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Bloomsbury New Media Series

ISSN 1753-724X

Edited by Leslie Haddon, Department of Media and Communications, London School of


Economics and Political Sciences, and Nicola Green, Department of Sociology, University
of Surrey.
The series aims to provide students with historically grounded and theoretically informed
studies of significant aspects of new media. The volumes take a broad approach to the sub­
ject, assessing how technologies and issues related to them are located in their social, cultural,
political and economic contexts.
Titles in this series will include:

Mobile Communications: An Introduction to New Media

The Internet: An Introduction to New Media

Games and Gaming: An Introduction to New Media

Digital Broadcasting: An Introduction to New Media

Digital Arts: An Introduction to New Media


DIGITAL ARTS
An Introduction to New Media

Cat Hope and John Ryan

BLOOMSBURY
NEW YORK • LONDON ♦ NEW DELHI • SYDNEY
Bloomsbury Academic
An imprint of Bloomsbury Publishing Inc

1385 Broadway 50 Bedford Square


New York London
NY 10018 WC1B3DP
USA UK

www.bloomsbury.com

Bloomsbury is a registered trade mark of Bloomsbury Publishing Pic

First published 2014

© Cat Hope and John Ryan 2014

All rights reserved. No part of this publication may be reproduced or transmitted in any form or
by any means, electronic or mechanical, including photocopying, recording, or any information
storage or retrieval system, without prior permission in writing from the publishers.

No responsibility for loss caused to any individual or organization acting on or refraining from
action as a result of the material in this publication can be accepted by Bloomsbury or the author.

Library of Congress Cataloging-in-Publication Data


A catalog record for this book is available from the Library of Congress.

ISBN: HB: 978-1-7809-3320-7


PB: 978-1-7809-3323-8
ePub: 978-1-7809-3321-4
ePDF: 978-1-7809-3329-0

Typeset by Fakenham Prepress Solutions, Fakenham, Norfolk NR21 8NN


Printed and bound in the United States of America
CONTENTS

Acknowledgements ix

1 Introduction 1
What is Digitality? 2
What is Digital Art? 3
Digital Art and its Relatives: Understanding the Typologies 5
New Media Art 5
Electronic Art 6
Computer Art 7
Internet Art 8
Post-Media Aesthetics 8
Behaviourist Art 9
Telematic Art 10
Virtual Art 11
Unstable Media Art 12
Perspectives on Technology, Culture and the Digital Arts 13
Democratization 13
Globalization 15
Interdisciplinarity 17
An Outline of the Following Chapters 19

2 Key Concepts, Artistic Influences and Technological Origins of


the Digital Arts 25
Interaction, Immersion and Interface: Key Ideas forthe Digital Arts 26
The Digital Arts in Perspective: Influential Arc-Historical Contexts 39
Old and New Media: Technological Contexts for the Digital Arts 49
vi contents

3 Dumb Visions and Fabulous Images: Photographic, Drawn and


Moving Image 57
Key Concepts 57
Historical Precedents for Digital Images 59
Hie Challenges and Rewards of Technological Change 60
What is a Digital Photograph? 61
Digital Imagery in all its Dimensions 65
The Moving Image: Video Art, Animation and Cinema 68
Video Art 70
Animation 72
Cinema 74
Installation Art 77

4 Dancing at the Speed of Light: The Digital in Performance 79


Cyberpunks in Cyberspace 80
Theoretical Terms 81
Remediation 81
Abjection 81
Theoretical Considerations 81
History 83
Technology 85
Case Studies 86
Dance and Choreography 86
Theatre and Performance Art 90
Cyborgs, Robots and Bioartists 97
Virtual Reality 100

5 From Scratchy to Glitchy: The Creation, Performance and


Installation of Digital Music 103
A Drastic Change for the Direction of Music 104
What is a Digital Sound? 106
The Tools of Digital Music 110
Composing and Performing with Digital Sounds 112
Digital as a Means: Collecting and Producing 114
Consuming Digital Music 115
Hie Future Unfolding: Interactivity and Liveness 117
The Fragmentation of Music 118

6 The Possibilities of a Web: Internet Art 125


What is Internet Art? 126
Interactivity, Agency and Community: Theoretical Considerations 128
Performance, Chance and Innovation: A Brief History of Internet Art 134
Browsing, Coding and Networking: The Technology of Internet Art 140

7 I Want it Now: Finding, Downloading and Distributing


Digital Art 147
Finding and File Sharing: Creative Culture in the Digital Era 149
Downloading the Commons: The History of Digital Arts Distribution 159
Distributing the Digital: The Impact of Key Technologies 165

