2.
Crumbling Paintings
The perceiver’s
immersion in the image is to be experienced as early as in
"Zerseher" (“Disviewer”) by Joachim Sauter and
Dirk Lüsebrink in 1992. Here the visitors destroy a
painting by looking at it. The parts of the picture they
look at fade under their gaze. This effect is produced by
presenting the painting on a monitor and by a computer,
which pinpoints the viewer's eyes and erases those parts of
the painting the visitor is looking at. And of course, in
such a digital environment the painting can easily be reset
again.
Such eyetracking technology
can be applied to every painting. The fact that Sauter and
Lüsebrink chose “Boy with a child-drawing in his
hand” by Francesco Carotto may have justified even
more why the installation "Zerseher" was awarded with the
Prix Ars Electronica in the category of interactive art. For
with Carotto’s painting, the impressive technical
effect accompanies an appropriately meaningful frame of
associations. One can understand this installation for what
it is: it changes the impact the images normally have on
their perceivers. This change could be understood as freeing
the perceivers from their passive role of perception.
However, such a perspective would be as shortsighted as it
was in the hypertext-debate of the early 90’s in which
the mechanical involvement of choosing links was described
as an “active” position and ranked over the
intellectual involvement of pure perception as a “passive”
position. Sauter’s and Lüsebrink’s
installation has more potential than such an approach would
allow one to see. One has to reflect on the physical action
in its entire complexity.
"Zerseher" is
meta reflexive in showing its viewer a person looking at a
painting. Such mise-en-abyme – which is readily found
in the cinema or the novel [1]
– is as popular as it is irritating. Since it is a child
looking at a children’s drawing, the allusion is
doubled. It thematizes an innocence of both drawing and
viewing which has been lost long before the destructive
"Zerseher" by Sauter and Lüsebrink. We (at least in the
western world) are “adults” in the history of
looking and painting. Our eyes have seen everything not only
impressionism, which caused scandals once, but even the most
abstract presentation seems flat to us. Rescue lies, once
again, in the environment of painting, in focusing on
presentation of presentation. Since the readymade and the
white square on white canvas all have been done already. A
technology to “disview” paintings appears just
in time – and to “disview” a child looking
at a children’s drawing seems to be the right symbol
to express such a situation: The "Zerseher" is not as much
the disviewing of a painting as a view of painting and
viewing.
At a phylogenetic rather
than an ontogenetic level, such disviewing of the innocent
view can be read as a comment on the evolution of our own
perception. The fact that the observed disappears in the
process of our observation can be understood by the way that
we lose the objects in approaching them. In bringing all our
acquired concepts and perspectives to these objects we only
read ourselves into them – in contrast with children,
who may still be open to the world. The theory of
constructivism claims that our perception is governed by our
self-referential, rather closed cognitive system.
Constructivists must love a piece like the
"Zerseher."
There are other types of
destructive images, like Wolf Kahlen’s self portrait
"Selfless",
an installation of a photograph which materializes
selflessness in three steps. First, one sees the negative of
a portrait of Kahlen from 1969, which looks like a mosaic
missing a lot of pieces. These pieces have been taken away
every time a visitor came to the site. On a second, blank
page the visitors then find their “personal pixel”
at its original position within the photograph. This image
is numbered and signed by Kahlen to be printed out; here the
numbered, signed, and printed copy is not without humour. On
a third page all the pixels taken away by visitors add up to
the positive version of Kahlen’s portrait. The
transfer from the first to the third involves the
disappearance and reappearance of Kahlen’s self, his
transformation from the negative into the positive print.
The viewer’s view (or rather, their click) “disviews”
the image only in order to reset it in its proper version.
"Selfless" is a romantic project, which (re)creates the
author’s self as a result of a collaborative user
action.
Both versions of interaction
in the "Zerseher" and "Selfless" share a common trait; the
perceivers do not “own” the moment of perception
anymore. Their observation is observed either directly,
resulting in image destruction, or indirectly in the process
of image reconstruction. The viewer is within the image; the
freedom and peace of contemplation, which was possible even
in front of the most abstract, irritating painting, is lost.
Thus, a very different end of painting has arrived than what
has been declared in the course of art history so far.
Nicolas Clauss dedicates one of his first digital paintings
to this very aspect.
