The Legart Archive
“This document is about broadcast television in Britain in 1973.”
Following the award of a prize in an art competition sponsored by a local television station, I campaigned with other film and video prizewinners, including Beau Geste Press, to have our work screened on the channel. Prizewinners in other categories had their work exhibited publicly whilst the best the station was prepared to offer was the screening of some extracts from the moving image work. The station finally offered a discussion about their refusal to screen complete works in a monthly magazine arts program. The 15-minute broadcast item became a performance and discussion intended to raise questions about the ownership and access to Britain’s three television channels. Documentation of the whole event was completed with a book published by Beau Geste Press in 1974. (NB Britain at the time had three television channels in any one geographical area, two run by the BBC and one by commercial franchises. It was not until 1981 that Britain licensed another television channel, Channel Four, with a remit to provide access to a wider range of program makers, including artists. Television by its very centralised nature defines for the many the tastes of the few, a situation much changed in the era of the internet).
The Image Con Text project commenced in 1978 and was about interaction of the analogue kind, between the artist and an audience gathered for a screening of artists’ film. During the event interpretive information, or contextualising material as it was called then, provided to ‘new’ audiences a way into the artworks, whilst giving access to the conditions and processes involved in giving the films and tapes the form and content observed.
“Leggett’s early experiment was with film, though his exploration of video started in the ’70s with CCTV and performance … and re-contextualising the video image as film, to questioning the electronic technology and its ‘ambiguities’. Leggett has moved fluidly between shifting moving-image technologies, film, video and digital, and engages the audience directly with the associated and variable discourses.” – J.Hatfield*
The Image Con Text project comprised three parts. The first, described some of the conditions that had been involved in determining the artworks, from two distinct approaches – from the artists’ viewpoint, (Image Con Text: One); then later in 1981 from the audience viewpoint, (Image Con Text: Two). The second part of the project was on-going research, with regular live presentations to audiences, the feedback from which would inform subsequent presentations. Thirdly, a videotape version made in 1983 archived both presentation performances thus extending their meanings to later audiences. Interactive study utilising the dynamic linking of the digital format continued the process, with analogue to digital transfer by the Rewind project (University of Dundee 2005) and distribution via DVD and the Web.
*The PDF is the MS version of a chapter about the project in Experimental Film and Video (2006), John Libbey, London (ed. Dr Jackie Hatfield).
The Image Con Text project when it commenced in 1978 was about interaction of the analogue kind, between the artist and an audience gathered for a screening. It presented a multiplicity of information, or contextualising material as it was called then, to provide for ‘new’ audiences not only a way into the artworks but also access to the conditions and processes which gave them the form and the content they adopted. This practice-based research, as it is now called, being pursued or produced during that period was rigorous as well as vigorous, but for the most part unrecognised as such.
The pro-active, interventionist strategy pursued was partly in response to schemes that had been initiated by funders such as the Arts Council of Great Britain (ACGB)1, to subsidise screening venues for the cost of transporting, accommodating and paying a screening fee to artists invited to show their work to a local audience. A condition for accepting the subsidy was that there would be no admission fee. This ruled out many commercial or semi-commercial venues with overhead costs to maintain. The majority of venues were those who already had these costs covered such as colleges of art, universities and public exhibition spaces and screens. Consequently, many of the audiences were younger people who had little knowledge of the work or its context.
The screenings I undertook in the mid-70s followed a pattern adopted by many visiting artists – a few introductory words and then at the end of the screening, opening-up responses from the (usually) youthful audience. The Image Con Text project provided a context for viewing the film and video works I would often be invited to screen – it wasn’t exactly a history lesson, or about philosophy, or politics, or a tenuously connected series of anecdotes, but something of a mix of all these. It employed a format that combined different media forms, described variously as expanded cinema, film performance or simply, performance work. It was part of a process of convergence of media that had been occurring amongst practitioners throughout the 60s and 70s. It was not until later that ‘media art’ became the generally accepted term for this activity.
The Image Con Text project comprised three parts. The first, described some of the conditions that had been involved in giving the films the form they adopted. This took two distinct approaches as presentational performances – from the artists’ viewpoint in 1978, then later in 1981 from the audience viewpoint, (the film-maker being a section of the audience too). The second aspect of the project was as on-going research, regular live presentations to audiences, the feedback from which could be fed into subsequent presentations. Thirdly, a videotape version not only archived the presentation performance but extended its meanings to later audiences. This process was later extended following transfer to DVD, introducing the possibility of interactive study utilising the dynamic linking of the format.
Abstract
Drawing – the use of line and tone – is at the other end of a technology timeline currently unravelling in the digital age of information. Drawing – an economy of means in the elaboration of purpose – is currently practiced as a process by artists working in many mediums that prepares for, or completes the final outcome, a visual artifact. The dynamics of the rapidly developing communities of interest within digital media, particularly where encountered within on-line culture, accords the visual dimension only part of the bandwidth that appends our modern perceptual faculties. The babble that is the Internet offers us a network of threads that can be studio and gallery but more importantly, a space without fixed dimensions or contained objects, where if you like, apples and pears are still seeking forms of representation where place, time and flavour are meaningful to connoisseurs as well as surfers and other electronic flaneurs. (Published later in Artlink Aug 2001)
The International Drawing Research Institute Conference
COFA, UNSW,
Saturday 25th August 2001
© mike leggett June 29, 2002 page 1
Paper presented at
The International Drawing Research Institute Conference
COFA, UNSW,
Saturday 25th August 2001
DRAWING the THREADS
By Mike Leggett
Dave Cubby, ‘Techead#9.1’, 1983, silver
gelatin print, ‘, …'drawing with light' as part
of a continuum of technology concerned with
animation, replication and simulation…’
Abstract
Drawing – the use of line and tone – is at the other end of a technology
timeline currently unravelling in the digital age of information.
Drawing – an economy of means in the elaboration of purpose – is
currently practiced as a process by artists working in many mediums
that prepares for, or completes the final outcome, a visual artifact.
The dynamics of the rapidly developing communities of interest
within digital media, particularly where encountered within on-line
culture, accords the visual dimension only part of the bandwidth that
appends our modern perceptual faculties. The babble that is the
Internet offers us a network of threads that can be studio and gallery
© mike leggett June 29, 2002 page 2
but more importantly, a space without fixed dimensions or contained
objects, where if you like, apples and pears are still seeking forms of
representation where place, time and flavour are meaningful to
connoisseurs as well as surfers and other electronic flaneurs.
Drawing the Threads1
Drawing – the use of line and tone – is at the other end of the
technological timeline currently transiting the digital age of
information. The practice of drawing can range from a tool for honing
perceptual faculties to allowing the free-flow of the obsessive
compulsive component of our personalities.
Is it possible for the newer technologies to offer the contemporary
artist the directness of working and the ability to rapidly accumulate
visual ideas that the pencil and paper have offered over the centuries?
This short survey of mainly Australian artists will examine ways in
which drawing – an economy of means in the elaboration of purpose –
is currently practiced by artists working primarily with digital media.
Some 35 artists were asked in email correspondence whether they felt
their work owed something to drawing as a specific discipline, or if it
was still a part of their current practice that prepared for or completed
a final outcome, the visual artifact.
They were asked whether they had received a art school training
which included drawing classes and if this had predisposed them to
the use of the Wacom tablet2 and or whether a preference for the tool
was more fundamental.
Three descriptions of the term ‘drawing’ were offered stretching from
the classical (romantic) notion of the three dimensional world and its
representation on a two dimensional surface, through the more
© mike leggett June 29, 2002 page 3
academic recording of the organic and its analysis in monotone, to the
use of the pencil or pen as gestural tool for mark-making. This
description was intended to provoke objections and encourage people
to develop different conclusions about the drawing discipline and
contemporary media. Artists contacted were also asked to accompany
their responses with images.
In making any comparison between the pencil and the pixel, there is
clearly an element of comparing apples and pears in this far from still
life. The movement of technologies gathered under the rubric of
digital media are in a constant and rapid state of flux as once
expensive facilities become cheaper by the month offering the artist a
cornucopia of possibilities. The dynamics of the rapidly developing
communities of interest within digital media, particularly its ‘on-line
culture’ manifestation, accords the visual dimension only part of the
bandwidth that appends our modern perceptual faculties. The babble
that is the Internet offers us a network of threads3 that can be studio
and gallery but more importantly, a space without fixed dimensions
or contained objects, where if you like, apples and pears are still
seeking forms of representation where place, time and flavour are
meaningful to connoisseurs as well as surfers and other electronic
flaneurs.
Of course the very existence of computers, the artist Maria Miranda
reminds me, has been dependent on the ancient crafts of first drawing
and then etching the copper of their printed circuit boards.
‘Draw how the plant grows…’ for me was a memorable phrase from
my drawing teacher at Croydon College of Art in the 60s. It took me
for the first time into the realm where the pencil, the eyes and the
intellect combined to express visual knowledge.