8 Ways of Belonging: Archiving, Preserving and Remembering


Digital Art 171
The Idea of Liveness: Preservation as Theory and Contingency 173
Scoring the Work: Digital Arts Preservation Through Notation
Systems 183
Towards Archival Interoperability: Arts Preservation and Technology 190

9 Conclusion: Hyperreality and the Postdigital Art of the Future 197


Reality and Hyperreality in Digital Art 199
Hyperreality and Postdigital Art 202
New Technological Frontiers and the Future of Digital Art 204
Ubiquitous Computing and Wearable Technology 204
Gaming and Networked Environments 206
Social Media 208
Mobile Telecommunications 210
Open-Source and Wiki Projects 211
Back to Reality: Activism through Digital Art 212
Privacy and Surveillance 213
Political and Social Equity 214
Environment and Sustainability 216
Moistmedia and Living Interfaces 217

contents vii
viii contents

Final Word: Digital Art Communities 218

Annotated Guide to Further Reading 219

Exercises and Questions 225

Bibliography 231

Index 247
ACKNOWLEDGEMENTS

We thank the series editors, Leslie Haddon and Nicola Green, for their editorial
advice and detailed input on chapter drafts. Our appreciation goes to the School
of Communications and Arts (SCA), Western Australian Academy of Performing
Arts (WAAPA), CREATEC Research Centre and Debbie Rodan at Edith Cowan
University for sustained practical support on many levels. Also to Sally Knowles
and the Faculty of Education and Arts (FEA) at ECU for the opportunities they
provided to complete early drafts of individual chapters during writing retreats. We
are particularly grateful for the wonderful contribution made to the final copy by
Linda Jaunzems.
Our sincere thanks goes to Lelia Green for her ongoing mentorship and collegial
support, without which this book would not have been possible. Lelia has continu­
ously and generously supported the authors through thick and thin. We are very

We acknowledge Malcolm Riddoch and Jonathan W. Marshall as valuable early


contributors to the project. Cat Hope personally thanks Karl Ockelford, Luke,
Jazmine, Helen Hope and Lisa MacKinney for their ongoing support and listening.
And finally we thank the artists themselves, and in particular those who have allowed
us to include images of their works.
I INTRODUCTION

From online information searches and e-commerce transactions to mobile phone


messaging and flash drives, we are immersed in the digital realm on an everyday
basis. Information about the world, encoded in the form of digital data, expands
exponentially. Consider a yottabyte (YB). It is equivalent to all the books ever
written in every language, 62 billion iPhones or one septillion bytes. The American
states of Delaware and Rhode Island, divided into city block-sized data warehouses,
would currently be what is needed to store a single yottabyte using the average
capacity of PC hard drives today. Yet, in the not-so-distant future, a yottabyte
could be contained in a miniscule area no larger than a pinhead. Technologies and
data rapidly evolve and spread out. Through this kind of futuristic perspective, it
could be argued that everything in the natural, material world will soon have a
digital, virtual counterpart, of one form or another, or even be replaced by it. These
counterparts - as digital data - offer not only unprecedented possibilities for science
and technology but also for cultural identity, creative practice and interdisciplinary
thinking.
The proliferation of technologies has greatly impacted the arts, leading to what
artists and critics now call ‘the digital arts’. Artists love to experiment with new
technologies, and they have done so throughout history. In Chapter 1 we explore
existing theoretical perspectives on the digital arts and discuss the spectrum of artistic
approaches that have appeared as digital technology and data continue to progress.
The explosion of new media has revolutionized the production of art - redefining the
nature of arts criticism, creating more complex markets for art and enhancing public
access to the arts. We suggest that an essential first step towards understanding the
digital arts is distinguishing the term from discrete but related art forms, including
new media, electronic, computer, internet, behaviourist, telematic, virtual and
unstable media art. The principal perspectives and contexts explored throughout
the volume are democratization, globalization and interdisciplinarity. Towards the
end of this chapter, we introduce subsequent chapters in the book and explain
key student-focused components, including case studies, reflections, questions and
group exercises. Central to this introductory chapter and others is the idea of digital
art as part of the ongoing continuum of technology that artists have been fascinated
with throughout history — a theme further developed in Chapter 2. But first, we
will talk about how to define digitality - the technological foundation of digital art.

