10 Key Texts on New Media
Art, 1970-2000
1.
Gene Youngblood, Expanded
Cinema (New York: Dulton, 1970).
2.
Jasia Reichardt, The
Computer in Art (London: 1971).
3.
Cynthia Goodman, Digital
Visions: Computers and Art, (New York: 1987).
4.
Friedrich Kittler, Discourse
Networks (Stanford, 1990). (Original German edition 1985).
5.
Michael Benedikt, ed., Cyberspace:
First Steps (Cambridge, Mass.: 1991).
6.
Artinctact 1:
ArtistsÕ Interactive CD-ROMagazine (Karlsruhe, 1994).
7.
Minna Tarkka et all,
eds., The 5th International Symsposium on Electronic Art Catalogue
(ISEA), (Helsinki, 1994.)
8.
Peter Weibel et all,
eds., Mythos Information:
Welcome to the Wired World. Ars Electronica 1995 Festival Catalog, edited
by Peter Weibel (Vienna and New York: 1995).
9.
Espen Aarseth, Cybertext:
Perspectives on Ergodic Literature (Baltimore: 1997).
10.
Ulf Poschard, DJ
Culture (London, 1998). (Original publication in German, 1995).
Working on my assignment to
select Òwritten works considered important to
the history of digital art, culture and technologyÓ
turned out to be quite difficult. In contrast to other art fields, the short
memory of digital art field is very short, while its long term memory is
practically absent. As a result, many artists working with computers, as well
as curators and critics who exhibit and write about these artists, keep
reinventing the wheels over and over and over. And while other fields usually
have certain critical / theoretical texts which are known to everybody and
which usually act as starting points for the new arguments and debates, digital
art field has nothing of a kind. No critical text on digital art so far has
achieved a familiarity status that can be compared with the status of the
classic articles by Clement Greenberg and Rosalind Krauss (modern art), or
Andre Bazin and Laura Mulvey (film). So what does it mean to select
Òwritten works considered important to the history of digital artÓ?
The field did produce many substantial texts that were important to it at
particular historical points, but since these texts are not remembered, they have
no bearings to its current development.
If you think that I am
overstating my point, consider the following example. Think of important museum
shows and their catalogs that act as key reference points in the field of
modern art. How many among visitors to Bitsreams (The Whitney Museum,
2001) and 010101: Art in Technological Times (SFMOMA, 2001) knew that
thirty years ago the major art museums in New York and London presented a whole
stream shows on the topics of art and technology. Taken together, these shows
were more radical and more conceptually interesting than the current attempts
of art museums to come to terms with new media. Here are some of them: Cybernetic
Serendipity (ICA, curated by Jasia Reichardt, 1968), The Machine as Seen
at the End of the Mechanical Age (MOMA, curated by K.G. Pontus Hulten,
1968), Software, Information Technology: its Meanng for Art (Jewish
Museum, New York, curated by Jack Burnham, 1970), Information (MOMA,
curated by Kynaston McShine, 1970), Art and Technology (LACMA, curated
by Maurice Tuchman, 1970).
While the number of online
exhibitions which were organized by Steve Dietz at the Walker, the recent
exhibitions at the Z Lounge at the New Museum in NYC (Anne Barlow and Anne Ellegoood), the shows/events curated by Christiane Paul at the Whitney and Jon Ippolito at the Guggenheim
all are quite sophisticated, all of them are also small-scale affairs. In terms
of large-scale museum recent museum surveys, only the one at SFMOMA (2001) can
be compared to the exhibitions of the thirty years ago. It was an ambitious
attempt to sample the whole landscape of contemporary culture in order to
present how artists and designers across a number of disciplines engage
with computing on a variety of levels: as a tool, as a medium, as iconography,
as a source of new perceptual, cognitive and communication skills and habits.
In comparison, the show at The Whitney was a truly reactionary affair. Here was
a show on new media art that did not include any computers or interactive
works. Instead, new media was reduced to flat images on the walls: stills
presented as digital prints or moving images presented with projectors or
plazma screens. The descriptions on the works positioned them within the
familiar and well-rehearsed narratives and categories of standard twentieth
century art textbooks. In short, new media was neutralized, diluted, rendered
harmless, similar to the way commercial culture takes over most of the new
radical cultural developments, from hip-hop to techno.
In contrast, just reading
the titles of the exhibitions that took place thirty years ago you can see that
they engaged with the new categories and dimensions of the emerging
techno-culture. In terms of the works and projects presented, the museums
similarly were not afraid to invite new technologies and new types of artistic
practice within their spaces.[1]
For example, The Machine as Seen at the End of the Mechanical Age
presented works by 100 artists, including commissioned collaborations between
artists and engineers under the umbrella of EAT (compare this to current
practice of US art museums to commission Ònet artÓ which then can
be safely Òtucked awayÓ on museum Web sites instead of the actual
galleries.) Software exhibition included a number of works which used
PDP-8 computer in the museum, while Information engaged with information
and communication revolution on a conceptual level by presenting a number of
projects which asked the viewers to engage in particular communication
scenarios constructed by artists, who included Vito Acconci and Hans
Haacke).
Given the systematic absence
of long-term memory in digital art field, just ten texts would not be enough to
reconstruct its rich fifty-year history. So here is the selection algorithm I
ended up following:
(1) Given my limit of ten
texts, I decided to be a little subjective and to give weight to the texts that
were particularly important for me since I first learned about digital art.
(2) Given that the digital
art field does not really has a set of ÒcanonicalÓ critical texts,
I instead selected a few texts which at different decades acted as key reviews
of the field (The Computer in Art, 1971; Expanded Cinema, 1970; Digital
Visions, 1987).