© mike leggett June 29, 2002 page 4
Paul Thomas
Paul Thomas the Perth-based artist encountered ‘the Coldstream
tradition’ in England where:
“All the ingredients in the drawing are given the same importance,
relevant points are used to construct the image. … To make the first
mark is to sum up the possible distance between the seer and the seen.
That one mark alone is to suggest distance, depth of tone, placement,
etc from that mark things only become more complex”.
Paul Thomas
In common with many other older generation media artists, Thomas
publishes much of his work on website or CD-ROM. “My drawing led
me to a way of seeing the world with a desire to communicate about
my perception of things. Using the camera as a drawing tool assisted
me in documenting my ideas, drawing out ideas.”
© mike leggett June 29, 2002 page 5
Harriet Napier Birks, 'Vampyr' , 2001, digital video still from
Fractal Woman II
Harriet Birks, a graduate of the new generation: “I have been
obsessively compulsively drawing since I was inside the womb. The
few drawing classes I did attend have had little affect on what I do
now … “
Harriet Birks, ‘a_dreamy_spacious_thing’
Birks observes: “One of the great advantages of human evolution is
that we have this thing called a 'precision grip', which is hard to utilise
with a mouse. ….. using a mouse is like drawing with a stick.”
Presented here as images fixed in time, Harriet Birks use of drawing
functions properly as moving images delivered in the linear timebased
medium of video, or the soft mode of Internet delivered
Shockwave Flash animation as in this very brief example:
© mike leggett June 29, 2002 page 6
[RUN: ‘Siren’.swf Flash animation file – approximately 20 second
loop, through next four paras.]
Artists who use the computer like a studio have many options for the
form the final work will have: ink-jet or laser print, photograph,
website, CD-ROM, animation on website, videotape or film. Like a
majority of the computer-based artists I contacted, Birks chooses to
work with the ‘drawing/graphics tablet interface’ and has assimilated
in a relatively short time a considerable experience with a whole
gamut of computer-based tools which value spontaneity over analysis
and control. “….the sheer quantity of colours, texture, image
resources, the mess factor – drawing in the computer allows for more
artistic freedom. …” she says… “Animation is very much like drawing
– spatial drawing. Rather than creating a still perspective window, I
try to create 3D moving and layered perspectives with vector
graphics.”
Vector graphics is software designed to describe flat planes of colour
or tone using vectors or lines to draw vanishing point perspectives
and thus create the kind of spaces first drawn onto paper or
woodblock in Europe 500 years ago. Vectors are described by the
software using coordinates to construct a polygon which can be filled
with tone or colour – in utilising minimal mathematics the processing
therefore undertaken by the computer’s processor is instant. Thus any
changes made to the image, for instance the apparent movement of
objects within the perspective drawing when presented as a sequence
of changes, effectively become an animated motion picture. The file
size for a movie sequence thus created is very compact and can thus
be packed into a Ninetendo or Playstation module.
Vector graphics were used extensively for simulation race/chase
games – though the drawing was crude and jaggy it was at times
© mike leggett June 29, 2002 page 7
extremely ingenous and could trick the eye into believing vast tracts of
space were being traversed whereas in fact subtle changes were being
made using looped or recombitant file fragments sequecned to
produce the desired effect. Contemporary games machines and home
computers today have much more processing power and over the last
five years games makers have therefore been able to employ 3D
animation software to render onto the drawings photographic-like
surfaces. The film-like results too often lack much ingenuity in either
visual invention or simulated action.
With the advent of the Web and the combination for some artists such
as Harriet Birks of studio and gallery into one location, vector graphics
have entered a new era of usefulness – the low file size and data rate
are invaluable when conveying visual data over the World Wide Wait
of the Internet and becomes an important factor when making drawn
animation for that purpose using a software tool such as Flash.
The expression, ‘an economy of line’ assumes several meanings in the
context of this digital domain.
Ruth Fleishman
Another recent graduate Ruth Fleishman from Melbourne observed: “I
am very interested in seeing what are the specific qualities of drawing
with a mouse and scanning hand draw images. They take on
completely new qualities that have a specific aesthetic.”
© mike leggett June 29, 2002 page 8
The description of this aesthetic was elusive for many of the recent
graduates to describe – however, the difference she detects is maybe
not so far removed from the linkages that occurred many years ago
between artists who drew and commercial screen printmakers – with a
massive difference: at the computer workstation there is no toxic ink
and washes, no acres of drying racks and plan chests. Such
advantageous health and costing factors appeal not only to teaching
institutions but to the nascent artists themselves and together with
other factors perhaps explains the extraordinary amount of interest
being shown in these recent tools and media forms.
Let’s move onto one of the old men of Australian animation! John E.
Hughes, one of the teachers here at COFA, has worked with just about
every mode of animation known to motion-picture history. He
currently develops and completes many ideas (using similar tools to
Harriet Birks), with the utmost economy of line, and hence file size.
[RUN: HughesWardrobe.swf – Flash animation narrative of 2 minutes
duration]
Now the kind of economy of line I’m talking here is 400kB – about the
same size as a medium sized Word document and delivered to me in
the same way – as an attachment with an email.
John Hughes confesses: “I cover my Wacom tablet with paper – to
give a better grip and texture….. It's similar to using ink and brush but
it's as if your brush is made from something flexible but quiet stiff and
has a limitless supply of free flowing ink…..” (Sounds like a riddle….)
Whilst drawing software enables imitation of drawing with a pencil or
pen, the processing power of a computer extends the craft aspects of
drawing to unique possibilities, effected by simply pressing a button:
he continues: “I really like what happens as you repeatable hit the
*Simplify* button. The line seems to shrink around the shapes you
© mike leggett June 29, 2002 page 9
draw. You can go all the way till it ends up looking like a wood cut….
The image was drawn to depict a jury specifically for an animation.”
John E. Hughes, The jury: detail from ‘Wardrobe’, Flash animation.
Alyssa Rothwell has completed several prize-winning interactive CDROMs
including ‘Three Mile Creek’ “I have no formal drawing skills, I
have always just liked to draw.”.
Alyssa Rothwell, ‘Three Mile Creek, 1996, CD-ROM
© mike leggett June 29, 2002 page 10
“A hand drawn approach seems appropriate for the subjects I explore, that of a
rural Australian … the computer provides you with an environment to test and
experiment, you have the freedom to take line drawings and recompose, scale,
shift, edit, undo, duplicate etc. – the drawing becomes less precious and
multipurpose…”
“There is something really special about the simplicity of drawing and
using just pencil and paper…it brings a warmth to the process that I
have not experienced when drawing and working directly to the
screen…”
Mr Snow, a graduate four years ago of Sydney College of the Arts,
similarly describes his “software primarily as a set of drawing tools
for exploring ideas…”, a frequently repeated description by emerging
artists who still include pencil and paper as part of the process:
© mike leggett June 29, 2002 page 11
He goes on:
“…a sketch from a sketch book will prompt some exploration in a 3d
[software] environment on how light and shade will fall over a
particular sculpture. This will prompt further sketching or painting,
followed by more exploration digitally, perhaps thumbnailling a
movie to understand better its dimensionality and which angles work
best”.
[RUN Bridge.mov Quicktime VR file, and demonstrate mouse
controlled movement possible around image.]
Snow also uses his skills to ‘pre-visualise’ ideas and concepts for other
artists – like the movie storyboard, pre-production planning is
facilitated and in the case of commissions, clients are reassured with
‘fly-arounds’ and ‘fly-throughs’.
To flying fish, by Phillip George, a teacher here at the College of Fine
Arts. Pre-visualisation is also the requisite he identifies for
constructing his composite prints.
© mike leggett June 29, 2002 page 12
Skills gained through analytical drawing such as ‘scaling,
foreshortening and aspect ratio’ map the image and give him the
ability to pre-visualise “a given parallax distortion/manipulation” as
well as other skills gained through analytical drawing such as scaling,
foreshortening and aspect ratio.
Peter Callas attended Sydney College of the Arts between 1978-80.
“Drawing was definitely not considered part of the retinue of skills
required for contemporary artists. There were, on principle, no life
drawing classes at all. … Drawing has always been a highly significant
activity for me. On the other hand, despite what I've said above about
life drawing, I've never been particularly interested in "observational"
or accurate drawing. My style of drawing has always been intuitive
rather than observational.”
Callas was a film-maker who migrated to the Fairlight video processor
after leaving college. “I now use the second smallest Wacom tablet
available and do most of my drawing on a Powerbook [portable
© mike leggett June 29, 2002 page 13
computer] at the kitchen table. …. a stylus is [for me] the most familiar
object to hold – far more familiar than a mouse … The stylus relates
back to the world I grew up in, but interfaces to the new, and in so
many ways alien, world I now work in.