WHAT IS DIGITALITY?
The term ‘digital’ is a ubiquitous part of our vernacular in todays ever more
globalized world. The digital revolution of the 1990s introduced computer power
to the public at an unparalleled rate (Lovejoy et al. 2011: 2). This period entailed
a significant transfer in the production, storage and distribution of data to digital
technologies. Multimedia or hypertext documents combining text, images, sound
and video have become standard. Living in the ‘digital age’ now, we frequently come
across ‘digital technology’, ‘digital information’ and of course, ‘digital art’, but what
does it mean for something — including creative work — to be digital? Indeed, to
understand digital art as a movement, we need to start from the ground floor and
examine briefly the mechanics of digitality. Typically, the digital is defined as new
technology in contrast to older, pre-digital or analogue forms. In digital media,
input data - as light (images), sound (audio) or spatial configurations (text, graphs,
diagrams) - is converted to numerical patterns, which are then processed and manip­
ulated in various ways by a computer’s hardware and software (Lister et al. 2003: 14).
Through digital processing, the physical properties of phenomena become numbers
or abstract symbols.
In this sense, ‘digital’ simply means the ‘assignation of numerical values to
phenomena’ (Lister et al. 2003: 15-16). Hence, ‘digital’ is a mathematical format
and process for storing, transferring and modifying information. Algorithms in
computer software subject the data to numerical processing. For example, digital
image files consist of discrete modular components; assembling these modules into
an image requires a series of mathematical executions (see Chapter 3). The numerical
system behind digitality is binary, employing variations of 0s and Is to produce alter­
nating states that underlie how devices function: for example, off or on, current or no
current. The conversion of data to a binary schema enables the transfer and storage
of information to memory technology (hard drives), digital disks (CDs or DVDs)
or online repositories (file hosting and storage services). The modern mathematical
processes behind digital technology were founded in the work of German mathema­
tician Gottfried Wilhelm Leibniz (1646—1716), English inventor Charles Babbage
(1791-1871) and in the 1930s, English mathematician Alan Turing (1912-54) (see
Chapters 2 and 6).
When traditional media (e.g. newspapers, video, records) are digitized, they
become dematerialized at the same time. The process of digitization involves the shift
from the physical domain described by physics, chemistry, biology and engineering
to the symbolic domain explored by computer science (Lister et al. 2003: 16). In
other words, the materiality of the original (i.e. paper, magnetic tape, vinyl) is super­
seded by an immaterial binary pattern and, therefore, the original medium becomes
largely redundant. Requiring specialized technology, such as specific software, digital
data (released from their physical media) can be compressed, accessed at high speeds
and readily manipulated (Lister et al. 2003: 16).
Whereas digital media exist in a state of flux, analogue media are comparatively
fixed. Analogue media, including newspapers, photographs, tapes and films, tend to
be associated with technologies of mass production. Yet analogue processes transfer
data to another physical object (an ‘analogue’), such as light, sound or handwriting,
where it is encoded and stored to a physical medium (i.e. grooves on a vinyl record,
magnetic particles on a tape or ink on a sheet of paper). An analogous relationship
is thus forged between the original data and the tangible medium. For instance,
the analogue reproduction of a book employs movable type and ink to produce a
physical imprint of the original on paper (Lister et al. 2003: 15). In contrast, a book
written on a computer undergoes a different process; every letter of the manuscript
generates a binary value in response to the touching of the authors fingers to the
keyboard. The resulting digital document can be exported in various ways (e.g. as an
email attachment, PDF or ZIP file) and eventually published as an e-book without
ever being printed to the traditional, material medium. Electronic broadcasting
media were also historically analogue. For example, the physical properties of images
and sounds were converted to wave forms of differing lengths and intensities, corre­
sponding to the voltage of transmission signals.

Reflection
What are some of the ways that digital technologies have revolutionized your life and the society you live in?
How often and for what reasons do you use digital devices? Can you think of any disadvantages to using ‘the
digital' over ‘the analogue'? We will return to these sorts of questions in Chapter 2.

WHAT IS DIGITAL ART?


