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(This essay was originally prepared for the "Museum of Computer Art"
website located at www.museumofcomputerart.com and is there accompanied
by examples of artist's works taken from the MOCA collection of digital
art. You are invited to link to:
http://www.museumofcomputerart.com/editorial/jdtour.htm#pt.1 and enjoy
the tour of work that represents the digital styles and genres discussed
here in this essay.)
An Art Lover's Guide to Digital Art
by JD Jarvis
December 3, 2002
WHAT IS DIGITAL ART?
Photographer, artist and philosopher Larry Bolch wrote, "Photography is
not an art. It is a medium through which artist's may create art." One
can make the same statement about so called "digital art." Considering
digital as a medium for the creation of art, rather than an art itself
doesn't help narrow it down much, however; because then you have to
wonder; "which art?" Perhaps a better way to state the problem, today,
is to ask; "What isn't digital art?" Computers have invaded and
expanded nearly every art form. From the digital creation, recording,
manipulation and distribution of music, to animation and film editing;
from word processing to the instantaneous cueing of hundreds of complex
theatrical lighting and scenery changes digital tools are there helping
artists make art. Yet, if you are an artist making two-dimensional
compositions for display on the web or for sale as any of a wide variety
of print you may expect some strange resistance and lack of external
validation.
No one seems to question the authenticity of a digitally performed
theatrical cue or to worry that the word processor has made writing too
easy. Now that the computer has replace the mathematician's chalkboard,
pencil and slide rule, no one asks, by virtue of the tools or lack of
materials used; "Is that real math or did the computer do it?" Still,
as pervasive as digital tools have become in the creation of a wide
range of art forms these questions are asked of two-dimensional
inanimate art created on a computer. For the sake of this review this
is what I mean by "digital art." With this as our context, then, we
will look to where this work has come and perhaps shed some light on the
path ahead.
PLAYING THE MUSIC
Bolch also observed, "the artist chooses the media and the goal of every
artist is to become fluent enough with the media to transcend it. At
some point you pass from playing the piano to playing music." As
digital tools are employed by more artists working in more diverse
fields the analogies that for so long have attempted to describe the
commonalties of all art forms begin to come into sharper focus. The
writer, musician, painter, the film editor or photographer sit down
before pretty much the same sort of art making devise and share the
common craft of digital information processing to achieve the work;
making it immediately clear how poetry, today, can share a kinship to
painting, photography and music.
Well over a decade of practice and experimentation in making digital art
has brought to the scene artists possessing a fine degree of skill with
imaging software. And, yet the average person or art lover knows little
of what a digital artist does to create their work. Software salesman
are of little help, since they work hard to promote the myth that art on
a computer is just a mouse click away. Compared to painting which, even
though few can handle expertly, nearly all can understand the process;
the learning curve for the appreciation of digital art seems almost as
steep as for the manipulation of the tools themselves. However, this is
not an excuse for the critic or art lover who refuses to seriously
consider digital art simply because they don't know how it is made. Art
is not about the tools used to make it; but in the organization of
color, line, form, composition, rhythm and the interplay of all these in
support of the subject matter or intent of the work itself. These are
the basic and well established tenants of visual art and as fundamental
to digital art work as to the cave paintings of Lascaux.
DIGITAL PAINT AND DRAW
This point is best demonstrated by work created with "Natural Media"
software. The digital artist working in this vein has an assortment of
tools designed to make marks which simulate on the computer screen and
in print nearly all traditional paint and draw tools. Their pictures
are built up mark upon mark until the composition is complete. The look
and even a good part of the feel of traditional drawing and painting
media can be achieved with skill and patience. That these marks appear
as pure light on a glass screen is indication of both the revolutionary
advances and the tradeoffs that the digital artist makes.