“Drawing over digitised photographs is another form of analysis or
concentrated observation of an image…[and]… brings you to noticing
things in an image which you would otherwise take for granted.
Sometimes you are forced to make decisions about what a line or dark
shape represents in a photograph – things which are not obvious with
a simple glance.”
Peter Callas, Detail of a section of the Trionfo della Morte fresco, (c.1330), Master of
the Triumph of Death, Camposanto, Pisa, with proposed interpretation for
animation on right, 2001.
Callas is currently working on an commissioned animated
interpretation of the famous mid-14th century Triumph of Death
(Trionfo della Morte) fresco cycle in the Camposanto in Pisa. “In 1944
the Camposanto was bombed [which] all but destroyed most of the
frescos. The four I am working on are amongst the very few that
© mike leggett June 29, 2002 page 14
survived. However one surprising discovery was made as a result of
the fire. The sinopie (underdrawings) were discovered pretty much
intact.”
“ Having determined what the frescos might have looked like, the
phase after that will be imagining how the figures might be
meaningfully altered for the purposes of the animation, and then how
they will be animated.”
Callas’s attention has been taken more recently by software which
take vector and spline-based4 approaches rather than the more
common pixel-based tools. Tools such as these take him “further away
from the simulation of traditional drawing to the point where they are
two disparate and quite separate activities.”
Points in 3D space which can be represented with pencil marks on
paper, have their equivelent as the pixel points of the computer screen,
which using a combination of software and hardware are activated,
each pixel having a brightness and colour corresponding to a
representation of the captured scene. Spline-based drawing in the
computer, where the shapes of lines can be manipulated or changed at
any phase in the creative process according to algorithms designed
into the software, whilst being far removed from the perception and
expression of physical relationships nonetheless return to the basic
tenet of the drawing process – “Nothing is permanent and any element
can be changed at any time.” The provisional, the temporary, relying
on subtlety of line and tone, within the sinopie, upon a screen,
© mike leggett June 29, 2002 page 15
preceeds forward movement. The machine can simply provide a
cascading series of variations based on ‘a selection’ or ‘the previous
step’, allowing the artist to isolate an element or whole, from which
emerges the next step in the creative process.
Most artists work with propriety software, bought off the shelf, in
most cases designed by software engineers aided with some market
research.5
Machine made images are nothing new – printing techniques for
producing images in serial form have been around for centuries – but
providing machines with software containing a set of rules to decide
the image’s appearance is more recent. In the late 1960s Harold Cohen
left his position as a teacher and painter at the Slade School to build a
machine.
Harold Cohen observes the output of a painting in 1995 on a
plotter, with a completed work hanging on the wall behind.
Photo courtesy of Becky Cohen.
“AARON is an autonomous intelligent entity: not very autonomous,
or very intelligent, or very knowledgeable, but very different,
fundamentally different, from programs designed to be "just" tools.”6
© mike leggett June 29, 2002 page 16
The earliest versions of AARON7 could do very little more than to
distinguish between figure and ground, closed forms and open forms,
and to perform various simple manipulations on those structures.
That may not have been enough, however, had AARON not
performed, as humans do, in feedback mode. All its decisions about
how to proceed with a drawing, from the lowest level of constructing
a single line to higher-level issues of composition, were made by
considering what it wanted to do in relation to what it had done
already.8
The latest versions of AARON are now sold by an internet company9
in its miniature form as a screensaver, (“We create software that
creates art”), the full version produces large scale ‘figurative’ paintings
in coloured ink which are exhibited around the world.
Ex-pat Simon Biggs is now Research Professor at Sheffield University,
but in the early 80s was working with CSIRO, the Commonwealth
Science and Industry Research Organisation in Sydney, he quote:
“…was working with gesture recognition systems to help create large
scale ink on paper drawings. These were made using a very large scale
industrial plotting kit as output, with video capture as well as light
pens and tablets, as input. What resulted looked a bit like a cross
between Pollock and Le Witt…. Ironically, this work came directly out
of research I was doing into remote sensing systems for interactive
installations, but had a temporary use in what were effectively
automatic drawing pieces. This research was applied in my
installations initially in the mid 80's and then became the core of my
practice during the 90's.”
[RUN: BOOK OF SHADOWS CD-ROM : select Installations –
Shadows; followed by Book of Shadows; and then Figures.]
© mike leggett June 29, 2002 page 17
Simon Biggs: Sequence option from ‘Figures’.
Horst Kiechle at the German National Research Center for
Information Technology. Stereo projection and liquid crystal
glasses let the operator see a truly three-dimensional
representation floating in the space above and in front of the
two projection tables of the virtual workbench.
Having had access to research facilities in Australia, (inc an MFA from
this COFA), and in Germany and Sweden, part of Horst Kiechle’s art
practice “….explores the introduction of irregular and more sculptural
shapes into architecture. … since 2D plan drawings use the convention
of right angles for the floor plans, elevations and cross-sections it is no
surprise that architecture is dominated by the right angle.” He
predicts that “a more intuitive approach to drawing 3D spaces will
become available once immersive virtual reality is combined with a
© mike leggett June 29, 2002 page 18
tool that generates and manipulates surfaces through tracked body
movement in space.”
Tracked body movement suggests a nexus where mark-making onto a
flat surface can be interpreted as the trace of the physical body that
made the mark – some wall graffiti ‘tags’ suggest this, besides the
better known classical and modern masterworks – in that the weight
of the mark indicates, is in correspondence with the musculature and
limb extensions of the drawer. This indexical link, connoting presence
of the author, is a point of consistent reference for many artists:
“…a signature which implies the hand..” as the IMM artist John
Colette has put it to me,
or “..part of a more ‘subjective’ tone in my work” as Sally Pryor has
described it.
Paul Brown, ‘The Book of Transformations – 1of 8’, 2000, iris print edition of 20
Brisbane-based artist Paul Brown’s drawing had “..its origins in the
systems approach to mark making that was a part of my formative
experiences in the 1960's”. The approach he takes today utilises a
combination of drawing programmes and those that enable
permutations of, in the example the above, four drawn shapes which
are randomly changed and combined together within a basic grid.
© mike leggett June 29, 2002 page 19
“The next project I'm currently ramping up to is evolving a tribe of
drawing robots.”
[RUN: Paul Brown, ‘Chronos’ from website ]
“Mark-making and the evolution of symbolic languages” is a central
component of Troy Innocent’s practice. “The immediacy of pen and
ink is a benefit when cycling through possible images.” These evolve
into creatures and phantastic environments with sets of rules and
procedures that the visitor can learn by interacting with the
environment when installed into a public space in a gallery or on the
internet.
Innocent says that he is: “…playing with the perception of the viewer
by juxtaposing convention with artifacts in representation. For
example, using naturalistic lighting and perspective in the
representation of an obviously artificial world”.
© mike leggett June 29, 2002 page 20
‘Techead #9.1’ Dave Cubby. Digital file taken from a
35mm copy of a silver gelatin print, made from an original multiple exposure
negative. (Collection AGNSW) 1983
As David Cubby has pointed out:
“I see that at the age of twenty-one I made a barely conscious but farreaching
decision to redirect all my personal emphasis on drawing
away from the pencil into the machine. It's a decision that I sometimes
regret, but it was a very sincere…….I see the photograph, 'drawing
with light' as part of a continuum of technology concerned with
animation, replication and simulation, we seem to have a need to do
this. Laszlo Moholy-Nagy knew that……..The act of 'close observation'
has been superseded or augmented in form from drawing to linguistic
and scientistic (if not scientific) configurations, as texts and
discussions are produced similar to the conduct and tradition of
philosophy in the west. In a sense 'drawing' as a cerebral condition
continues throughout.”
There has recently been methodology applied to measure this – John
Tchalenko at Camberwell College of Arts in London heads research
into drawing and cognition. He has been using a computer-based
device to monitor eye movements to determine the ‘gaze point’, whilst
a subject simultaneously places a cursor on that point – in effect an eye
mouse. In a series of experiments into what he called ‘free eye
drawing’, he found that the drawing trained artist was “capable of
© mike leggett June 29, 2002 page 21
slower, steady eye movements” and were much better “when tracing
a curve” on the screen using the device. 10
The means of representation that the digital age has opened up goes
beyond the opportunities that were offered to the visual arts by the
20th Century media of cinema, radio and television. Artists were earlier
adopters of film, sound and video and have been foremost in the past
decade in advancing the possibilities offered by digital media.
However, this has moved away from the artist’s traditional autonomy
and leads to an increasing reliance than in earlier times upon scientists
and technologists to provide the tools necessary for work to be
undertaken.
