| Analogue To Digital Conversion: | Linking Video Art and the Web |
| by Chris Byrne | |
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Jodi, "404", 1998 |
| UTOPIA | UTOPIA |
| "Interactivity means that
you, the viewer, will have to change from being a passive
admirer to become an integral participant, directly
conscious of this new paradigm on matter and time. There
will be no need for rational thinking. The results of all
the experiments will soon be disseminated into the Global
City, and perhaps art and life will eventually become
one." Johan Pijnappel 1 |
"Our species will survive
neither by totally rejecting nor unconditionally
embracing technology &endash but by humanising it; by
allowing people access to the information tools they need
to shape and reassert control over their lives."
Raindance Corporation 2 |
| These two quotes typify the
rhetoric which surrounds media art: high ideals for the
use of technology mixed with claims of radical departure
from previous practice. The late 1990s are witness to an
increasing number of artists delivering work to audiences
via the World Wide Web. However, both texts pre-date the
Internet as a global mass medium: in 1994, the date of
the first quote, Internet usage was estimated at 20
million users in 92 countries 3: the estimate is now
152 million in almost every country 4. The second text, from
1970 refers to information tools &endash television,
video, radio, computers, telephones, fax &endash
which are now converging around the Internet. Drawn by the potentially large audiences for their work, artists are starting to engage with the issues inherent to the medium. Can artists' efforts to engage with new technologies make an impact now that our perceptions of the web are largely moulded by two American software corporations? |
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David Hall, "7 TV Pieces", 1971 |
| HYBRIDITY | HYBRIDITY |
| There are any number of problems
and contradictions in making art for the computer
network, which is both tool and medium. It can be used in
a highly active, creative fashion, but also in a
relatively passive way. Whilst new media encompass a wide
range of activities and contexts, I am concerned here
with art on the web as a screen-based artform, mediated
by a standard interface &endash the browser. Video is an important reference point, delivered through a similarly uniform filter. The theorising of video and television borrowed largely from film theory and sociological discourse, but the technological differences forced critics to consider issues such as the nature of simulation, access to the medium, the domestic viewing environment. The results were hybrid theories of video and media, not a new paradigm. This approach can also be applied in describing computer networks, which are not uniquely new. |
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| ARCHAEOLOGY | ARCHAEOLOGY |
| Different traditions are manifest
in creating art with or for computer media. The computer
is a synthesis of existing media, one which can be varied
according to artistic emphasis &endash visual, audio,
or literary. When I look at art on the web, I am looking
at video: a continuous flow of electronic signals scanned
across pixels on a screen, albeit one which I can
interact with, communicate with. When I connect to the
Net I use a typewriter keyboard to make the computer dial
a telephone call, whilst staring at a video monitor. I do
not witness the internal workings of the computer nor the
data from the Net, but I do see a graphical video
representation of these processes. Computer-specific aesthetics are dominated by conceptual legacies. As an example, a few common metaphors from the personal computer interface: window, browser, surf, mail, desktop, mouse. The conceptual frameworks for software are grounded in a particular view of the non-digital world. Most programming code is based on the English language and Western mathematical notation. This gives every piece of software written a specific historical and cultural background. An awareness of such issues is crucial for art which aims at a critical approach. A useful framework for thinking about the web can be built from examining the development of technologies in video, broadcasting, computers, telephony, audio and mechanical writing. |
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Stephen Partridge, "Sentences", 1988 |
| STRATEGIES OF DISCLOSURE | STRATEGIES OF DISCLOSURE |
| Art starts to address its context
through making the viewer aware of the artifice and
technology behind what the art appears to say or mean.