New production techniques such as multiple undo, and the ability to save
work at various stages along its development and to integrate one
version or piece of art seamlessly into another are great boons to art
making. Digital work never reaches that level of material preciousness
at which even the most courageous painter would not risk destroying
their work just to follow some wild, last minute inspiration. The
digital artist has adopted a medium that works as fast as one's
imagination and presents constant opportunities to refine composition
and fine tune color. On the other hand, spontaneous accidents and the
effects of gravity do not come easy in digital media and often what can
be achieved in a single, looping, wet, drippy stroke of paint must be
rendered laboriously by the digital artist. Not having to stretch
canvas, wash brushes or mix and then wait for paint to dry may deny the
digital artist some material pleasures, but also saves time. Elapsed
time is certainly not an issue nor a criterion for judging any piece of
art and time saved using digital tools is almost always re-invested in
experimentation, exploration and decision making. Subsequently, this
investment in design should make digital art among the tightest and most
well considered compositions in art today.
DIGITAL PHOTOGRAPHY
With the genre of "Photo-Manipulation" we recognize how much digital art
shares with the art form of photography. The first highly
technologically driven art making system to suffer the burden of "point
and click" simplicity, traditional photography had to wait out the
proliferation of popular understanding of the process and the subsequent
recognition by the masses of the nuances necessary to create great
pictures before gaining its rightful place in the world of fine art.
Today this struggle belongs to digital art. But it is digital
photography and the lessons learned by traditional photography's move up
to fine art that is helping to drive the ultimate acceptance of digital
art. And, in return, the digital darkroom has revolutionized how we
make photographic art.
Producing sensitive imagery in the tradition of the chemical dark room
required tedious and imperfect techniques that are now achieved with
unprecedented speed and pin point control by artists who have more time
to focus on ideas and composition than the long process of trial and
error that was necessary leading to a degree of control over wet
photography. Digital photography tools reduce exposure to dangerous and
uncomfortable studio situations while expanding aesthetic potentials
through new production techniques. And, this particular expanded
aesthetic is with us constantly in our daily lives.
As photography reached a level of maturity in the 1920's and 30's many
modernist artists began to experiment with different techniques of using
photos in their art; among them the collage and montage. In the USA
during the1950's the fad of psychoanalysis coupled with the advertising
industry's discovery that surrealistic imagery in its attention to sex
and other dreams of desire was highly marketable; fostered an enduring
love for "trick photography." It is no small coincidence that a couple
of decades later page layout, photo-editing and typography harbored the
first mass oriented implementation of digital imaging tools. The
advertising and magazine industry jumped at the chance to have one
machine that could handle all these different crafts and it has never
looked back. Thus, "photo-collage" has become the most prevalent kind
of digital art exhibited anywhere, today. Collage is most often the
kind of art that people seek to do with their new computers and, as
such, has formed a populist wave of art making that can hardly be
ignored.
Even before photography became a fine art it was a popular one. Due, in
no small part, to what philosopher and critic Walter Benjamin called the
"voodoo cult" of photography. That is, the ability for a photograph to
freeze time and preserve people, places and events long after they
disappear in the mists of memory. Therefore, the photograph, even a
simple and personal snap shot, is a very potent item, whose aura in our
everyday lives can surpass that of art. Of course, along with this
reverence comes the reverse and the purposeful mutilation of a
photograph can harbor a darker spirit. This darker spirit has become
quite popular in itself as a post modern society turns to themes and
activities previously considered "on the fringe." I ascribe the term
"Tabloid Culture" to this type of art as a nod to the marginality from
which it is ascending and to the media which has made it so relatively
accessible. And, of course, digital tools are there helping it happen.
THE QUEST FOR PRESENCE
In and of itself, however, paint is paint. Photography and even collage
are no longer anything new. And, since we already know that art is not
about the tools that we use to make it; we might rightfully ask, so
what's new about digital art? For well over two hundred years the world
of fine art and its counterpart in academia have been driven by the
notion of stylistic identification and innovation thus creating the age
of "isms." Art work has come to be judged either by how well it fits
into an existing style, or is favored most when it breaks beyond these
prized barriers and delivers something all together and strikingly new.
