SB:
Prior to it being common for art schools to have computers
and digital art courses most artistic work with digital
media was exotic and obscure. Only a small number of artists
were active, most were technically knowledgeable (they had
to be as they rarely had engineers to work for them) and
their artistic practice was heavily informed by the specific
character of digital media. Today it is quite different.
Digital media are seen featuring in many artists work,
people are quite familiar with this and do not query it as
they once did and the work produced is less engaged with
issues around the media itself and rather more outward
looking.
That said, there is a lot of
what I think is naive work being done in this field. It is
now so easy to access computers and they are so easy to use
that there is little pressure on artists (or others) to
really understand and appreciate the character of the
technology they are using. To put it another way, the
computer is so ordinary and pervasive that it has become
invisible...and as we know, when we learn to accept things
in this way it is usually a good time to start to question
them again. A lot of current work is digital in the same
sense that a film is cinema because it is made on
film...even though it is clear that for a film work to be
cinema a particular engagement with the filmic and cinematic
has to occur. So we see photographers using digital montage
techniques to produce pictures that are clearly impossible,
playing upon incongruity to establish their value. The
problem is that little of this kind of work is interesting,
either as photography or digital art, but it receives a lot
of attention because those looking at it do not know any
better either. As an artist who has worked in this field for
quite a while I find this sad.
dd:
This tempts me to ask what do you think about such very
different but simultaneously quite medium specific methods
of digital photgraphy like Wolf Kahlen's
Selfness
or Thomas Ruff's series "Nudes" (
Review)?
SB: In respect of
work like Thomas Ruff's I see this as photography, not
digital art. He might be using digital tools, but he is not
using the computer as a medium. The computer is only a
technical element in his practice, not the main thing. Nor
is he engaging with the concepts or epistemiological aspects
of the digital. I do not see that this is a bad thing. He is
not pretending to be a digital artist. His work clearly
establishes itself as photographic art, and in that it
succeeds very well.
However, that said, there
are a lot of young artists out there who are doing very
interesting things, using the media to not only open up new
representational strategies but to also question the entire
idea of art. There is a lot of work going on where both
media and cultures blur, such as experimental music, live
digital imaging, computer gaming and the rave scene all
coming together in live events. It is not unlike Warhol's
Exploding Plastic Fantastic (is that what his 60's
performance nights were called...I can't remember if that is
the correct name?). Just as then there is a sense of
something exciting around these events, of something seismic
in how it is moving things along and potentially pregnant in
creative opportunities. Of course many of those doing this
sort of work do so in ignorant bliss of what has gone before
(I wonder how many are familiar with documentation, or the
real thing, of Warhol's nights?).
I wrote the article you
quote back in 1994 and I think it was more prescient than
reporting on the actual when I wrote it. That is, at that
time it seemed to me that there was a clear increase in
young artists working with digital media and clear evidence
of a different attitude towards technology amongst students.
However, compared to today that was really nothing. In 1994
most of us still had to look for access to computers,
although it was getting easier to gain it, even in art
schools. Today most of us carry a computer, in one form or
another, with us all the time. In 1994 it was also not yet
clear that the Net would explode to the degree that it has.
One of the first questions I ask 1st year students is what
their experience of the Net has been...whether they use
email, surf the web, use chat rooms, have their own
homepage, code, etc? A few years ago most replied in the
negative to all of those question. Now most of the questions
have a 100% positive response, and even the more technically
challenging experiences (such as web page design and coding)
get a number of positive replies. Clearly things have
changed a lot since 1994.
dd:
Does this also mean that users start to question what they
have become acquainted with, as you requested above for when
things have become normal and invisible? Are the users ready
for the questions artists raise?
SB: This is a very
good question. I think people, or users as you call them,
are a lot more aware of what computers and digital media are
and are concious of many of the issues around these media
and technologies. This also links up with a growing
awareness of issues around genetics, bio-tech, GM farming,
etc. In many respects this is a case of a developing
political conciousness, not unlike what happened in the 60's
and 70's around Vietnam and the Cold War, or during the 80's
with gay rights, etc. It is perhaps a generational thing
too. Each generation seems to find themes that are of
particular concern to it. Today we see the anti-Capitalist
movement, a sort of neo-anarchist body-politic, but this is
a multi-faceted movement, not really a singular movement at
all, and many people and groups involved are engaging
directly with concerns around new technologies...not that I
would wish to see any form of neo-Luddite activity. This
would, in my opinion, be a negative response to the issues
founded on a misconception of the role of technology.