3. Writing Images
Clauss, as well, plays with
the idea of the self on his biography
page. He offers a
multiple of portraits, which on mouse contact are layered
with several different versions of hair and beard styles.
The disconnection of mouse contact allows the last version
of this layer to run-through so that finally the piece has
turned into a series of variations on the same portrait.
This is already a funny though suggestive comment on Clauss’s
own identity. Part of this identity is that Clauss replaced
the canvas with the screen.

(animated)
The end of painting is
verbally expressed in Clauss’s "Mechanical
Brushes". This piece
displays the tools of traditional painting, Clauss’s
own well-used brushes, palette knives and spoons; all still
full of paint as if they were in the middle of a job. But
the subtitle says: “A moving still life with used
brushes (a provisory goodbye to painting)”. While
these brushes may have a glorious past, they do not seem to
have any future (though the adjective "provisory" leaves
room for hope). Indeed, they only serve as background for a
handwritten text. The text itself moves like a brush back
and forth over the page, rendering itself invisible over the
black background color around the actual brushes.
"Mechanical
Brushes" could
easily have been a bold statement with static text: as a
presentation of painting tools already useless for their own
representation as a photograph. In this form,
"Mechanical
Brushes" could very
well be exhibited in a traditional gallery as a traditional
image reiterating the impact of photography on painting. Of
course, the animation requires the digital medium, as do the
interactivity and sound (if one moves the mouse over the
image, the brushes begin to rotate to a mechanical sound).
The painting tools have become a mechanical construction,
which visually and conceptually are reminiscent of Futurism.
At the beginning of the 20th century, materials were used in
a similar manner – that is, in ways they were not
intended to be used. Elements have been animated,
deconstructed and strangely rearranged. The work of Picasso
or Braque comes to mind. Fernand Léger’s
"Ballet mécanique" serves as an equally good example
within the film medium. As Clauss points out in his
interview
with Adams, he
already (as a “conventional” painter) used found
objects “in the tradition of Duchamp with ready-mades,
Schwitters with collage, or Rauschenberg with »combine
paintings«.” Is Clauss’s brush-mechanism a
revisitation of a Futuristic gesture?
"Mechanical
Brushes" is
undoubtedly comprehensible as a glorification of technology.
Similar to Léger’s "Ballet mécanique,"
this glorification takes place in terms of content and
method as well. Clauss’s old tools are not only nailed
(of course just virtually—the real brushes remain
untouched for the promised return to painting) and misused
as reading background. The new medium shows the new
possibilities already in action. The statement is
performative; the manifesto is its own artifact. The message
is already to be found in this artifact’s subtitle: "a
moving still life." The encountered animation explains the
contradiction: digital painting is painting in time; it is
not just a fixed moment of the past, for it inhabits future
moments to be revealed in the interaction with the viewers.
Digital painting is potentially kinetic. As the “still”
life under discussion shows, such painting in time is not
silent either. As a consequence of such a constellation of
painting, the brush no longer embodies the appropriate tool.
It can only serve as a symbol of its own lack of necessity.
The brush of digital images is the code; painting, in its
materiality, has become text.
To a certain extent every
digital painting is a goodbye to painting. In digital
paintings, colors are not mixed anymore with brushes, knives
or spoons but written as hexadecimal numbers. There are no
lines drawn anymore with the brush, there is actually no
line at all but a certain depth of pixel perceivable as a
line. On the screen of course the code appears as color, the
pixels as line. The ambition of digital painting is to hide
the difference from analog painting and to feign a line by a
sufficient arrangement of pixels; one may call it a kind of
modified pointillism. "Mechanical
Brushes" is a good
example of such ambition, since it needs quite an amount of
effort to display a handwritten text without ugly pixel
steps.
The subject matter becomes
more complex and the difference from analog painting becomes
more significant with paintings, which use the digital media
purposely to expand the potential of expression as in
Zerseher, Selfless or Mechanical
Brushes. In these cases the surface of the visual is
connected with hidden text, which governs the presentation
of the visual (and sound). This text is placed either in the
picture or its frame, i.e. in the image-file or in the
HTML-file in which the image-file is integrated. In the case
of "Mechanical
Brushes" the
image-file is a Director-file; its code, only accessible
within the Director-program, rules which brush moves on
mouse contact, how fast they move, and which sound plays.