For digital art to join in this time honored game, to become present in
the world of Fine Arts, it must move beyond mimicry of traditional media
and forge new visual ground.
In order to survey this new territory the artist must search for those
things that no other visual arts tools can do. For example, computers
are number crunching machines with a propensity for diligently
performing tedious tasks at lightning speeds; data in data out. This was
of little value to the visual artist until 1972 when Benoit Mandelbrot
brought together his own scattered research in "self similarity and
iteration" and named it "fractal geometry." Almost instantly from that
point through today the science of mapping the hidden geometry of nature
has been a visual matter. Fractal geometry provides the mathematical
algorithms that are the virtual backbone of many of the unique tools
that digital image editing and generating software are built upon.
For certain artists this means the creation of imagery that is both
excitingly new and strangely familiar. Fractals are patently beautiful
with breathtaking depth, sumptuous color, dynamic flowing lines that
tickle and delight the eye. In their repetition of forms is suggested
the math of the eternal. As such, Fractal imagery is often powerful and
always seductive. And, yet fractals while wildly varied are still
highly recognizable "formula based" images. This makes working with
Fractals some of the edgiest digital work being done, because it yields
imagery that can so easily seem trite and lacking in human warmth,
putting itself directly on a collision course with those that fear
mechanization of art. How does one make art that springs from the cold
soul of the motherboard and yet carries the caress of a human hand and
heart?
The answer to this challenge comes in another of the computer's innate
abilities, that being the ability, by the reduction of all sorts of
input into a homogeneous data flow, to integrate and synthesize widely
divergent material into a single work. In other words, not just paint
or photo or fractal, but a fluid synthesis of all sorts and kinds of
media, materials, processes and styles. This "Integrative Digital Art"
yields some highly personal and varied approaches to how the art is
made, as well as, how it looks. It brings into play all the imaging
sources, drawing tools, automated filters, traditional and digital
processes that one can summon. It explodes and expands "multi-media" by
being, virtually, every media. The art that is produced in this matter
is wildly divergent and one artist's work shares very little with
another. There is, therefore, no discernible emergent style. So, if we
are about playing the same, age-old game of stylistic innovation vis-à-vis
the established world of "Fine Art"; even this genre of digital art has
reason for being marginalized by "the big show."
THE TYRANNY OF NEWNESS
No artist sets out to create a style. Often one is directed by
technique or philosophy or a new tool to innovate, but the recognition
of a style has more to do with the critics, galleries and academicians
that struggle to ascribe words, labels, context and a re-sale price,
after the fact, to the artist's work. All well and good, until the
drive to innovate new styles becomes a major criterion for evaluating
the relative worth of any particular work of art. Or, until a whole art
form is proclaimed "dead" or ignored by virtue of apparent inability to
adequately perform on the stage of stylistic innovation. Then, we must
question if, rather than the art being dead, perhaps it is the person
looking at the art that has succumb. With styles being the actual
purview of the critic, we might proclaim it is the critic and not the
artist that has failed to create something new.
In truth, we may not be able to adequately address the question, "what's
new," in two dimensional inanimate art simply by employing digital
tools. Today, looking at the range of two-dimensional art, all of which
can be pigeon-holed neatly into this "ism" or that, regardless of the
tools employed; we may have to consider that, in a broad sense, things
have run their course stylistically. Consider that art commentary and
marketing based on stylistic trends has died. Perhaps we have entered
an era where art commentary must become as nuanced and as sensitive to
individual perception as the artists themselves. Art is no longer a
matter of this style or that style. It is a thick, murky, strong brew
of people and tools and diverse expression. Style has become just
another tool for shaping that expression and since art is not about the
tools used to make it, art criticism can no longer be an evaluation
based on style or genre. Instead of a dead-end, I see a great
"jumping-off-point" wherein the strength and worth of a visual statement
can be evaluated based on one's skill to manipulate line, composition,
color, form, rhythm...plus an artistıs sensitivity in selecting and
manipulating a visual style, along with the other tools used, to create
a particular work of Art.