The artists known as jodi 5 start to get near this,
revealing the code intrinsic to the work, and using the
programming language Java to play games with the browser
software. Mark Napier's Digital Landfill 6 allows audiences to
build a layered collage of web 'junk', addressing the
information overload and banality of much content on the
Net. The specificity has changed, but the strategies employed by these artists are remarkably similar to those of an earlier generation of video artists. The aim is to disrupt the flow of information being consumed by the audience. David Hall's works for television achieved this by employing an alternative visual grammar, thereby making the audience aware of the constraints of television conventions, and their complicity in the process of constructing meaning on the glass screen. In the same way, jodi and Napier attempt to upset expectations of a seamless, easy web 'surfing' experience. The preoccupation of jodi with malfunction of language, the unravelling of codes, mirrors work by video artists in the 1980s such as Gary Hill and Stephen Partridge. Partridge's Sentences series for television deconstruct linguistic meanings, the contradictions of media semiotics. Constantly evolving syntactic forms resemble hypertext in their fluidity of meaning, and the reliance on the viewer to make links: conceptually rather than by clicking a mouse button. Certain artists have referenced the video art tradition in web work, notably the Technologies to the People project from irational.org 7 which purports to be a web based collection of video art classics from the past. On trying to view any of the works, a series of warnings ensue, advising that the latest technology is required. These are so highly specified and wide ranging that only the highest level technocrat could be so well equipped. An effective criticism of proprietary video and audio streaming standards on the web, and implicit is a view of video art as an elite practice restricted to a tiny audience. |
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Steina & Woody Vasulka, "Vocabulary", 1973 |
| DISAPPEARANCE | DISAPPEARANCE |
| It has been often claimed that art on the web resists assimilation as a static art object in the gallery or museum. Its malleable form and reproducibility will dictate against commodity status. This claim was once made for video art: the failure of artists' television to substantially infiltrate broadcast networks and the medium's eventual incorporation (as video installation) into the art institutions implies that objectification, and thus commodification of artwork, consumes electronic art too. | "Reality no longer has the
time to take on the appearance of reality. It no longer
even surpasses fiction... The cool universe of digitality
has absorbed the world of metaphor and metonymy."
Jean Baudrillard 8 |
| CONTENT / CONTEXT | CONTENT / CONTEXT |
| This almost infinite plasticity
is relevant not just in terms of the making process, and
the viewer/user/audience interaction with the work, but
also in context. Presently new media exist in two main
physical environments: the home (PC, Hi-Fi, games
consoles, VCR, broadcasting) and public spaces (cinemas,
galleries, museums, shops). There are also a variety of
virtual contexts, both individual and social, such as
e-mail lists, and IRC chat rooms. It is not so much a
question of real versus virtual objects, but perhaps
which audience: a mass of atomised individuals, a real
social environment, or a virtual one? Whilst at the
creative stage, net art can be said to exist in the terms
expressed by Woody Vasulka above, the technology used by
the audience is integral to reading the work. No two
computers will show exactly the same image of a given web
page. The end user's choices regarding operating system,
browser, monitor, fonts, and speed of connection will all
influence the site's appearance. At the moment, Net artists broadcast/publish their work across an open network; the audience does not pay to experience the work, and cannot meaningfully own it. But late capitalism has shown that value can be exchanged for the immaterial. Will artists adopt the televisual model of pay per view, siting work on secure servers and demanding credit card numbers for access? Perhaps no-one would pay to see Net art, but many museums charge entry fees. Money is already electronic: art tends to follow money. |
"There is a certain property
of the electronic image that is unique... it's liquid,
it's shapeable, it's clay, it's an art material, it
exists independently." Woody Vasulka 9 |
| Heath Bunting 10 has pursued this agenda
with satirical intent: in particular a project involving
supermarket loyalty cards. Bunting re-coded the magnetic
stripes of the cards to inflate the number of 'points'
stored on each, then distributed to Internet users via a
web site. The companies issuing the cards were not
amused, but Bunting performed a détournment by
reproducing the lawyer's letters on the website, with
links to his card scheme. Internet beggar was a joke at
the expense of e-commerce: perhaps surprisingly Bunting's
virtual outstretched hand received numerous credit card
donations from curious passers-by. When video arrived the utopian potential was seized upon by radicals, as a means for everyone to make television. Camcorders are now widespread, but the question of how to gain access to distribution networks is still central. Most artists on the Net operate in the equivalent of cable access channels: with the majority of the population watching the other (commercial) channels. Access to broadcast/publish via the Internet is low cost, but publicity in traditional media to attract audiences costs plenty; people won't use search engines to look for Net art if they don't know it exists... |
"Will 'to be on line' be a
privilege or a right? If only a favoured section of the
population gets a chance to enjoy the advantage of