As cross-media hybrids develop between the visual arts, sound, dance
and other performance forms, physical barriers and perspectives break
down. Melbourne-based musician and sonic artist Damien Everett
tells me:
“Drawing is performance: each line gesturally encapsulates the
psycho/physical state of the artist … the Internet is enabling artists to
communicate and collaborate in ways previously unimaginable … my
VRmuse software application seeks to integrate these potentials into a
flexible system for realtime web based performance.” As one of the
generation brought up with computers, Everett has barely paused in
picking up the programming skills he feels are necessary for the
development of tools, such as his on-line performance space Vrmuse,
which is due to launch, real soon now…. It will be a freely available
download from: http://vrmuse.com/
Collaboration on the Net is perhaps its most positive feature. The socalled
‘open source movement’, has included the sharing of solutions,
perspectives if you will, for compositional aspects which are referred
to as architecture within the software community, where ‘libraries’ of
© mike leggett June 29, 2002 page 22
‘objects’ are kept on ‘server’ computers storing re-usable lines of
programming code and shared amongst collaborators on often
unrelated projects.
The notion of the atelier is the very basis of much of this work, with
the more experienced leading and advising the newbies, but with each
reserving the right to adapt and innovate the work completed by
others. Drawing and ‘code-cutting’ (programming) attracts the
somewhat obsessive personality, dedicated to long hours of practice,
intent upon a perfection, even an elegance. Like the pencil mark on
paper, writing computer code can be unforgiving in producing a
visually precise outcome that manages to elaborate its purpose.
This brief outline of a more or less spontaneous and blurted query to
the 25 artists who responded – by the way, only about 5 of them could
see no connection between what they were doing with digital media
and the notion of drawing – is part of the documentation
accumulating that describe these hybrid days through which the
digital media are passing. With practitioners skilled in the arts of
earlier media and mediums, on a timeline from charcoal drawing to
video installation, those of us who are seeing some potential, some
opportunities or, like myself, have sensed that the tools of digital
media complement and help express what was always just out of
reach with ‘single-channel’ statements, have quite a way to go yet
before digital media artworks become as accepted and respected as
have the works on paper that are collected by museums and galleries,
and adorn the walls of our homes.
We are in a situation of flux. The tools with which we work are
upgraded by the month. The aesthetic discourse amongst artists
addresses huge areas of the humanities and the sciences. Heresies of
representation are perpetrated that unsettle audiences both general
© mike leggett June 29, 2002 page 23
and specialist. Most difficult of all is accessing the spaces properly
equipped to exhibit the work to the audience.
But we’ve heard all that before –
We heard all that 500 years ago – in a time we call the Renaissance.
END
Thanks to all the artists who contributed to this article. All quotes by
artists were gathered via email May-July 2001 unless otherwise
footnoted.
Quoted artists’ websites:
Paul Thomas http://sea.curtin.edu.au +
http://www.visiblespace.com
Harriet Napier Birks: http://www.geocities.com/mrbleem
Maria Miranda http://www.out-of-sync.com
Mr Snow http://laudanum.net
Alyssa Rothwell http://www.FromMyPerch.com
Phillip George http://www.jungledrums.com/phillipgeorge
Peter Callas http://www.anu.edu.au/ITA/CSA/callas
Simon Biggs http://www.littlepig.org.uk/
Horst Kiechle : http://www.vislab.usyd.edu.au/staff/horst
Sally Pryor : http://www.ozemail.com.au/~spryor/bio.html
© mike leggett June 29, 2002 page 24
Paul Brown : http://www.paul-brown.com/
Troy Innocent : http://www.iconica.org/
Damien Everett : http://vrmuse.com/
©Mike Leggett
17 Ivy Street, Darlington, NSW 2008 tel + fax: +612 9310 1169
Australia eMail: legart@ozemail.com.au
http://www.ozemail.com.au/~legart
1 A shortened version of this paper appeared with the same title in Artlink, (Adelaide) August 2001.
2 Instead of controlling the position of the cursor, or drawing point, on the screen using the usual ‘mouse’, the
drawing/graphics tablet interface is a flat plastic, slighty raised surface which responds to the position of the
pointer, a pen-shaped device, held onto the surface and producing a corresponding position on the screen. As
well as creating points and lines on screen, the pointer is used to gesturally activate the menues and palettes
available within the software application being employed. Of the 35 artists consulted in the preparation of this
article, about 60% prefer working with this device, which comes under the trade names of Wacom, Scitex etc
3 ‘Threads’ : an Internet users indexing term referring to topics of collaborative work, including email/forum
discussions, production projects, exhibitions, writings etc
4 Pierre Bézier, a French designer/engineer, invented a method in the 1960s to describe any line by specifying
certain points on the line, and handles that control the segments between the points. Any shape can be defined
with just a few of these points, far fewer than the number of dots that a bitmap representation (pixel-based)
requires to make the same curve.
5 Mike Leggett, Thinking Imaging Software, Photofile #60 2000, ACP, Sydney.
6 Harold Cohen, Off the Shelf, pp 191-194, The Visual Computer, 1986, Springer Verlag.
7 Stanford University, c.1973.
8 Harold Cohen, ‘The Further Exploits of AARON, Painter’, Stanford Humanities Review, 1995, UCSD.
9 http://www.kurzweilcyberart.com/
10 John Tchalenko, ‘Free-eye Drawing’, 2001, Point #11, Surrey Institute of Art & Design, England.
“Finally, 1996 witnessed a major event: a national institution, Sydney’s Museum of Contemporary Art, organised …. the first international exhibition of digital works of art on CD-ROM….” Bertrand Gauguet; Rennes Ecole Beau Artes Review.
Burning the Interface
Burning the Interface<International Artists’ CD-ROM> exhibition at the Museum Contemporary Art, Sydney, curated by Mike Leggett and Linda Michael for the Museum of Contemporary Art, Sydney, March – July 1996. Catalogue sections and notes for talks at Art Gallery of WA and PICA – downloads attached.
Sponsored by Apple Computer Australia, touring Australia, with the assistance of the Australian Film Commission, to Njapartje CMC, Adelaide 12th September – 5th October 1996; Experimenta, CCP Gallery, Melbourne 7th – 23rd November 1996; Perth International Festival, (Perth Institute of Contemporary Art), Perth 12th February – 9th March 1997; Brisbane City Hall Art Gallery and Museum 27th March – 3rd May 1997.
Journal article for Media Information Australia see Texts.
The project began in the 1970s whilst living in the Devon countryside, responding to the sculptural qualities of a found wooden object and the sculptural possibilities of the photographic image. Two exhibition installations (Bristol 1984), Tales Gates and Plank Points, were completed in the 1980s using some grant funding for the construction of the frames and mounting surfaces. In Tales Gates, three frames are hinged to the wall and are able to be moved by the viewer. In a later version shown at Experimenta (Melbourne 1989) a video component was placed facing the panels.
CATALOGUE notes
Tales Gates; and Plank Points – The Project
Work commenced on these pieces in 1973 and arose through, as it were, asking fundamental questions of photographers and photography — questions which for some years, to that point, had been posited within a discourse generated largely by film-makers, a debate developing consistently and rigorously around the means and function of representation as a system of signification within the wider social context.
Some of the questions raised did not lead anywhere; many crossed over with other practitioners’ debates in art history, modernism, psychoanalysis and linguistics; many led directly into other, unexpected areas; some are still being pursued today, though perhaps less consistently.
At the same time organisational advances were made in areas directly related to independent film production, such as in the distribution and exhibition of product, and the educational projects associated with the production and use of the photographic image on motion picture film. Altogether the welter of activity was responsible for an extraordinary surge of non-institutionalised film-making and film-viewing throughout the regions of Britain, crossing many interests and many practices, with varying involvements in theoretical discourse, which among the practitioners of photography at that time, with a few notable exceptions but certainly from photography itself, was visibly absent.
A Biography
A vocational training in photography provided the background for many of the film projects undertaken and indeed certain of the films, such as VISTASOUND and EROTA/AFINI incorporate photographs and photography. Parallel to the completion of various film projects between 1973 and 1979 a range of photographic experiments was commenced and the two pieces in this exhibition are the largest of this work. Tales Gates was commenced in 1973 and completed in 1984, the places being visited, the prints being made at different points throughout that period. Similarly, Plank Points was commenced in 1974, the original negatives being worked with in various ways at different times until completion in 1980.
The extended production period, (and the reference to it in the work itself), was partially determined by the circumstances of organising the time and resources outside various film projects and work in other mediums.
Questions
The viewpoint of the producing photographer, as work progressed, was neither slavishly following nor seeking to prove a number of definitions or conceptions prepared in advance of the progression, which might simply pose, or less so appear to answer, a range of abstracted questions. The conditions which affect the viewpoints of producer and spectator alike, which could be described as transactions or mediations as they arise from their respective viewpoints, assume a desire to be active in encountering the artefact which emerges, to make meaning from various layers of presented photographic and material evidence, to construct an order by which these are related to the Subject(s) of the photograph or the photographic presentation. It is this area of the post-photographic and the presentation of the photographic image that can make more visible the transactions which occur with the photographer. Although, this cannot restrict the making of other meanings from each wholly subjective viewpoint. For the purpose of this note the transactions can be categorised into a diagram [attached] which will indicate the various axes around which the issues raised by this work will probably turn.