The HTML file, on the other hand, includes the title and
regulates the location and size of the image-file on the
screen; in our case "width=640 height=480", aligned in the
center of the table positioned at the top left corner.
Thus, the digital painting
contains several layers of text governing its appearance on
the screen, its performance in time and its reaction to user
inputs. Since at the end everything is text (colors, line,
sound, action, even nailing the brushes), the paradox of
such an interactive audio-visual painting is that one can
transmit it (its code) easily via letter or phone, meaning
one can write or speak the painting. How should one not
announce the end of traditional painting in view of such
conditions? How should an artist – and real artists
are always challenged to push the limits of their medium –
not get excited in view of such new prospects and say
goodbye to painting, with a Futuristic
sensibility.
4. Artifacts, Software, Genres
"Mechanical
Brushes" announces
the goodbye to painting expressis verbis in its subtitle.
However, Clauss undertakes such a goodbye already with the
first piece he put in his digital gallery: "Simple
Paint" - a paint
program (see as well "Typed
Paint"). Clauss does
not offer the viewers a painting but a tool to create their
own paintings via keyboard and mouse movement. Hence Clauss
found the perfect way to render the shift from traditional
to digital painting. Traditional painting is departed from
by symbolically tearing down the border between painter and
viewer, suggesting the latter to be an artist himself. In
the system of traditional painting, such a suggestion would
have meant to hang brushes and paint into the frame as a
kind of readymade although still intended to be used.
Digital painting starts by taking back such an offer: the
presented tools actually are the work of art; the
real artist is not who is creative with these tools within
the programmed algorithm but the one who is able to program
the algorithm. The brush of the digital painting is not the
mouse but, again, the code. Thus a second opposition
accompanies the one I mentioned before: besides the tension
between the pure idea giver and those who program this idea
is a tension between the idea giver/realiser and those who
use the programmed program.
The confusion perfectly
expresses the way materials have changed in the shift from
canvas to screen. The digital painter is not just somebody
who uses a program to produce digital paintings; the digital
painter is somebody who creates this program. Because
if the material of digital painting is the code, the paint
program is not material but the work of art itself, a
product of a creative process of coding. This perspective is
plausible in view of the narrow frame of actions Clauss's
Simple Paint (as well as Typed Paint) offers
to the "viewer-painter". One feels reminded of examples of
combinatorial poetry or aleatoric music, where the reader or
interpreter creates variations on the basis of the given
frame of options. Such works certainly can be called "a
machine for the production of variety of expression," as
Espen Aarseth does with respect to cybertext
[2].
On the other hand, such machines of combination can be seen
as their own pieces of art whose specific quality is exactly
this frame of options as with Quirinus Kuhlmann's
combinatorical poem Libes-Kuß (1671), or The
Dicionary of the Khazars by Milorad Pavic (1984), or
Michael Joyce's hyperfiction Afternoon. A Story or
Simon Biggs' text generator The Great Wall of China.
[3]
To consider and name such machines of combination as works
of art themselves is not only common with regard to text
combination. An example in the field of music is the III.
Pianosonata by Pierre Boulez, which requires the
interpreter to design the order, speed and volume of the
offered modules. Why should a paint program, which allows
the combination of several visual patterns, not equally be
considered a work of art itself?
Admittedly, the border is
fluid. If Clauss's paint program offered as much
functionality and freedom of choice as Photoshop or
Director, one would have difficulty understanding it
as a work of art rather than a tool. Photoshop,
Director or Flash are both the result of
coding (and as such artifact itself) and a program for
further coding (and as such instrument to create artifacts).
Simple Paint on the other hand is not just a very
simple program but very simply programmed as well. Clauss
uses the built-in tools available in Director
library, which is an easy act and may not justify understand
Simple Paint as a product of a creative process of
coding. However, rather than focussing on the complexity of
the underlying program one may understand Simple
Paint as an installation, as a kind of readymade based
on the clichés available in a meta program. The aim
of this installation may be to question authorship with
respect to such readymades. Even Clauss, who created his
Simple Paint with Director, does not occupy
the first place in the process of coding and creating. He
works within the limits Director's library and code
language Lingo sets; his paint program cannot go further
than the meta-program. And the creativity of the user of
Simple Paint cannot pass this program's limits.