‘Digital art’ is a name that shifts in the sands of digitality, culture, history, science
and art. Impossible to define as a single phenomenon, it represents instead a fluid set
of artistic techniques, technologies and concepts - often associated with the history
of the computer. There are a great many names for digital art, some of which are
more current or useful than others. An important first push for students is to become
familiar with the terms in circulation and how they overlap and differ. Indeed, it is
difficult to find an academic commentator who will commit to a straight-forward
definition, but Beryl Graham has come the closest. She defines digital art simply
as art made with, and for, digital media including the internet, digital imaging, or
computer-controlled installations’ (Graham 2007; 93). However, what we now think
of as ‘digital art’ has undergone a multitude of name changes, from ‘computer art’ in
the 1970s to ‘multimedia art’ in the early 1990s to ‘new media art’ more recently. In
many ways, ‘digital art’ is outdated language, subsumed within the category of new
media art by the end of the 1990s.
Nevertheless, the variety of related words in currency demonstrates that digital
art and its naming are ‘characteristically in a state of flux’ (Graham 2007: 106) —
reflecting, in part, the mutability and constant evolution of the technologies used
by artists. The bevy of names (often erroneously used as synonyms for digital art)
includes — in addition to new media, multimedia and computer art — software art,
hypermedia art, emergent media art, unstable media art, electronic art, internet
art, net art, browser art, behaviourist art, cybernetic art, telepresence art, virtual
art, interactive art and participatory art, among others. The meaning of each term
should be considered variable and highly contingent on the historical time frame,
the commentators background (e.g. artist, programmer, curator, archivist or critic)
and the technology explored as a medium by the artist. Furthermore, certain terms
are subsets of the broader practice of digital art; for example, internet art is based
on the internet, browser art makes use of internet browsers and software art involves
computer software in some manner. Other terms, such as behaviourist, interactive
and sound art are more inclusive than ‘digital art’ and encompass a continuum of
analogue and digital art practices, from site-based installation works to internet-based
telerobotics projects. Still, others are period-specific and seem like anachronisms to
us now; for example, ‘net art’ designates the internet art of practitioners working in
the 1990s (see Chapter 6).
Despite the name-game, the tendency to hybridize across media boundaries is
characteristic of digital art, as we will see in Chapter 2. Thus, by shifting between
media and employing a range of techniques, digital artworks eschew categorization
according to their genre or form. Installation, film, video, animation, photography,
internet art, software art, virtual reality projects and musical compositions can fall
under its umbrella (Paul 2003: 70). Rather than venturing definitions, critics tend
to foreground the attributes of digital artworks. For example, Bruce Wands points
to the new forms that emerge out of digital art practices: ‘intricate images that could
not be created by hand; sculptures formed in three-dimensional databases rather
than in stone or metal; interactive installations that involve internet participation
from around the globe; and virtual worlds within which artificial life forms live and
die’ (Wands 2006: 8). As Christiane Paul (2003: 7) argues, digital art comprises a
broad array of practices but lacks a single, unifying aesthetic approach. She makes the
critical distinction between digital technologies as tools and technologies as media
(see Chapter 2). In this book, we use ‘digital art’ to refer to the artistic movement
encompassing a variety of digital practices. In many instances, we also use the
pluralized term ‘the digital arts’ to stress the diversity of art forms and media (e.g.
internet art, software art, telematic art, etc.) included within the singular term. As
we see in the next section, an introduction to digital art is very much an exploration
of terminology in relation to the history of art and technology.

Reflection
Describe a few examples of digital art that you have seen or experienced in the last week, either online, in
public or in a gallery or museum setting. What is distinctive about these digital artworks?

DIGITAL ART AND ITS RELATIVES:


UNDERSTANDING THE TYPOLOGIES
New Media Art
Although new media art’ is often used synonymously with ‘digital art’, ‘computer
art’, ‘multimedia art’ and ‘interactive art’, there are some key differences between these
terms to consider. Understanding what constitutes digital art entails understanding the
way everyday language changes in the context of technology. For instance, the terms
‘digital media’ and ‘digital new media’ have been used to refer to ‘new media’ (Lister
et al. 2003: 14). In the early 1990s, with the release of the first commercial internet
browser and the beginning of the digital revolution, the term ‘new media art’ began to
be used by artists, critics and curators working with emerging technologies (Tribe and
Jana 2006). Indeed, the appearance of new media art paralleled the proliferation of
information technologies. Early new media artworks included interactive installations
exploiting a variety of media, virtual reality experiments, telerobotics pieces and web
browser-based projects, all using the latest digital technologies of the time. Mark Tribe
and Reena Jana define new media art as ‘projects that make use of emerging media
technologies and are concerned with the cultural, political, and aesthetic possibilities
of these tools’ (2006: ‘Defining New Media Art’).
In situating new media art as a distinct movement, Tribe and Jana (2006) distin­
guish between the categories ‘art and technology’ (in reference to the collective
Experiments in Art and Technology founded in 1967) and ‘media art’. On the one
hand, ‘art and technology’ encompasses computer, electronic, robotic, genomic
and biological art involving up-and-coming technologies, but not intrinsically
media-related. On the other, ‘media art’ includes television, video and satellite
art, as well as experimental film and other forms of art that make use of media
technologies that were no longer considered new or emerging by the 1990s. For
Tribe and Jana, new media art represents the intersection of both movements,
but with an emphasis on ‘new’ media technologies: the internet, social media,
video and computer gaming, surveillance systems, mobile telephony, wearable
technology and GPS (Global Positioning Systems) devices. New media artists
critically or experimentally engage with new technologies. However, there are
many art-historical precedents that have shaped new media art, including other art
movements that questioned the relationships between art, culture and technology.
In particular, Dadaism (see Chapter 6), pop art, conceptualism (Chapter 2) and
the video art of the late 1960s, exemplified by the work of Nam June Paik (Case
Study 2.3), have influenced the trajectory of new media art since its inception.
Common themes in new media works include collaboration, participation, appro­
priation, hacktivism, telepresence and surveillance (Tribe and Jana 2006: ‘Themes/
Tendencies’) (see Chapter 2).