In his book, "The Art Spirit" Robert Henri states, "...there is the new
movement. There always has been the new movement and there always will
be the new movement.. It is necessary to pierce to the core to get at
the value of a movement and not be confused by its sensational
exterior." In the case of visual digital art, a good indication as to
the nature of this core comes by way of recent developments in music;
another "digital art." Everyone is quite aware of how digital tools
have revolutionized the making and distribution of popular music. There
is an explosion of new music created and distributed by individuals
utilizing smaller, more powerful and more affordable digital studios and
tools. Driven by creativity and artistic desire without requiring "big
money," mass approval and massive return on investment, this whole
movement has the "music industry" ( a close facsimile of the "Fine Arts"
industrial complex) quaking in their Gucci's. In a recent NPR report,
Roger Linn, inventor of digital drum pads and a session guitarist,
foresees the day when "there'll be fewer professional musicians, but
more people making music."
In the same report, Chicago recording engineer, Steve Albini names this
phenomenon "the triumph of the amateur" and notes the same trends one
can observe in the visual digital arts. According to Albini this
triumph of the amateur, "has led, aesthetically, to a lot of poor
sounding recordings as musicians experiment with equipment without basic
knowledge of audio recording. But, culturally, it has been
democratizing, empowering and valuable." In terms of the craft of
visual art, rules have been broken and often these new artists appear to
know much more about software than art. But, the genie is out of the
box and expanding creative bandwidth will always win out over preserving
outmoded traditions and dogma.
Don Archer, creator and chief curator for the "Museum of Computer Art"
website, sees strong evidence that the digital art is the most popular
and widely practiced art making of all time. "Digital art needs no
defense. It's here, it's pervasive, it's succeeded in encouraging
digital artists by the tens of thousands all over the world. It is the
most popular art form ever. It should be taken for granted. It does
not need the imprimatur of fine art critics, which will come anyway."
THE ROAD AHEAD: A Futurist's View
That we find very little of the two dimensional visual digital art that
I have been focused on here in this essay in the established fine arts
galleries and magazines is strongly indicative of where the truly vast
market and validation for this work lies. It is "out there" in that
much larger world which has, for so long, been disenfranchised by the
trappings and posturing of the world of "Fine Art." Ahead lies an even
more far reaching period of democratization and the advancement of new
markets, modes of display and distribution that will certainly
revolutionize all aspects of what we now call art. Style will become a
tool for expression, not oppression. Art will become, simultaneously
more personal and more pervasive.
In this essay I have limited my comments to specific "styles" of one
particular art form, this is not to say that digital tools will not lay
the basis for, as of yet, unimagined new "art forms." As we more fully
realize the consequences of a media which can integrate widely different
input into a unifying form of binary expression and translate that
expression into a myriad of perceived forms, we will arrive at a whole
new terrain for, not only art, but how we perceive and experience our
own consciousness. We will have "symbiotic art," capable of expressing
color as sound and motion as music. The observer will become a
functionary of the art itself and the designer will become a poet of the
senses. With this will come the awareness that we already live in a
virtual world transmitted to us by our evolved senses that, after all,
only give us a single version of what remains, without us to observe it,
a basically undifferentiated universe of electromagnetic waves,
particles and constant energetic motion and change.
About the Author:
JD Jarvis and his wife, Myriam Lozada-Jarvis, are both award-winning digital artists living in New Mexico and working in cyberspace. Their art work and more of JD's articles and essays about Digital Art are
posted at their website: www.dunkingbirdproductions.com and also in our Featured Artists section. His writings
have been published in EFX, Art and Design Magazine, Digital Output,
The Ylem Newsletter, and posted on numerous digital art websites around
the e-world.
See list of other DP&I.com essays and commentary here.
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