South West Arts Award received in 1980 for the completion of the above project: £150.
An interactive multimedia prototype of PathScape was developed in 1999/2000 with a small team of which I was project leader, in association with the Australian Film Commission. The prototype has an interface and navigation system giving access to ‘narratives’ by their association with a specific place or location or series of locations. The taxonomy is represented with images of contiguous cinematic space – individual photo images are pixilated to produce apparent motion in a forward direction, perceived as a movement ‘into’ the space recorded, a landscape. The movement is achieved by gesture, using a mouse in the prototype. The project led to further research and the development of the Mnemovie engine later in the decade. There are several articles about the project: the PDF on this page is extracted from and description and reflections on the project during later PhD research. There is also a book chapter Strangers on the Land – Place and Indigenous Knowledge Systems (2008), and the paper Towards a metadesign approach for building indigenous multimedia cultural archives that preceded it. Earlier papers include: Pathscape: Indexing Audio-Visual Media (2005) and PathScapes – Interface Options for Visual Indexing (2003)
The article introduces and reprints an essay in the catalogue to Burning the Interface
‘Burning the Interface
CD-ROM – the 21st Century Bronze? paper & notes used in catalogue, essays and talks (drafts) Video documentation; and catalogue PDF available for download in Projects menu, Curation.
[Missing]…….. is the ‘form’ which carries that ‘content’. The content may in some cases choose to reflect only upon aspects of the encounter. Such reflection is present in all art but is a feature of much 20th Century art and is re-examined in some of the work selected for this exhibition. The exhibition includes an orientation area to enable visitors to gather background information about the work, the artists and the medium. Bibliographies and publications are available together with two exhibits which feature the work of two art publications which include CD-Rom discs as part of their distribution: the long established Mediamatic published in Amsterdam, and the more recent London magazine, Artifice. A connection to the Internet and the World Wide Web (WWW) provides a window on the potential of the computer on-line medium in contemporary art. An index of ‘art sites’ are provided for visitors to browse but please be patient, the WWW is an even more recent medium in its own right than the CD-Rom and, at this stage of its development much less capable of handling the visual artists stock-in-trade, the picture. The relationship between Cd-Rom and the WWW as creative mediums is, like individual works, open to your assessment. The research for the exhibition commenced 18 months ago with the financial support of the Australian Film Commission and the assistance of the College of Fine Arts at the University of New South Wales. The Call for Proposals was delivered world-wide primarily via the Internet, the majority of artists responding via eMail – some 700 enquires were received concerning the proposed exhibition. The Call for Proposals sought to discover the range of uses to which artists were putting Cd-Rom. Given the 130 pieces of work from 110 artists in14 countries received a selection had to be made in spite of all their many individual attributes. This was in the knowledge that we had stated that a wide range of work would be considered – which it was. On that basis, we decided that discs which were essentially documentation or operated as catalogues for work in other mediums were not selected. The other area we ruled out were the titles developed essentially as games. It was found that apart from comprehending the rules and procedures of a game in the exhibition context, the exchange protocols associated with games followed within another tradition associated with other mediums, such as the board game or TV drama. We felt that the titles that were of particular interest were those that addressed issues specific to the computer/CD-ROM combination and the interacting subject, and which explored and developed the aesthetic of that encounter and the selection we made reflects the many ways in which artists have approached using this new medium. We have included the work of some 100 artists on 30 CD-Rom discs (not including David Blair’s extraordinary Waxweb Cd-Rom/Internet project which incorporates contributions from literally 100s of people). About half the discs are ‘single work’ pieces, the other half, anthologies of from three to twelve artists. These discs also represent the involvement of at least a further 450 people in support and technical roles. Artists’ work on Cd-Rom has been exhibited before but this is the first survey of the initial investigations and experiments of artists with this new medium during the period 1992 -1996. Through the generous support of Apple Macintosh Computers, it will run for three months, rather than the few days previously possible elsewhere, and allow people to re-visit the exhibition in the same way as they might browse their favourite bookshop seeking the book that through purchase, they can spend time with at home – many of the works are for sale. We would hope that the exhibition will both delight and inform those visitors who have a non-specialists’ interest in contemporary art and culture, as well as contribute to the discourse that specialists in the field need as an essential part of the continual development process that is contemporary art. The Museum of Contemporary Art has developed in the short time it has been open, a proven ability to mount exhibitions that address and are found useful by, a range of audiences. Though the MCA may appear somewhat monolithic, the experience of working with it’s professional team as a visiting curator has underlined its particular qualities of broad mindedness, ingenuity and creativeness that is part of any truly collaborative enterprise.
_______________________________
Essay by Mike LEGGETT CD-ROM – the 21st CENTURY BRONZE ? (draft)
4150 words
Illustration(?) with text from Finnagan’s Wake overlaying image of its author, James Joyce. by Greg O’Connor to article by Darren Tofts: The Bairdboard Bombardment; 21C #2 1995
# The Computer & Art
For many years visual artists have used the computer simply as a tool to perform more quickly the often mundane task of making something visible. Designers and architects have much experience with computer-aided-design (CAD) software capable of producing drawings which can incorporate changes of detail from earlier versions and thus save hours of repetitive re-drawing. The computing apparatus and its ability to respond flexibly and rapidly as an idea or project develops has been as a result of visual artists intuitions combining with the skills of the computer scientist. In the more experimental areas artists have customised computer hardware and software to the requirements of working in artforms such as installation, audience interactive and performance work, where the configuration is unique for each occasion. This of course makes the work fresh and new – and also ephemeral. Such work is not tradeable in the conventional sense. It requires public or private patronage, or another source of income. Or if the ephemeral is promoted as a virtue, the artist needs to develop a tolerance for poverty. The model worlds recently developed by a handful of artists have illuminated the significant difference between the computer and the video monitor – the non-linear option to guide or navigate an order and duration of events not pre-determined by the maker. It is not an exaggeration when it comes to describing some of the works a few artists have so far put together by saying that such an interaction can be cathedral-like:- blocks of images, movies, sounds and texts, assembled complete with nave, transept, choir, chapels and chapter house; and of course crypt (not to say dungeons). Such constructions are not attempted unless the foundations are sound. At complex levels of data management, (another way of saying multimedia), it is not only the time invested by the artist that is at stake but that of the audience too – the machine system must be able to reproduce accurately the instructions used by the computer for the execution of a design or sequence of visual and sound events; one bit out of place on the fresco might not be missed but something missing from the crownstone brings the lot crashing down. To prevent a crash in computing jargon, requires well designed software running smoothly from the memory store. The CD-ROM primarily has more stable attributes than the memory storage devices normally linked to the computer’s processor, such as floppy discs, hard discs, cartridges, Digital Audio Tape etc., which are based on magnetic media and so subject to interference both electro-magnetic and physical. CD-Rom – the Technology
A CD-Rom, (Compact Disc-Read Only Memory), is the same thing as an audio CD, simply that the data it carries is understood by a computer rather than a stereo amplifier, though the hybrid form enables the CD to be played on both computer and stereo – the machine sorts out which digital data it can read. Conventional mass duplicated CDs are hot pressed. The stamping die is electroformed from a ‘glass master’ which has been coated with a photoresist surface. The recording laser creates minute pits on the surface of the master. To read the data on a CD, a focussed laserbeam is aimed at the disc. Light is reflected back from a reflective aluminiumised layer. Light from the pits interferes with light reflected from the disc’s surface. This interference is detected by a photosensitive component which then feeds a computer’s processors. When an individual CD is ‘burned’ in a desktop machine, the laser heats an organic dye layer sandwiched between the substrate and a thin reflective gold layer. The recording layer fuses and the expanding substrate forms an impression on the gold layer, thus simulating the pits and lands on a pressed disc. During 1993, various manufacturers marketed desktop CD burners capable of making an individual CD-Roms, a desktop technology initially intended for the archiving of company accounts and records. Besides attracting commerce however, the technology attracted the attention of artists. This medium of storage could be said to mirror the impact of the arrival of bronze casting on the development of the art object – plasticity and permanence. CD-ROM – the Medium As the availability and viability of CD-ROM as a storage and therefore distribution medium began to be felt, various problem areas traditionally associated with making computer art began to be addressed. Quite rapidly the positive characteristics of the new medium began to emerge. In summary these include: Convergence: Computing systems, with infinite combinations of hardware and software, from the shrink-wrapped off-the-shelf to the customised, have presented artists with issues about technical standards for making, exhibiting and replicating the artwork – often this has meant using what was available. The range of systems and standards has been narrowing even though this may not have directly improved the artists’ access to resources. It is quite common now for commercial discs to be distributed suitable for reading via the two major and incompatible systems – Macintosh and Windows. Cross-platform developers software, carefully designed requires minimal re-writing of multimedia routines, can address 95% of the installed CD-ROM user-base, and has encouraged the artist to invest time and develop production resources. Archival Properties: The ephemeral and fugitive nature of much computer-based work has restricted its exhibition potential to one-off installations, or playout through video/film recording etc. The archival specifications of CD-ROM can more or less guarantee that a completed work as “art-on-disc”:
cannot be erased, or tampered with and altered;
cannot be duplicated, with the correct safeguards in place, thus preventing the unauthorised copying of artists work and its illicit commercial exploitation;
has very good archival specifications and therefore good prospects for financial return to artists through:
-purchase by collections both private and public, of limited editions of a work;
-the editioning of multiple runs for wider distribution by niche publishers;
-the licensing of titles to networks via servers or linked CD-ROM players. Such arrangements are capable of giving assurance to the artist concerning the time and material resources invested and offer better prospects for financial compensation than through rentals on films and videotapes, or fees for installation.