'intelligence amplification', the network may exaggerate
the discontinuity in the spectrum of intellectual
opportunity." Howard Rheingold 11 |
| Alan Turing's notion of a 'universal machine' 12 has been taken up by artists working in new media. Simon Biggs describes the computer as: "a system of writing that can write itself; a medium that defines itself".13 This defines one context: a creative, almost Dada machine aesthetic. But it strikes me that the forces defining the medium are similar to those which define broadcasting, cinema, print: commerce, dissemination of information/disinformation, advertising. | |
| METAMEDIUM | METAMEDIUM |
| John Logie Baird's original vision for television was as a two-way communication medium, yet it is a one-way broadcasting network for political and financial reasons rather than technical. The Internet has allowed computers to provide many-to-many television through video conferencing, as well as mail services, publishing, libraries, gaming devices and work tools. Will this change to a more one-way, 'push media' network as the corporations tighten their grip? I am reminded of two advertising slogans for Microsoft and Apple respectively. "Where do you want to go today?" posits the Net as a trip, a journey, a tourist excursion to exciting locations, not as a way of communicating with people or realising creativity. Apple's "Three easy steps..." campaign for the iMac paraphrases Timothy Leary's famous slogan. Again, the Net as a 'trip', and as a replacement for Leary's televisual (or radio) metaphor for dropping out of society. It may be the task of artists to resist such views of the Net, and for creative people, computers can be tools of empowerment and engagement. | |
| TACTICAL MEDIA | TACTICAL MEDIA |
| The notion of resisting existing power structures, inciting social change through media activism is an idea with roots back to 1960s media radicalism, or guerrilla media, an activity involving a whole range of social groups. Video artists have been involved in articulating concerns around the issues of access to and control of the media. The work presented in art contexts tends towards intellectual critique or satire. Paul Garrin's tapes from the 1980s, or those by UK scratch duo Pictorial Heroes, dealt with video surveillance and social control. The idea of the screen as the frame of a military target was explored very early on by David Hall in the 1974 video tape TV Camera Plane. Artists have commented on the totalitarian aspects of the web medium, as they did with television. Heath Bunting has explored the prevalence of 'webcams' on the Net as a form of global surveillance and policing in A World Wide Watch &endash CCTV. | |
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Dara Birnbaum, "Technology/Transformation: Wonder Woman", 1978 |
| TRANSFORMATION | TRANSFORMATION |
| As well as critique, artists have been concerned to change viewers' perceptions of structure, time and space in media. From the films of Bruce Conner to the scratch video of Dara Birnbaum and George Barber, mainstream media have been subjected to restructuring and manipulation. This use of found material in a collage style allows the construction of new stories and meanings from pre-existing narratives, often used to expose the psychological or ideological subtext. | |
| Equivalents to this technique are being used to change the way the web is viewed. A close parallel to the scratch technique is employed by Mark Napier's Digital Shredder 14, which re-configures any web page the viewer chooses in a randomised, cut-up style. The browser as imagined by William Lee? i/o/d 15 have devised software for the web, Web Stalker which, though it carries out many of the functions of a browser, differs in vital aspects. Instead of presenting the web as pages one at a time, the Stalker proceeds from a given location, tracing all the hyperlinks in progression, then the links from those points. The display is an abstract cluster of circles and lines forming star patterns: a topography of the web. In representing the underlying structures of the network, the software creates an alternative to the standard browsers. | |
| The medium and electronic
processes are different, but the intent of the Web
Stalker &endash to visualise the fundamental,
shifting form of the web &endash is similar to Woody
Vasulka's in the early 1970's. Vasulka created video
images generated solely by voltages, thereby revealing
the essence of the recording technology. As the web becomes more
uniform, and integrates more closely with digital
television, prior models from video art, as well as
projects such as the Stalker and Digital Shredder
demonstrate the challenge for artists: to restructure the
dominant interface and create truly radical software. |
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| Notes | Notes |
| 1. Johan Pijnappel,
introduction to Art & Design 39: Art and Technology,
London (1994) 2. Raindance Corporation, Editorial in Radical Software No.1, New York (1970) 3. Walter van der Cruijsen, interviewed by Johan Pijnappel, Art & Design 39 4. "How Many Online?", Nua Internet Surveys, http://www.nua.ie/surveys/how_many_online/index.html 5. http://404.jodi.org/ or http://oss.jodi.org/ 8. Jean Baudrillard, "The Orders of Simulacra" in Simulations, New York (1983) |
9. Woody Vasulka in
Lucinda Furlong, "Tracking Video Art: Image
Processing as a Genre", Art Journal 45 (Fall 1985) 10. http://www.irational.org/heath/ 11. Howard Rheingold, Tools for Thought, New York (1985) 12. Alan Turing, Computing Machinery and Intelligence, 1950 13. http://www.easynet.co.uk/simonbiggs/ 15. i/o/d is a collective comprising Matthew Fuller, Colin Green, Matthew Fuller. For further details see Variant Vol.2, No. 6, Autumn 1998, or visit http://www.backspace.org/iod/ |
| courtesy: Chris Byrne 1999 | |
| Chris Byrne : www.cryptic.demon.co.uk | postmedia : www.postmedia.net/ |