However, generally speaking,
it seems that most of those involved in these political
activities have a sophisticated concept of technology. They
have all grown up with computer games and the like and they
do not see technology as a bad thing in itself. They do
however question certain technological developments and the
value of their application. This is to be applauded. As
such, I would say that many "users" are way ahead of the
"artists"...although I do not see much value in this
distinction, as we are all users and, to some extent, we are
all makers.
dd:
This new art is much more driven by technology then ever
before. One may wonder whether or not artists can still
maintain a critical position (critical towards current
trends in society) whilst using new technology? You seem to
be suggesting that any possibility to remain critical is
lost unless they use new technology. Considering that new
media soon will influence (or already do) our lives as much
(or even more) as television, one would even think that
artists not working with digital media simply cannot meet
the demand to analyze and question how important social
developments or paradigms operate in the constitution and
expression of culture.
SB: I don't think I
am saying that you have to use technology to be critical.
Not at all. I am however arguing for an enhanced critical
engagement, yes, and with and through technology. But not
just computers...bio-tech and such is just as important,
perhaps even more so. And I also accept that you can take a
critical position towards these issues without necessarily
using the media in question. There are many strategies. They
are all more or less valid.
What I would argue against
is a practice that ignores what are some of the most
important questions to confront our culture. Any practice
anywhere and anytime that does this abrogates one of arts
most important roles and is thus radically diminished. I
think in the article to which you are refering I was
probably lamenting how so many people choose to use
technology without either seeking to understand its inner
workings nor its socio-political history and current
effects.
dd:
In the same essay on new media art you write: "Computer
games have shifted forever our expectations of media and our
role relative to them. The passivity of cinema, video and
television is being transformed into an entirely different
media culture." I interpret this as an encouragement for
interactive art rather than for pieces that 'just' want to
be read or watched as books or films. I also understand this
as the claim to intervene the televisual flow and to create
a new relation to information media and cultural
experience.
Your own
work is a good example of how profound such interactive
projects can be set up and operated. However, I admit I have
difficulties when interactivity as such is set as the new
bottom line of art. And this holds true for both aspects of
interactivity: 1. Collaborative writing projects, which
allow the "wreader's" influence not only on their own
screen, but also on the source of the project, often doing
so at the expense of the project's quality. The text itself
looses its attractiveness and is interesting more in terms
of sociology, but rarely in terms of aesthetics. 2.
Interaction with the program whether it be hyperfiction,
hypermedia or computer games often does not exceed click
activity and the gesture of disruption, thus supporting an
aesthetics of spectacle television induced during the last
two decades.
With regard
to the link and click paradigm one could argue that the
increase of impatience and expected jolts per minute (as
Kalle Lasn put it in "Culture Jam") is the real message of
this medium. In this light patient, attentive, contemplative
perception--not passive at all but also not active just on
the click level--may be much more subversive against the
televisual flow. Is there a "trap of
interactivity"?
SB: I am not arguing
that interactivity has to be the bottom line in how art is
valued. Not at all. Rather, I am arguing against a shallow
engagement with interactive media. That is, I am saying that
if you are claiming to make interactive art then it better
be really interactive and not some half-baked non-linear
system. I get angry when people claim they have done
something and then when you look in detail at it you see
that in fact it is not at all what they claim it to be. Too
many branching CD's and hyper-texts have been made that
claim to be interactive and seek to predicate themselves on
this "value" and in fact they are not interactive in the
sense that I understand this term. In my essay "On
Navigation" I make this distinction very clear.
You are right though to
question the value of interactivity. I think there is a
pressure to experience things too quickly and that a truly
subversive practice might be one that is predicated on
"slow" engagement. In a sense I would like to think my work
is like this. That is, it uses interactivity a lot and
mostly in the form of things that happen fast (that is, the
reader does something and the work instantly does something
too) but that does not
mean you cannot make
something contemplative and requiring detailed
concentration. In the end it will be the quality of the work
that determines this. Poor quality work will feature little
more than the mechanisms that make it happen, or worse, a
shallow and garish surface designed to mask the void at the
centre of the work. Good quality work can afford to expose
itself fully and take the risk of demanding concentration
and critical engagement.
But I do not want to get
into an argument about what constitutes good and bad quality
work... that always tends to end up in a dead end. What I
would argue is that interactivity, used well, can be one of
the most effective disrupters of the televisual flow, as you
put it.
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