Other aspects emerging which affect the artist in particular:
Cost
The cost of transferring computer files from “the studio”, (the workstation with hard disc/server) to “the gallery”,(the Compact Disc), has been reduced, enabling a relatively low cost of ‘casting’. This can be as little as the cost of a ‘raw’ disc if a ‘burner’ can be accessed. The relatively low cost of making test and ‘artist’s proof’ editions enables the work to be seen easily by other artists and researchers, curators and publishers. With a world-wide Pressing industry now established the cost of producing multiples and editions has further extended the potential for the artist to expect a financial return.
Technology:
Alongside the marketing of tools for the consumption of CD-ROM, the Industry has developed tools for production, designed for specialist users rather than programmers, thus offering artists independence at the production stage from commercial production companies. It should however, be remembered that the number of craft skills required of an individual are considerable. To make a multimedia production the skills required include: photographer, film/video camera operator, lighting director, graphic designer, writer, picture and sound editor, typographer, sound recordist, computer programmer and line producer. While some artists are capable of undertaking all these skills to a high professional standard, most restrict their expertise to a few and work within their limitations, or go out and raise a budget to be able to pay for the expertise required. For many though that option is too much ‘like working in the real estate business…’ to reappropriate Peter Weir’s immortal words when receiving his Hollywood Oscar.
Studio Practice
Finally of the problems now being tackled, though the business of developing a studio practice is in its early days, pioneers in the area can begin to remove the structures and procedures erected by computer specialists. For instance the magpie approach to amassing material with which to work, having converted it into digital form, is to catalogue the stuff onto a CD-ROM and use the disc(s) as an archive, accessing onto the working disc as and when the need arises; no backups, no maintenance.
Consumption
Art produced using computers, can be reproduced using home or office equipment connected to a CD-ROM player – in the home, over lunch at the office, as well as in the public gallery. The computer-with-CD-Rom-drive, or multimedia computer, is the standard computer of 1996. It is being marketed in a way reminiscent to that used for the selling of domestic video – as a universal enfranchiser. (We should remember in this context that the main visible achievement that such national suffrage has given us is Australia’s Funniest Home Video Show). Interactivity Much interest from artist and audience alike is attracted to the interactive element of this area of computer-based art and permits the viewer to directly guide or influence the order, or rate of development, of the display of the artwork. A majority of CD-ROMs made by artists function in this way using a variety of strategies and interfaces. An Intermediate Technology?
Whilst the Web sites on the Internet continue to define what the ‘superhighway’ might become – at the moment this seems as if it might be a series of giant hoardings obscuring the Exit sign for the garden at Giverny – artists are developing advanced and sophisticated works which utilise the CD-ROM medium and its speed of picture presentation, (compared to the sluggish arrival of data from many Web sites). For CD-ROM has to be regarded as a medium, with advantages and pitfalls but essentially within computer-based work offering a commonality of standards and resources, and a production interface for the advanced-user rather than a meta-linguist programmer. This medium can usefully produce art works which are also physically stable and therefore distributable in the market.
Burning the Interface
During the development of the exhibition, ‘Burning the Interface <International Artists’ CD-ROM>’, some 80 artists from around the world sent-in work on CD-ROM for consideration. All approach the issues of interface and interaction with the ‘audience’ or ‘user’ or ‘interactor’ in different ways. I/O The interface is the conventional and pragmatic shorthand description that most users have inherited from computer scientists and the computer trade to describe how visual and word images on a computer screen can be created and then altered and then sent somewhere by the user – I/O to use the jargon, Input/Output. The interface services this specific process.
Interface
Artists are much less concerned with such methodology when it comes to employing the tools that technologists invent, whether a typewriter, a urinal or a piano. The writer Darren Tofts in a paper ‘”Down the photoslope in syncopanc pulses”: Thinking Electronically’, asks:
“What, or more specifically when, is an interface? (The assumption is ) ..that it only exists in the cybernetic domain, when someone sits in front of a pc and clicks a mouse. An interface, on the contrary, is any act of conjunction which results in a new or unexpected event. A door-handle, as Brenda Laurel reminds us, is an interface. So too, (quoting Andre Breton), is the “chance encounter, on an operating table, of a sewing machine and an umbrella.” James Joyce didn’t write books. Marcel Duchamp didn’t create works of art. John Cage didn’t compose music. They created interfaces, instances into which someone, (you), intervened to make choices and judgements that they were not willing to make. … You are empowered, you are in control. Cough during a John Cage recital and you are part of the performance. That’s an interface.”
The cultural shift that comes about with a new medium marks movement away from the (literate) ‘private universe of mind to the public world of the cathode ray tube’, as Derrick de Kerkhove has suggested. It is here that for the first time a collective intelligence is being developed and tested. It is where modes of ‘listening’ are being re-defined where the oral tradition is being redeveloped. Interact / Immerse
The two terms which follow, which also begin with the letter ‘i’, interactive and immersive, raise the prime question – ‘Why do I want to progress through this work that requires my attention, and interaction…?’ Encountering a work’s interface for the first time involves establishing a modus operandi: first, find the way in; then determine the system for movement through the work, if indeed it is intended for interaction – some require only that you select then watch a series of movie clips. Most works in the exhibition require quite attentive interaction but the actual method of moving from one choice to the next needs to be recognised. It may be by clicking on the image of a button with some text superimposed which tells you to where you are going. But more likely it will be an image, or a specific area within the overall frame which has to be discovered that by clicking, will lead you on to further options. John Colette, a Sydney-based artist, came up with a solution to this by providing three starting points for exploring the same data on his disc ’30 Words for the City’.
The Card Player randomly plays a loop of the entire work.
The Stand Alone Player plays in a loop until Quit.
The Interactive Book acts as ‘a book format of the piece.’ – his description.
The interacting subject by definition, is in the same kind of close proximity as would be the reader of a book, the artform which through the novel has come to define the intimacy of this communication process, so consummately demonstrated in this work.
OH: Select / Immerse cycle (Filename: INTERFACE 3.EPS) The clues provided in this ‘book’ as to ‘content’ are not found through a contents or index page but simply through combining the two states of interaction and immersion sequentially – you select from one of the button images, you watch, you decide what to watch next – the metaphor of the physical book is thus tenuous. Having selected an item, the linking feature particular to the interactive multimedia computer work takes the ‘reader’ straight to the text, sound and images, without pages to thumb and obviously a huge improvement on the physical nature of a book. Having begun to experience the ‘chapter’ though there is no room for a change-of-mind since the section will now play to its end, some few minutes away. Obviously a huge disadvantage not related to a book…. Similar states of interaction and immersion, functioning I suggest essentially as electronic catalogues of discrete ‘movies’, occur in works such as ‘ScruTiny in the Great Round’ by Jim Gasperini, ‘Die Veteranen’ from a group of Leipzig artists, and Peter de Lorenzo’s ‘Reflections, Abstractions and Memory Structures’ which goes to the ‘extreme’ of enabling interaction to simply start-stop-start the entirely linear image progression. The diagram summarises the options with an additional option to ‘bump out’, Command Q. This is an option in much contention today encouraging the habit of Browsing, the sport of Surfing and extending the prevalence of ADS: Attention Deficit Syndrome. It is the place inhabited by Baudelieur’s flaneur, and to which I will return. ‘Digital Rhizome’ by Brad Miller has been seen extensively around the world in the last 12 months. It was the first interactive computer piece I encountered 18 months ago and the notes I made then I feel apply as a general strategy for many other works which place the emphasis on interaction rather than immersion, and use the mouse click intensively – on Buttons, labelled or unlabelled, and Zones, invisible or indicated with an image. By contrast the anti-button attitude struck by the early ‘Blind Rom’ and the collaborators of the British work ‘Anti-ROM’, entertainingly explore a thousand-and-one-things-to-do with a Mouse except click-it, and where the physical dexterity of mouse-moves becomes an issue of interaction. The question of motivation remains – why should I want to interact? The reflexive has been assumed to be the role of the art viewer, certainly when confronted with the art produced during most of this century. One stage further on from the ‘reflex’ lies the ‘reaction’. A succession of reflexes produces interaction to the opportunities presented by the artwork. Much of the work in the exhibition explores this potential, essentially by navigating through the various ‘screen spaces’ that make up the virtual whole. Also I would suggest that the intractability of many images, (whether a picture, a sound or some text), the images that are rooted, that are in stasis, that have lost meaning or become meaningless, (through constant repetition in the Media for instance), are the images which through interactive experiment, can re-establish meaning for the interacting subject. The established protocols of screen culture are questioned to greater and lesser degree: the promise of more to see – the scopophilic drive, and more to follow – the narrative drive – and propel the navigator forward. Or as a last resort like multi-channel television, encourage the easy option of simply finding something else……. In tracing points at which meaning are established by this process I refer by example to ‘Digital Rhizome’, in which sections from Deleuze and Guattari’s, A Thousand Plateaus, are quoted in genuflection to the theoretical backdrop for the piece. As an early example of one-on-one interactive multimedia art, the piece successfully illustrates and explores the precept of the rhizome of the title: “..not a beginning or an end; it is always in the middle ..”. The medium and contemporary commercial software design interfaces have a certain pre-disposition in this respect and is an aspect developed by other artists in the exhibition.