The end product relies on
all involved levels of programming; it is the result of a
more or less unavoidable, unreflected "vertical
collaboration" in which the author of a level always has
been the user of the previous level. Espen Aarseth describes
this aspect with regard to Hypercard in 1997: "For the
developers of Hypercard, I am a user. However, if I use
Hypercard to write an application, I too am a developer-but
on a lower level. If that application were a system for
constructing, say language training lessons, my users would
also be developers-on yet a lower level. And so on. The end
users (the users of my users' language training lessons)
might also be differentiated by their ability to change or
subvert the software. If, on the other hand, I had access to
Hypercard's code in C, I could reprogram Hypercard and
become a developer on the highest level" (174) - one may add
the 'highest level' is beyond C; it is machine language.
Hypercard is a metaprogram to develop other programs: "The
strength of metaprograms is that they take away most of the
pain involved in programing an application from scratch;
their weakness is that they limit the programer by
presenting a predefined range of operations that the
programer must use." (ibd.) Aarseth's conclusion about the
nature of computer generated text equally holds true for
digital painting: "Thus they are seldom the work of a single
individual and are often comparable to a rule-based,
premodern poetics, where the poet creates within a framework
of clearly defined elements and constraints laid down by
others." (ibd.)
Thus we enter the wide
discussion of genre as a frame of semantic and syntactical
parameters, which influence the artist's creation and the
audience's expectations. Could one understand software as a
similar frame? One can certainly say that the specific
composition of a specific software or code generates a
specific style. A genre is made up of narrative conventions,
hence generating certain expectations and options for
experiences (a novella has an unexpected incident; a western
has horses and colts). In a similar way, a specific
technology sets a frame of expectations and experiences.
David Rokeby entitles one of his essays' "The Construction
of Experience: Interface as Content" and takes hypermedia as
an example, where the reader always experiences alternative
navigation regardless of the actual content. Another example
would be Rokeby's own Very Nervous System-software,
which confronts the audience in different variations of a
closed circuit installation always with the experience of an
unclear interaction with a video camera, computer and
monitor/loudspeaker [4].
Though in all cases the content changes, the software
constitutes a quasi genre-specific paradigm of performance
and interaction. Rokeby refers in his essay to McLuhan's
slogan "the medium is the message". Could one specify and
state: the technology is the framework and: the
framework is a genre?
The subject matter of genre
demands a thorough, methodical discussion. Here, it was only
to be raised as an issue with regard to Clauss's paint
program Simple Paint as an artifact, instrument or
genre. In the case of Clauss, the issue of genre is relevant
also with respect to Adams's and Andrews's remarks about
repetition and code similarities in several pieces. This
remark triggers two questions: Is repetition pejorative?
Does repetition constitute a genre?
The first question is
answered by Clauss from the perspective of painting before
its technological upgrading: "If I decided to display still
images on flying puppet (just like paintings) would one say
that it is repetitive just because they would all be still?"
(private email) With regards to the dancing stick figures in
"Legato",
"Cellos",
"Moontribe"
or "Roundabout"
there is indeed (with the exception perhaps of
Roundabout) a repetition of the same paradigm with
different music. Clauss does not call it a genre but a
series - which of course is part of the creative process to
test and exhaust a new form. However, in these cases
repetition happens in both form (as a certain rhetoric of
interaction: to bring the objects together hence initiating
another action and sound) and content (the objects are
always dancing figures). Therefore it may be appropriate to
speak of a genre - the genre of user controlled dance
choreography.
With regards to the second
question, two examples may illuminate that code similarities
do not automatically constitute the same experience. In
"One
Day on the Air" as
well as in "Massacre"
the mouse movement modifies image and sound. While in the
former the user navigates through a range of radio stations,
in the latter the user pushes an image of Mona Lisa over the
screen. However, in this case the title (as well as the
sound) indicates a much more dramatic action. The massacre
takes place when the user pushes Mona Lisa off the scene.
Soon one hears a cry. Moving back the cursor brings Mona
Lisa onto the stage again now as Jesus Christ with the crown
of thorns. Of course, Jesus Christ is nobody else than Mona
Lisa with a beard.
The same code and the same
rhetoric of interactions constitute a much more ironic and
puzzling experience than in the radio piece. It starts with
the title, which in both cases seems to be confirmed by the
interaction happening: the radio day condensed in the mouse
movement and the massacre instigated by the mouse movement.
