<br />

attempt to produce aes<strong>the</strong>tic sensations<br />

without <strong>the</strong> <strong>in</strong>terven<strong>in</strong>g ‘object’” [5].<br />

Burnham <strong>the</strong>orized this artistic shift as<br />

parallel<strong>in</strong>g larger social transformations<br />

based <strong>in</strong> cybernetics <strong>and</strong> systems <strong>the</strong>ory.<br />

Here, <strong>the</strong> <strong>in</strong>teractive feedback of <strong>in</strong>formation<br />

amongst systems <strong>and</strong> <strong>the</strong>ir components<br />

<strong>in</strong> global elds eradicated any<br />

“separation between <strong>the</strong> m<strong>in</strong>d of <strong>the</strong> perceiver<br />

<strong>and</strong> <strong>the</strong> environment” [6].<br />

In <strong>the</strong> late 1960s, Les Lev<strong>in</strong>e was at <strong>the</strong><br />

forefront of artistic experimentation<br />

us<strong>in</strong>g <strong>the</strong> <strong>in</strong>teractive feedback of <strong>in</strong>formation<br />

systems to <strong>in</strong>terrogate <strong>the</strong> boundaries<br />

between viewer <strong>and</strong> environment.<br />

He was represented <strong>in</strong> Software by three<br />

pieces, <strong>in</strong>clud<strong>in</strong>g Systems Burn-Off X Residual<br />

Software (1969). The orig<strong>in</strong>al <strong>in</strong>stallation<br />

at <strong>the</strong> Phyllis K<strong>in</strong>d Gallery <strong>in</strong><br />

Chicago comprised 1,000 copies of 31<br />

photographs taken by Lev<strong>in</strong>e at <strong>the</strong><br />

March 1969 open<strong>in</strong>g of <strong>the</strong> highly publicized<br />

Earth Works exhibition <strong>in</strong> Ithaca,<br />

New York. Numerous New York critics<br />

<strong>and</strong> journalists had been bused upstate<br />

for <strong>the</strong> event. Lev<strong>in</strong>e expla<strong>in</strong>ed that most<br />

of <strong>the</strong> 31,000 photographs, which documented<br />

<strong>the</strong> media spectacle, were “r<strong>and</strong>omly<br />

distributed on <strong>the</strong> oor <strong>and</strong><br />

covered with jello; some were stuck to <strong>the</strong><br />

wall with chew<strong>in</strong>g gum; <strong>the</strong> rest were for<br />

sale” [7].<br />

Lev<strong>in</strong>e’s artist’s statement <strong>in</strong> <strong>the</strong> Software<br />

exhibition catalog also outl<strong>in</strong>ed his<br />

concept of software <strong>and</strong> its relationship<br />

to art. He argued that <strong>the</strong> proliferation<br />

of mass media was chang<strong>in</strong>g knowledge<br />

<strong>in</strong>to a second-h<strong>and</strong> mental experience of<br />

simulations <strong>and</strong> representations—i.e.<br />

software—as opposed to rst-h<strong>and</strong>, direct,<br />

corporeal experiences of actual objects,<br />

places <strong>and</strong> events, i.e. hardware.<br />

All activities which have no connection<br />

with object or material mass are <strong>the</strong> result<br />

of software. Images <strong>the</strong>mselves are<br />

hardware. <strong>Information</strong> about <strong>the</strong>se images<br />

is software. . . . The experience of<br />

see<strong>in</strong>g someth<strong>in</strong>g rst h<strong>and</strong> is no longer<br />

of value <strong>in</strong> a software controlled society,<br />

as anyth<strong>in</strong>g seen through <strong>the</strong> media carries<br />

just as much energy as rst h<strong>and</strong> experience.<br />

. . . In <strong>the</strong> same way, most of <strong>the</strong><br />

art that is produced today ends up as <strong>in</strong>formation<br />

about art [8].<br />

Lev<strong>in</strong>e conceived of <strong>the</strong> 31,000 <strong>in</strong>dividual<br />

photos as <strong>the</strong> residual effects or<br />

“burn-off” of <strong>the</strong> <strong>in</strong>formation system he<br />

created—as <strong>the</strong> material manifestation<br />

of software. In o<strong>the</strong>r words, Systems Burn-<br />

Off was an artwork that produced <strong>in</strong>formation<br />

(software) about <strong>the</strong> <strong>in</strong>formation<br />

produced <strong>and</strong> dissem<strong>in</strong>ated by <strong>the</strong> media<br />

(software) about art (hardware). It offered<br />

a critique of <strong>the</strong> systematic process<br />

through which art objects (hardware) become<br />

transformed by <strong>the</strong> media <strong>in</strong>to <strong>in</strong>formation<br />

about art objects (software).<br />

Whereas Lev<strong>in</strong>e stated that most art<br />

“ends up as <strong>in</strong>formation about art,” Systems<br />

Burn-Off was art as <strong>in</strong>formation about<br />

<strong>in</strong>formation about art, add<strong>in</strong>g a level of<br />

complexity <strong>and</strong> reexivity onto that cycle<br />

of transformations <strong>in</strong> media culture.<br />

Systems Burn-Off can be related to<br />

Lev<strong>in</strong>e’s <strong>in</strong>teractive video <strong>in</strong>stallations,<br />

such as Iris (1968) <strong>and</strong> Contact: A Cybernetic<br />

Sculpture (1969). In <strong>the</strong>se works,<br />

video cameras captured various images<br />

of <strong>the</strong> viewer(s), which were fed back,<br />

often with time delays or o<strong>the</strong>r distortions,<br />

onto a bank of monitors. As Lev<strong>in</strong>e<br />

noted, “‘Iris’ . . . turns <strong>the</strong> viewer <strong>in</strong>to <strong>in</strong>formation<br />

. . . ‘Contact’ is a system that<br />

syn<strong>the</strong>sizes man with his technology . . .<br />

<strong>the</strong> people are <strong>the</strong> software” [9]. Although<br />

<strong>the</strong>se works dem<strong>and</strong>ed <strong>the</strong> direct,<br />

corporeal experience of <strong>the</strong><br />

participant, it was <strong>the</strong> experience of see<strong>in</strong>g<br />

oneself as <strong>in</strong>formation—as transformed<br />

<strong>in</strong>to software—that was of<br />

primary concern to <strong>the</strong> artist. In this regard,<br />

Lev<strong>in</strong>e provocatively has noted<br />

that, “Simulation is more real than reality.<br />

Reality is an over-rated hierarchy”<br />

[10]. For many artists work<strong>in</strong>g at <strong>the</strong> <strong>in</strong>tersection<br />

of conceptual art <strong>and</strong> art<strong>and</strong>-technology,<br />

<strong>the</strong> particular visual<br />

manifestation of <strong>the</strong> artwork as an object<br />

was secondary to <strong>the</strong> expression of an idea<br />

that becomes reality by simulat<strong>in</strong>g it.<br />

<strong>Conceptual</strong> artist Hans Haacke also<br />

utilized technology <strong>and</strong> mass media <strong>in</strong><br />

<strong>the</strong> production of art. Perhaps best<br />

known for his politically charged cri-

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