OH: Summary: Levels of meaning Navigating Levels of Meaning
The title screen presents eight options including Exit – no clue is given as to the consequence of making one choice or another – a first level of meaning is thus quickly established. The proposition is that whilst sequence will have significance, a specified order will not, hence the narrative encountered will be unique to an individual’s interaction with the piece. A collage of images are deployed across the area of the screen and superimpose on a textured backdrop. As selected buttons lead on to successive screens a pattern begins to emerge about the organisation of the screen space. The interactive contribution is quickly learnt to influence progress palpably, but is recognised as not being “control”. A second level of meaning is thereby soon attained. There commences now a process which attempts to delineate the furthest extent of each sector of the work, clicking outwards in a conceptual circle, attempting to plot ‘landmark’ images along the way, before returning through the maze to the start point, to then set-out to test the path again before beginning again from another point. With so little to go on (“..not a beginning or an end; it is always in the middle ..”), the “mazing” process itself offers the third level of meaning as the motivational drive changes into a pleasurable era of reflexivity. Without knowledge of the consequences of taking options, (rather than making choices), the form of the exploration is accepted as being purely aleatoric – chance not choice. This shades into the ludic as soon as some confidence is gained in recognising patterns of image-routes. But visual memory of images, text clusters, button slogans etc, are severely stretched in an effort to map the topography – the game plan is easily subverted. As mazing continues “Control” is not wrested but at best shared. The perambulation is as through a series of arcades or galleries, exposing the author’s, and providing opportunity for the interactor’s, predilections and prejudices in the tradition of reflective contemplation. Baudelaire’s flaneur is evoked directly in this sense in another Cd-Rom work, ‘Passagen’, by Graham Ellard and Stephen Johnstone by refererence to Walter Benjamin and the Passagenarbeit.. A fourth level of meaning is now available to securely invoke the familiar defuser of subversive strategies – interpretation. In the case of ‘Digital Rhizome’, on what basis were these images selected? Do they in themselves acknowledge the received (from TV, from print) image as problematic? Are they from a folio of experiments, with cameras outputed to the computer and then ‘developed’ to challenge received assumptions? It seems from this initial encounter that the element in the piece, the base unit, is the moving image which, as we all know, appeals to our innate hunter’s eye. Most of the movies are referencing technology and the technology of war in particular – the hunter’s eye is appropriately served. The mind reels under the weight of mass disseminated paranoia – the brutality of the Age of Print; the callousness of the computer-imaged Gulf War. Does the ability to participate through this interactive piece in ‘choosing’ to steer again the route which will run again the image of Iraqi squaddies running from their vehicles as a missile homes-in, make the event anymore meaningful in the wider context? Or does it simply reflect, through the computer technology in front of which we sit, the ability to image what previously could only be imagined? Through juxtaposition with images that could only be created by the artist on a computer, is there a dialectic space created a priori to enable us to see a way through such terror?
The Tractable Process
I would suggest that the process which I outline above where there is an option of interacting with ‘one-dimensional’ images grabbed from mediaspace, whilst it confronts us with what appears to be the intractable image, the process enables us to comprehend the narrative process to which we are subjected by external Agencies, propagated by the Media. We know that constant repetition can render meaningless but to be in a position to determine for oneself the number of repetitions returns the formation of meaning to the perceiver. I would suggest the work of Linda Dement in for instance ‘Cyberflesh Girlmonster’ enables the intractable images and social realities that she raises to be successfully interrogated through a process of interaction. Celebration of the intimacy of the process is enacted in the classic tome ‘Flora Pentrusularis’?? of Jean-Louis Boissier, (after Rousseau), where the smallest of physical movements are mirrored by a response from the Mouse. This gentle and sensuous correspondence, requiring the responding gesture, has almost become the hallmark for the ‘artintact’ series from the artists in residence at ZKM in Karlsruhe, Germany.
Illst:The Discobulus (Filename: Discobulus)
Interface to Paradise Immersion follows a tradition within art history of contemplation, exploring the work through a reflective and cerebral process based on the personality of the perceiver in response to the implications of the perceived. Interaction follows innate responses more closely related to the hunter’s instinct or, in less primitive terms, the existential experience, where reflection is subordinated to action. Engaging the audience in a productive relationship is the Interface we are currently seeking to redefine. That project of engagement, an ontology of the everyday, is something that fascinated Walter Benjamin and I was struck on re-reading Hannah Arendt’s introduction to Illuminations by a piece that described The Arcades, or the Passagenarbeit. The contemporary arcades accessible through our personal computers and which define the Interface in so many ways, seemed to being described.
“And just as one inhabits an apartment, and makes it comfortable, by living in it instead of just using it for sleeping, eating and working, so one inhabits a city by strolling through it without aim or purpose, with one’s stay secured by the countless cafes which line the streets and past which the life of the city, the flow of pedestrians, moves along. …. What all other cities seem to permit only reluctantly to the dregs of society – strolling, idling, flanerie – Paris streets actually invite everyone to do. Thus, the city has been the paradise of all those who need to chase after no livelihood, pursue no career, reach no goal – the paradise then of Bohemians, and not only artists and writers but of all those who have gathered about them because they could not be integrated – either politically, being homeless and stateless, or socially.”
If Paris was Paradise, is the modern paradise the Web? Though somewhat eclipsed by the current fashion for things on the Web, the CD media’s material immutability remains a major advantage as a storage device. At this transitional stage of movement towards networks, the CD-Rom also enables more sophisticated development of the Interface and, besides affirming aspects of a historical tradition, proposes the need for extensive research by artists to describe Interfaces of the future.
#Illustration with text from Finnagan’s Wake overlaying image of its author, James Joyce. by Greg O’Connor to article by Darren Tofts: The Bairdboard Bombardment; 21C #2 1995
#From paper presented at The Film-maker and Multimedia Conference, (AFC) Melbourne, March 1995; later as an article by Darren Tofts: The Bairdboard Bombardment; 21C #2 1995 #‘Illuminations’ Walter Benjamin : edited with an Introduction by Hannah Arendt. Publ Jonathan Cape 1970
‘The Skin of Culture: Investigating the New Electronic Reality’ Derrick de Kerckhove : Somerville House Publishing, Toronto 1995.
>Burning the Interface is the first major exhibition in Australia >devoted to electronic art. What motivated you to put it together? >
“I don’t think the MCA can make that claim for ‘electronic art’, but we feel confident that it is the first major survey in the world, (let’s not be too parochial about this!); work made for distribution on CD-ROM that is. But I think probably the exhibition celebrates the maturing of many aspects of the contemporary media arts. This was certainly one of the motivating factors for putting it together, to make all that concealed and unavailable artwork visible, knowing as an artist that access to an audience is one of the essential motivations for making work, particularly in these new computer-mediated areas”. Full text in attached PDF.