(3) Since the annual
festivals/exhibitions such as Ars Electronica, ISEA and SIGGRAPH played the key
role in development of the field, I next included couple of representative
catalogs from the particularly important meetings (ISEA 94, Ars Electronica
95).
(4) I then added the first
publication from ZKMÕs Artinctact series (artinctact 1,
1994). Early on, ZKM solved the two key problems of the digital art field
Ð distribution and criticism Ð in a particularly elegant and
efficient way. Every year since 1994 ZKM published a CD-ROM/book. CD-ROM would
contain 3 interactive art projects while the book would present critical texts
about each of the projects (today ZKM continues this successful format with new
series which use DVD-ROM instead of CD-ROM). By following the book format and
by teaming up with a major German book publisher, ZKM assured that artintact
would be distributed through the standard book distribution channels. (It only
took the Whitney eight years to catch up: Whitney 2002 Biannual catalog
similarly included a CDROM attached to the front cover.)[2]
(5) While digital art fields
does not has a canon of critical texts about the art itself, most people in it
are familiar with at least some theoretical texts dealing with the larger
topics of digital technology / culture / society. I think that in fact a number
of such theoretical texts act as equivalent of canonical critical
texts in other art fields. Since I had the limit of ten texts total, I could
only include a small sample of such theoretical works. I choose Discourse
Networks by Friedrich Kittler (1985; English edition 1990); Cyberspace:
First Steps, edited by Michael Benedikt (1991), DJ Culture by Ulf
Poshardt (1995; English edition 1998); and Cybertext by Espen Aarseth
(1997). But I could have equally well selected books by Katherine Hayles,
Sherry Turkle, W.J.T. Mitchell, Paul Virilio, Peter Lunenfeld, Jay David
Bolter, Pierre Levy, Geert Lovink, Norman Klein, Vivian Sobchack, Peter Weibel,
Slavoj
Zizek, Erkki
Huhtamo, Margaret Morse, Alex Galloway, Matt Fuller, and many others (and
this is just the people who write in English or available in English
translation; internationally, the list of brilliant commentators on
techno-culture goes on and on.)[3]
I think that each of the
four theoretical books I selected has something unique about it.
BenediktÕs best-selling collection is exemplarily in bringing together
theorists, artists and computer designers or early cyberspaces such as Habitat
Ð and somehow forcing the designers to write clear and theoretically
sophisticated descriptions of their projects and research programs. The best of
the anthologies and conferences on digital arts and new media culture try to
create such a mix, but few succeed in doing it the way Cyberspace: First
Steps did.
Kittler is probably the most
important media theorist after McLuhan, and in his master opus Discourse
Networks he is able to accomplish another difficult
ÒconvergenceÓ trick Ð bringing together Òthe best
ofÓ what in the US called Òcritical theoryÓ (in his case it
is Lacan and Foucault) with his own brilliant ideas about the effects of communication
networks and media recording/storage/access technologies on culture. Again,
this is a kind of ÒconvergenceÓ which many try to do but probably
only Kittler has succeeded so far.
Many would agree that the
two areas of culture where the new logic of digital computing always shows up
significantly earlier than in other fields is computer games and electronic
music. While I know next to nothing about popular electronic music, I found DJ
Culture to be a brilliant mix of broad social, cultural and technological
history of the field and provocative theoretical speculations. Too many books
and anthologies on electronic music put you to sleep with too much detail about
this or that piece of technology - DJ Culture manages to stay focus on
the concepts. In his writing, Munich-based Ulf Poshardt also successfully
integrates ÒremixÓ inspired style of exposition and a more standard
historical structure that keeps you on track through this think book.
Finally, in his thin but
dense Cybertext Espen Aarseth offers a particularly elegant solution to
the key question of digital arts and culture field: how to separate new and old
media? Although he is concerned with texts, his approach can be extended to
other media, providing a reach paradigm for thinking about the relationships
between the old and the new media. Read this book if you missed it! (I don't
want to do his complex and clear arguments injustice by trying to sum them in
two sentences hereÉ)
At the end, it is probably
to the best that the arguments in digital arts do not always return to the same
few ÒmasterÓ texts over and over and over, the way it often happens
in the art world and in humanities. As Norman Klein once put it, Òto
paint with a computer is to paint with a machine gunÓ Ð meaning
that a digital computer is unprecedented in being the key engine of modern
economy, the key control and communication technology of modern societies, and also
their key representational machine. Given this unprecedented
Òconvergence,Ó any serious reflection on the social and cultural
dynamics of our time has to engage with digital computing.
The fact that the
theoretical texts which address the general issues in techno-culture Ð
new functioning of space and time, info-subjectivity, new dynamics of cultural
production and consumption, and so on - are more important to digital artists
and designers than digital art criticism per ce is ultimately very healthy. It
means that the people in our field have a keen interest in how computerization
affects society and culture at large, rather than just being concerned about
the narrow history of their own field. So while we should all be more familiar
with this history than we currently are, lets not make it into a fetish.
[1] For more information on these shows and other important milestones in the fifty year history of computer and telecommunication art, see excellent Telematic Timeline produced as a part of the show curated by Steve Dietz (http://telematic.walkerart.org/timeline/).
[2] In 2002 Hatje Cantz Publishers published The Complete Artinact 1994-99 CD-ROMamagazine on DVD-ROM.
[3] I decided not to include in my final Òtop 10Ó list any works by my Southern California colleagues: Hayles, Lunenfeld, Klein, and Sobchack. Why am I being so na•ve? New York people only curate/publish themselves all the timeÉ