However, Mona Lisa's beard is an allusion to Duchamp that
deconstructs title and interaction. The massacre, one feels
reminded of, has, as an avantgardist iconoclasm, been
happening for a long time. Da Vinci's Mona Lisa is a
productive example in this regard, if one thinks not only of
Duchamps L.H.O.O.Q. from 1919 but also Fernand
Légers La Jaconde aux clès from 1930
and Andy Warhols Thirty are better than one from
1963. The announced massacre by Clauss is just another step
with the help of digital technology. We, the viewer, are
neither really able to initiate such a massacre nor to stop
it. We are actually the real victims, again and again, for
Duchamp's disrespectful approach to Da Vinci's classical
example of western culture was as much an attack of the
contemporaries' expectations as Clauss's playful mocking of
Duchamp's classical example of avantgard art is
now.
The comparison between
"One
Day on the Air" and
"Massacre"
proves that different content gives different meaning to the
same code or rhetoric of interaction. In many cases one can
certainly subscribe to Rokeby's statement that "interface is
content", while in many other cases one should rather state
that the content specifies the interface.
5. Sign and Design
The nostalgic feeling in
Clauss’s Futuristic sentimentality is revealed in the
fly (and the fly flap), which one hears if one spends enough
time with "Mechanical
Brushes". This seems
to announce the ideal of a summerhouse atelier flooded with
light in contrast to keyboard and mouse at the desk in a
generic information-age office. On the other hand, the fly
could also be understood as a quote from Pink Floyd’s
"Uma Guma," where the chase of a fly is to be heard from
loudspeaker to loudspeaker thereby showing the new
captivating possibilities of generically producing natural
sound on a keyboard. In this view even the fly in Clauss’s
manifesto would embody the Futuristic gesture.
However, why not imagine the
computer at the porch of a summerhouse target for one or two
flies? The summit between fly and computer is equally
possible as the summit of technology and idea in digital
media, which only creates something like art. Whether the
latter is as probable as the former still has to be proven.
Nicolas Clauss, it seems, is a good guarantor. His “deceptively
simple piece,” as Adams
appropriately describes "Mechanical
Brushes",
demonstrates the marriage of technical finesse and
conceptual depth one hopes to see. This holds true for many
pieces of his work as varying as "Sorcière"
with the interactive burning of a witch and
"Loup"
with the bewildering and mystifying interactive film
sequences in the attic, to name only two. Randy Adams
conclusion is enthusiastic but fitting: “If you’re
looking for an artist whose work successfully embraces the
computer medium - look no further.”
The most fame Clauss
gathered however, was for his ballet dancers. It is
certainly a delight for the eye and ear reconnected to the
fingertips. In "Legato"
and "Cellos"
only the user’s skills keep all dancers moving and all
sound files playing at once. The choreography happens
spontaneously on the mouse bed: if the users do not try hard
enough, they will, as in Cello, neither hear music nor see
dancing. Such pieces fit into an aesthetic of interaction,
which fulfills old utopian agendas of viewer involvement.
Therefore such pieces are often applauded quite
categorically. However, they also always risk combining
physical activity with cognitive passivity. One feels
involved, considers the piece fascinating and certainly will
recommend it – but sometimes this is all one has to
say about it. When Adams asks about the playfulness of many
of his pieces Clauss declares:
“Legato is
cute, but far from me now. I was experimenting with tools
and interactivity. But slowly, and especially for a year
now, I have returned to things more in tune with my real
concerns. Probably more foreboding as you say, more deep
I hope &”
This statement may surprise.
However, it responds to the flaw of the new medium, in which
spectacle and contemplation wrestle for
predominance.
Then again, Clauss, as a
painter, is not only interested in concepts and
contemplation. This becomes clear in the further course of
the interview:
“I like
playing with ideas and concepts but I see them as bonus.
I believe in the depth of matter, I believe art –for
my concern, I respect other approaches– is
something which takes you in another dimension far away
from rational ideas, right into emotion, poetry, magic
and probably some kind of truth. I like improvised music
such as free jazz and find that people expect much more
conceptual work from artists than from musicians.”