>Burning the Interface is the first major exhibition in Australia >devoted to electronic art. What motivated you to put it together? >
I don’t think the MCA can make that claim for ‘electronic art’, but we feel confident that it is the first major survey in the world, (let’s not be too parochial about this!); work made for distribution on CD-ROM that is. But I think probably the exhibition celebrates the maturing of many aspects of the contemporary media arts. This was certainly one of the motivating factors for putting it together, to make all that concealed and unavailable artwork visible, knowing as an artist that access to an audience is one of the essential motivations for making work, particularly in these new computer-mediated areas. Not out of some sense of vanity but for some sense of response, to guide the development of further ideas. I myself began to pick up some of the software tools a few years ago and find out what they could do, sensing that my work over the past thirty years in film, video and photography could usefully develop in this direction. After a year of developing a basic comprehension of the potential of multimedia, the directions that I could then develop in my own work seemed immense. I needed to see what artists who had been working in the area for a while were doing – I wanted to save myself precious time! In talking with a friend at the MCA, David Watson, who is coordinating the development of the cinematheque, he suggested that the Museum might be interested in the outcomes of what I might discover. >
>Was is difficult to put Burning the Interface together? How long have >you been planning the exhibition?
> So in early 1994 I prepared a description of what an exhibition of artists’ CD-ROM might entail and with the support of the Museum I approached the AFC for a modest grant to research the area. The enabled me to buy the time to initiate the Call for Proposals and then follow-up the considerable response that followed, mostly via access to the Internet through the MFA I am pursuing at UNSW. There was between 5-600 enquiries which produced 130 pieces of work from which a short list of about 50 was selected. The MCA were “pleasantly surprised” at the quality of the work, allocated an opening date and raised their initial stated involvement from a single gallery space to three gallery spaces. From that point on I worked with Linda Michael, one of the MCA staff curators, to develop the show and the catalogue and work with the 29 discs in the final selection. We had pretty broad agreement about issues as they came up, and other specialists, like Louise Pether the exhibitions manager and Colin Rowan the designer, were introduced into the project as momentum picked up. Working with the marketing and sponsorship specialists was particularly new to me and proved to be a lot less to do with compromise, as is often assumed. In fact the way in which the whole MCA operation works was very impressive, given that they have to run things on a commercial basis. You could say I was “pleasantly surprised”, and have found the whole period very rewarding.
>Burning the Interface has attracted a huge amount of media >attention, including mainstream media, did you expect there to be so >much interest?
Well, one of the lines I used in the draft marketing documents made reference to the fact that the media had been going on about ‘interactive multimedia’ and the ‘information superhighway’ ever since the Creative Nation statement. But very few people had actually encountered what this might actually mean. A few demos on TV or at a trade show, maybe some crappy reference discs at work, was probably the extent of most people’s experience. I felt, and still do, that what it is that artists are doing with these tools is where it is a more widely accepted use of multimedia will be in five or ten years time. >
>How have the public reacted to the exhibition? What type of people >come to see it?
> I think therefore the media attention reflected the range of interests that interactive multimedia appeals to – not only the art audience, but the computer industry audience, the nascent multimedia production industry, the education industry, as well as the genuine curiosity that people have for a social phenomena that they hear about but don’t see, let alone experience. Individual reactions have been very broad, but I haven’t encountered as many negative responses as can often be the case, people have mostly been ‘pleasantly surprised’ it would seem! The MCA conducts surveys during exhibtions and I’m waiting for the outcomes for the CD-ROM show. I think it will indicate a wider range of opinion than usual because I think a wider range of visitors were drawn into the galleries – there will be a significant number who will record antipathy, certainly that’s been the predictible response from the more exposed arts correspondents, but there are also those who genuinely feel they have had something revealed to them. >
>Which works are the most popular?
> Difficult to say. I think most visitors had a dip into all the works. It has to be said that for most of the work, a conventional gallery space is not the ideal place that people would choose to ‘interact and immerse’. Anymore than you would choose to read a book in a bookshop. The function of the exhibition was not disimilar, in allowing people to browse the work, and with a few titles, to make a purchase. The main problem at the moment for CD-Rom is its distribution – even many ‘commercial’ titles are difficult to find. Overseas publishers are not prepared to stock small retail outlets with whom they do not have an established business relationship. I was disappointed how few of the discs in the show were able to be put on a shelf. But on the other hand, several of the artists were clearly delighted at the correspondence and enquiries the exposure had created for them. >
>Most exhibitions are very much “look but do not touch” – the works >are not really intended to “interact” with large numbers of people. >By contrast, some of the works in Burning the Interface encourage >interaction. Would you like to see more “audience participation” >in future exhibitions?
> Yes, this aspect clearly acted as a novelty for some people, particulalrly those who sat down and immediately started adjusting all the controls on the monitor. I think all exhibitions should have work that you can touch. Linda Dement observed in one of the talks she gave during the show that the Mouse and the sense of touch that it permits is an ameliorating factor for many technophobes encountering this technology for the first time. The No Touch principle tends to underline the unfortunate corner that museology has been forced into by a fascination with art objects which display wealth and as a corollary of that, an obsession with conservation. Heritage values currently are being bought at the expense of the development of a popular and creative contemporary culture. One of the things I like about computer-mediated art is that much of it is fugitive – materially, psychically. Though I discuss in the catalogue essay the ‘material immutibility’ of the CD-ROM, when it came to registering the discs into the Museum system there was an immediate problem of whether these were ‘original’ artworks. Well yes, to the exhibition they were originals; and they functioned for the visitors as originals, in fact very much so, since you were actually sitting the same distance from the screen looking at precisely the same image as had the artist at the moment of making the work! But no, they were not unique and could be easily replaced from the ‘original’ files held by the artist or publisher.
> >What future exhibition plans do you have? Burning the Interface is >now going to tour nationally, do you intend to out together another >exhibition, perhaps a sequel to the first exhibition? > The MCA is keen to collaborate on another project and I shall be proposing one that will develop a line that a few artists are pursuing. It involves the notion of interaction which includes a record of each individual interactive encounter as part of the piece. The Special Effects exhibit at the Powerhouse was an expensive and predictable spoof of what some artists have already introduced as a fresh development for public spaces. Museums and galleries are so typecast – public spaces where you go to perform intensely introspective experiences! As for a sequel, well that really depends on what it is artists are going to be completing over the next couple of years. I think a lot of attention presently is unfortunately focussed on the Web, which I don’t think will be able to deliver the kind of qualities that visual artists demand for some time to come, if ever. And increasingly it will become more expensive and more controlled.
> >Burning the Interface clearly has a distinct identity as an ehibition >of “digital artworks”. Do you see digital works as a new artistic >genre, or will distinctions between digital and traditional >”analogue” artworks ultimately disappear?
The trend is always inclusive, nothing ever disappears – only fashions remain. But presenting ever more complex hybrid work will present more and more problems for the exhibition venues. In that sense, Burning the Interface was a relatively straightforward show to install, once the equipment had been found and the menu software had settled down! The distinction I would like to see re-adjust is that which attempts to distance the fine arts from the popular arts. The MCA I feel is successfully closing that gap. >
>Finally, which work in the exhibition is your favourite? They are all so different. I’ve had some at home and am prompted in much the same way as with a collection of books – different experiences for different moods. David Blair’s Waxweb appeals because of the scale of the project – its development across a period, in time, shifting in focus, changing continents, involving levels of ‘anonymous’ authorship and so on. It has many facets which keeps the idea of the work constantly alive, providing an element of surprise at each visit. AntiRom by the SASS group of collaborator’s was a great favourite but just like those Brisitsh sit-coms, doesn’t quite last more than six viewings. But at least you have to find the gags first! There’s a few bars of some sampled music in Brad’s The Digital Rhizome, which sends a chill each time I hear it echoing through the galleries, and his extraordinary whirling renders. Boissier’s Flora Petrinsularis would probably be the most sublime piece, linking interactive touch to visual gesture and incident. Such Gallic style too, like Luc Couchesne’s Portrait. It’s difficult to be more specific than that. I think by now I have probably re-purposed the entire exhibition into my mind!
>PS. Could you please provide tour dates and venues for the exhibition. > Announcement ‘Burning the Interface<International Artists’ CD-ROM>’ an exhibition curated by Mike Leggett and Linda Michael for the Museum of Contemporary Art, Sydney, will be touring Australia, with the assistance of the Australian Film Commission, during 1996/7. Dates so far confirmed are: Njapartje CMC, Adelaide 12th September – 5th October 1996 Experimenta, CCP Gallery, Melbourne 7th – 23rd November 1996 Perth International Festival, PICA, Perth 12th February – 9th March 1997 Brisbane City Hall Art Gallery and Museum 27th March – 3rd May 1997 Other Australian and international venues to be announced. Further information: http://www.mca.com.au/ legart@ozemail.com.au (Mike Leggett)
This paper will outline some instances of ‘tekhne’, the Greek term for art, incorporating the tool and its expression in the hands of the protagonist regardless of the outcome of the purposeful creative act. With examples of work from various domains, it will argue that cross-disciplinary, practice-based work in studio and laboratory, in moving towards the dissolving of historical divisions in the generation of knowledge or experience, will be central to giving form to future work for and of, social engagement. (For the Vital Signs- Creative Practice and New Media Now conference; RMIT at ACMI, Melbourne)