Digital Visual Culture presents the latest research into the relationship between theory and practice across digital media and technology in the visual arts and investigates the challenges of contemporary research and art curation, particularly in regard to new media artworks. The contributors to this volume discuss the impact of technological advances on visual art and the new art practices that are developing as a result. Many aspects of new interdisciplinary and collaborative practices are considered, such as net art and global locative environments, , and installations that are themselves performance, or games that often take place simultaneously online and in reality. Digital Visual Culture is an important addition to the ongoing discussion surrounding postmodern art practice in art and digital media.
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Anna Bentkowska-Kafel is a research fellow for the 3D Visualisation in the Arts Network at King’s College London. Trish Cashen teaches at the Open University. Hazel Gardiner is editor for the Corpus of Romanesque Sculpture in Britain and Ireland.
Contributors,
Introduction by Hazel Gardiner,
DIGITAL CREATIVITY,
Aesthetics and Interactive Art by Karen Cham,
A Blueprint of Bacterial Life: Can a Science-art Fusion Move the Boundaries of Visual and Audio Interpretation? by Elaine Shemilt,
Invisible Work: The Representation of Artistic Practice in Digital Visual Culture by Ann-Sophie Lehmann,
DIGITAL SPACES,
Mapping Outside the Frame: Interactive and Locative Art Environments by Elizabeth Coulter-Smith and Graham Coulter-Smith,
From UNCAGED to Cyber-Spatialism by Ralf Nuhn,
DIGITAL PRESENCE,
When Presence-absence Becomes Pattern-randomness: Blast Theory's Can You See Me Now? by Maria Chatzichristodoulou [aka maria x],
The Digital Image and the Pleasure Principle: The Consumption of Realism in the Age of Simulation by Hamid van Koten,
DIGITAL ARCHIVE,
Digital Archiving as an Art Practice by Dew Harrison,
Preservation of Net Art in Museums by Anne Laforet,
Abstracts,
CHArt – Computers and the History of Art,
Guidelines for Submitting Papers for the CHArt Yearbook,
Aesthetics and Interactive Art
Karen Cham
Introduction
Any discussion of aesthetics and interactivity must first transgress the divide in modern western Art History between art and technology. Despite the fact that technical principles have always underpinned fine art production (rules of perspective, proportion and the golden section for example) photography, film, television and video are still marginalised in art-historical dialogues. The mechanically-reproduced artefact is easily dismissed in a discourse where value is still equated with dubious concepts of authenticity and originality anchored in production techniques.
For example, whilst video art has been part of the art world since the 1960s when artists such as Nam June Paik brought the TV set into the gallery, the aesthetics of video is still neglected in art theory. Not only can video artefacts be mechanically reproduced, but the potential for mass access or worse still, mass appeal, is assumed to negate the exclusivity essential to establishing an aesthetic value.
Digital artefacts manifest these two problems of reproduction and access to an even greater extent. A digital artefact, by conventional standards, is even less authentic and original than a mechanically-reproduced one; a true simulation, a mathematical model of the real. Furthermore, not only is the digital artefact accessible by the masses, it is very often interactive, i.e. shaped by audience input; a product of 'the mass' itself.
These material factors should not inhibit an academic discussion of the aesthetics of interactivity. An aesthetic value is always established by the consensus of an elite. In media studies for example, textual analysis of televisual artefacts clearly demonstrates that, whilst television might appear generally accessible and understood by everyone, there is quite clearly a relative, yet elaborate, aesthetic code operating within a wider, still elite, cultural context.
Art, technology and aesthetics
The inherited divide between art and technology is mapped out comprehensively in Mick Wilson's paper, How Should We Speak About Art and Technology? where he describes their radical separation as a recent phenomenon, enmeshed within the complex historical process of modernisation. He cites Kristella's demonstration that the (fine) arts per se were constituted as a separate arena of human endeavour only as late as the seventeenth or eighteenth centuries. It is even later, when the term art becomes 'Art', associated with creativity, expression, the affective and subjective, that the practice becomes diametrically opposed to the technology. The evolution of technology, whilst encompassing the craft of making, has come to include the tools as well, which have become increasingly scientific.
Walter Benjamin's seminal treatise on the convergence of art and technology, The Work of Art in the Age of Mechanical Reproduction was published in 1936. After tracing the history of reproduction from founding and stamping, through woodcuts, engraving and etching to lithography and photography, he argues that by 1900, technical reproduction had become an artistic medium in its own right. However, he also argues that the presence of an original is a prerequisite to the concepts of authenticity and value, and therefore authenticity and value are outside the realm of technical reproduction.
Whilst it is easy to anticipate such a conclusion in the early part of the twentieth century, this paradigm has left a tangible inheritance. Video art, for example, has consistently striven to be as different as possible from television in terms of aesthetics, very often to the detriment of the work itself and the absolute alienation of the televisually-eloquent audience. Often this difference has been an unspoken prerequisite of being understood as art at all, the maintenance of the distinction between art and mass culture becoming the key means of ensuring that the work was understood as having value. This type of authenticity and value were then further maintained by ensuring a limited distribution and access giving rise to such conceptual incongruence as video artworks labelled 'tape 2 – edition of 10' and screened within a gallery for a limited time. Here conditions of production and distribution take precedence, allowing the capitalist dynamics of supply and demand to supplant aesthetics.
The term aesthetics actually comes from the Greek 'aisthetikos' and was coined by the philosopher Alexander Gottlieb Baumgarten in 1735 to mean the science of how things are known via the senses. How then are aesthetics determined? An aesthetic can be driven by the senses, emotions, intellect, will, desires, culture, preferences, subconscious behaviour, conscious decision, training, instinct, sociological institutions, or some complex combination of these, depending on exactly which theory one employs. As we can see from the previous example, an aesthetic value can be driven by a complex and convoluted cultural code, and it is probably true to say that all aesthetic judgements are to some extent culturally-conditioned, i.e. linked to judgements of economic, political or moral value. In this way they are also almost always established or upheld by some form of consensus. Aesthetic judgements might then be best understood as based on a consensus about desirable or preferred qualities. For example, whilst the Victorian audience saw African art as ugly, the Edwardians found it beautiful.
Digitally-interactive media is a recent development and is defined here as a machine system which reacts in the moment by virtue of automated reasoning based on data from its sensory apparatus. Interactivity is most commonly an attribute of server based multimedia on the Internet and is a specific attribute of digital media, although interactive systems are not necessarily screen-based. This type of interactivity is new, and the core critical debates centre on how existing paradigms play out in the light of interactivity.
How might the paradigms of the past embrace an aesthetics of mechanically reproduced artefacts, of the media and the new interactivity? What...
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