This perspective, which
avoids basing art on meaningful signs, reveals that “Clauss’s
attention to subtle detail,” as Adams notes with
respect to "Mechanical
Brushes", does not
aim to give deep meaning to all possible details. As the
enquiry proves, in "Mechanical
Brushes" Clauss did
not use a significant quote from art history but an
accidental text “only used [...] as a
pictorial element with its pictorial qualities”. One
may bemoan such an approach, considered that a quote by say
Cezanne or Picasso concerning new ways of painting would
have strengthened the complexity and depth of the announced “goodbye
to painting”. However, it reminds us
that not everything in art refers to something other than
itself: what may be received as a sign sometimes is meant to
serve only as design. It is reminiscent of the debate of
formal aesthetics in the 1910’s when the sign in
painting (as well as literature) [5]
was no longer meant to represent something else (a real
object, a concept, a myth) in the production of meaning. The
visual sign was considered self-valuable. It was no longer
subordinated to a meaning-bearing role, but freed to the “pure
visual”. Such liberation from dependence on the
figure, from illustration of anything else than itself,
makes painting similar to music, as Michel Seuphor notes
(Abstract Painting, New York: Abrams 1965, 157f.).
This seems to signify the break from conceptual work to
musical improvisation, the step from rational ideas into “emotion,
poetry, magic” (and thereby “probably some kind
of truth”).
In this
light, the accidental text in "Mechanical
Brushes" may be seen
as return to the avantgarde aesthetics in painting, which
once solved the crisis caused by photography’s much
better representational capability. What, however, would be
the “pure visual” [6]
in the realm of digital media? The text as pure pictorial
element in an interactive work such as "Mechanical
Brushes"? The code
as self-sufficient presentation on the screen? The
autonomous technical effect?
These questions open a new
field of more general and more complex discussion, which is
to be undertaken elsewhere. Here, it was only to point to
this broader horizon – and to suggest we should
understand the moving text in "Mechanical
Brushes" as the
aesthetic remainder above all explanation; like a fly
meeting a computer on the kitchen table of a
summerhouse.
FOOTNOTES
|
[1]
|
An example from pop
culture is Woody Allen's movie The Purple Rose
of Cairo. In avant garde film, see Michael
Snows’ Corpus Calossum. A famous
example from literature is John Barth’s
novella Lost in the Funhouse about the
narrator Ambrose writing a story, called "Lost in
the Funhouse," about the character Ambrose who is
lost in the funhouse.
|
|
[2]
|
Espen Aarseth:
Cybertext. Perspectives on Ergodic
Literature. Baltimore und London: Johns Hopkins
University Press: 1997, 3.
|
|
[3]
|
In Quirinus
Kuhlmann's Libes-Kuß, the reader can
choose between 50 words to complete each of the
four verses; Milorad Pavic's The Dicionary of
the Khazars refers, like a dictionary, in each
chapter or entry to several other entries to
continue reading; Michael Joyce's Afternoon. A
Story offers several links to follow; the
language machine in Simon Biggs' The Great Wall
of China randomly creates an endless stream of
syntactically correct but semantically meaningless
sentences out of the words of Kafka's story Beim
Bau der Chinesischen Mauer. (For variations and
predecessors of aleatoric and performative art see
Roberto Simanowski: Hypertext:
Merkmale, Forschung,
Poetik, in:
dichtung-digital: 4/2002; for Simon Biggs' The
Great Wall of China see Roberto Simanowski:
Aleatorik
als Aufklärung. Mauerbau und Babelturm in
Simon Biggs' "Great Wall of
China", in:
dichtung-digital 3/2002 and Technology,
Aura, and the Self in New Media Art: Interview with
Simon Biggs,
in: dichtung-digital 3/2002.)
|
|
[4]
|
For a discussion of
Rokeby's work see Very
Nervous System and the Benefit of Inexact Control:
Interview with David
Rokeby in
dichtung-digital 1/2003.
|
|
[5]
|
See Johanna
Drucker: The Visible Word. Experimental
Typography and Modern Art, 1909-1923, The
University of Chicago Press 1994.
|
|
[6]
|
For the term pure
visual see Johanna Drucker: The Visible
Word, and Lambert Wiesing: Die
Sichtbarkeit des Bildes.Geschichte und Perspektiven
der formalen Ästhetik, Reinbek: Rowohlt
1997.
|

published
on dichtung-digital 2/2003, February
2003