Electronic Art
The typology ‘electronic art’ is perhaps the most inclusive for our discussion, aside
from the broad category of ‘art itself. It is also the term that has evolved the most
since its initial historical emergence. Often interactive and participatory, electronic
art incorporates electronic components in the production or display of a work. The
range of electronic technologies is vast, and comprises the internet, computing,
robotics, mobile devices and virtual reality platforms, as well as the ‘old’ media
of radio, teleconferencing, video, television and film. Moreover, dance, music,
performance, writing and installation pieces can be classified as electronic art if
they incorporate electronic dimensions. Encompassing both old and new media,
electronic art should not, by default, be classified as digital art. However, the
adjective ‘electronic’ is often invoked interchangeably by critics in referring to digital,
computer, internet or information-based art. We suggest that it is most instructive
to think of the term ‘electronic art’ as denoting a particular period in the history
of Western art, culture and technology. Indeed, the origins of electronic art can be
traced back to the early to mid-twentieth century when innovators, notably Marcel
Duchamp and, later, Ben Laposky, began to encounter and incorporate technologies
in their works (Lovejoy 2004: 1). Electronic media, such as tape, projections and
the computer, allowed artists to devise new modes of aesthetic representation and
creative possibility. Within electronic art, video art is a central subgenre, especially as
the medium melded over time with television, film and music (Rogers 2013; Rush
2003). Beginning in 1965 with the release of the Sony Portapak, video art demon­
strates how progress in electronic and, later in the twentieth century, digital art has
paralleled developments in technology and science (see Chapter 2 for art-historical
precedents). The practices included within electronic and video art have developed
rapidly since one of the first video artists, Nam June Paik, placed a magnet on top
of a television set to distort the imagery, as discussed in detail in Chapter 2. Named
after the analogue video tape, contemporary video art uses the digital media of
CD-ROMs, DVDs and real-time streaming.

Computer Art
‘Computer art’ is another wide-ranging classification with shifting boundaries.
It encompasses most forms of software, database, internet, browser and game
art, as well as computer music. Broadly defined, computer art takes advantage of
computing technology to create or display an artwork. As a subset of computer art,
computer music refers to compositions that involve computer technologies at any
point in their life cycles, although other definitions are more restrictive (Collins
2009: 2) (also see Chapter 5). According to Dominic Lopes, the two defining charac­
teristics of computer art — interactivity and computing — distinguish it from other
interactive performances and some forms of digital art (Lopes 2010: 52). As Lopes
(2010: 52) further argues, ‘the realms of computer art and digital art overlap. Not
all digital art is computer art — most of its not interactive — but typical computer art
is either made digitally or made for digital display. For other critics, interactivity is
not a necessary component of computer art. Within the umbrella term is included
a range of subgenres, such as software, database and game art, that evolved when
artists began to involve computers in their practices in the mid-twentieth century
(Wands 2006: 164).
Briefly, software art can be defined as ‘creative work that finds its origins in
programmes written by the artist’ (Wands 2006: 164). For some critics, implicit
within this definition is the notion of authorship; the artist-programmer tends to
write the software code, although this is not always the case, as Chapter 3 explains.
In slight contrast, database art often ‘relies on pre-existing, created or real-time
collections of information’ while game art uses ‘commercial gaming software or
incorporates elements of play and role-playing’ (Wands 2006: 164). Rather than
creating code as part of an artwork, database art tends to reinterpret data collections
or engage participants or viewers in the creation of datasets. Hybridity between
aesthetics and technology is characteristic of most computer artworks. In particular,
computer artists are competent with the use and development of software, including
gaming platforms, database programs and computer languages such as C++, Java
and Visual Basic. A prominent example of a computer artwork is Lynn Hershman
Leesons Synthia (2000-2), a sculpture using three-dimensional animation to
represent streaming stock market data. The character Synthia responds according to
market trends, for example, dancing when the stocks are up or chain-smoking when
they drop (Wands 2006: 167).
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