EDITOR'S INTRODUCTION Welcome to Second Iteration : emergence, the second international conference on generative systems in the electronic arts. At your fingertips is a summary of the ideas presented at this event, held from the 5-7th December 2001, in Melbourne, Australia. This CD-ROM contains supporting software, visual and aural material, as well as the full texts of papers, summaries of artist and technical talks, panel sessions and a host of other goodies submitted to the conference. Whilst it would usually be pertinent at this stage to briefly introduce the conference theme of emergence, I feel that enough has been said about this elsewhere in the proceedings, especially in the paper by Jon McCormack and myself. This introduction will instead provide some general background information. This document constitutes a collection of papers, artist and technical talk abstracts and material which details the commitment of a relatively small group of individuals as far as Arts practice is concerned, or the practice of Science for that matter. The individuals who have contributed to Second Iteration are engaged in an exploration which fuses ideas spanning diverse fields in the Arts and Sciences: sculpture; painting and visual arts; Mathematics and Physics; Music and Architecture; Biology; Chemistry; History; Engineering; Philosophy; Cultural Theory; Computer Science... and others. All of these fields come within the domain of Generative Art. An approach to defining Generative Art appeared in the First Iteration conference proceedings introduction. Briefly, and loosely, we refer to an artwork as "generative" if it involves, as part of its means of expression, some process which is authored or established by the artist, and which operates to a greater or lesser extent, independently of him or her. The work as exhibited may be the process, or it may be an artifact produced by it. In either case, we consider a metaphor which relates the biological term of genotype to that which is created by the artist (a set of instructions, a set of axioms, a set of rules about interactions etc.), and phenotype to the work as it is experienced by a viewer (a still image, a visual or aural representation of a process, a piece of music, a sculpture or architectural space etc.). As shall be discussed below, there are many artists who have employed processes in their work. To distinguish between works which employ process, and generative works more specifically, a Generative Artist is one who not only employs processes in their work, but who is concerned with process as it relates to his or her art. That is, the process is not only a means to an end, but it is at least partially, the motivation for the work, the end itself. Whilst the most frequently employed process-based works have utilized movement, there are other process types, sometimes more difficult to control, which may also be employed in generative art. Growth and decay, repetitious pulses and chaotic systems all provide potential for generative art [3]. Some of these have been explored in the physical domain (for example in the Kinetic, Op(tical) and Process Art movements) but recently, it has also been feasible to explore these processes in the logical context in the form of computer software. Whilst previously artists intent on utilizing and/or exploring processes needed to cross into engineering and sculpture, now they are finding they need to become proficient computer programmers. Perhaps the first generative sculptural works were gardens. Following closely on their heels might well be the manipulation of water within fountains and cascades, or wind, guided through wind-chimes and later over the strings of aeolian harps. In these artifacts, the processes operating the work occur outside the control of the artist. Although they may be guided, the growth of a plant, movement of the wind and the falling of a mass under gravity are natural, physical processes, harnessed or guided by humans. Modern desk ornaments make use of similar principles to these forms of generative artifact. Examples include shifting sand-landscapes formed in the space between fluid-filled plates of glass, and magnetic pendulums swinging in seemingly unpredictable patterns. Of course there are also the large-scale architectural features which adorn our cities massive mobiles and water jets which rely on the same principles for their operation. Hero of Alexandria is known for harnessing pressurized steam to drive simple life-like sculptures [4]. Later generative work was powered by forces more readily contained and controlled than the weather, gravity and cumbersome steam jets. With clockwork mechanisms came automata of varying sophistication and purpose: enormous machines driving animated characters hourly around medieval clock-faces; miniature clockwork figurines; wind-up robots and vehicles for children - the energy stored in a spring has been utilized to drive autonomous machines for centuries. Whilst these may well be classed as art with a lower case 'a', the connection with generative works of the present lies in their autonomous operation. This autonomy also links Generative Art practice to research in the field of Artificial Life.
Whilst paintings are necessarily based around the perception or representation of movement through colour, shade, line, texture and illusion, the motivations of the Kinetic Artists were based around the incorporation of motion into their art as a means of expression. Dynamism was a feature they did not just represent, but one which they instantiated in their art. To this end they produced autonomous sculptures operated with electric motors and moving light sources, in part inspired by Calder's work with wind and hand-driven mobiles (see Tinguely [2, p251]), but also moving away from these to create displays on oscilloscopes, early computers and video monitors, utilizing light and sound in concert [5]. Kinetic Artists also dabbled in a form of 'wet' art. This involved the application of chemistry to the production of dynamic effects in solution which were then projected onto wall space.
The Experimental Music scene of the 50's and 60's is worthy of special mention in the context of generative art. "Experimental composers are by and large not concerned with prescribing a defined time-object whose materials, structuring and relationships are calculated and arranged in advance, but are more excited by the prospect of outlining a situation in which sounds may occur, a process of generating action (sounding or otherwise), a field delineated by certain compositional 'rules'" [6, p4]. In light of this, it is perhaps these artists whose work is most closely affiliated with Generative Art as it is understood here. The performance of a musical work is itself a process which is available for manipulation on-the-fly: by performers / audiences; by conductors; and (through specification of a procedure in the score for interpretation by the previously listed human elements) by the "composer". Perhaps it is therefore natural that generative procedures should find a stronghold in music.
Apart from Cage's incorporation of chance into his work, others have utilized physical variation in properties of sound-generating apparatus for effect. In the work It's Gonna Rain, Steve Reich experimented with mechanical tape recorders looping simultaneously. Due to the differences inherent in their physical mechanisms, they gradually shifted in and out of phase with one another. He also experimented with phasing processes introduced by swinging microphones from cords across the face of the amplifiers to which they were wired (in order to generate oscillating feedback tones). Alvin Lucier, also fascinated by physical feedback processes, has composed Music on a Long Thin Wire which takes the natural oscillations of a tightly stretched strand of metal as its source of audio again a process in which the inherent properties of the wire are harnessed, not dampened.
Much of the work described above was produced in the 1950's and 60's. Where is Generative Art at the end of 2001? To state the obvious, much art is now made on the computer. This is not necessarily to the exclusion of the more traditional practices of sculpture, music, painting, installation and so forth, and it is not only in addition or separately from these media either that computers are utilized. There is now the potential to create work which harnesses the corporeality of traditional media and fuses it with information and meaning derived from the digitally-represented structures which our computing machinery is so capable of handling. Whilst in itself this is not something new, what is perhaps more interesting is the realization that the computing machine need not be a passive bystander in the art-making process - the Cybernetic Art of the 60's is re-flying some forty years on with more sophisticated technology driving its wings.
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Please enjoy the Second Iteration : emergence CD-ROM and accompanying audio CD. Alan Dorin |
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REFERENCES
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[1] | Chipp, H.B., Theories of Modern Art, University of California Press, 1984 | back |
[2] | Cotter, S., Douglas, C. (eds), Force Fields, Phases of the Kinetic, Hayward Gallery, 2000 | back |
[3] | Dorin, A., Physicality and Notation, Fundamental Aspects of Generative Processes in the Electronic Arts, in Proceedings of First Iteration, Dorin & McCormack (eds), CEMA, Melbourne, 1999, pp80-90 | back |
[4] | Hero of Alexandria, Pneumatics, translated by Woodcroft, Bennet, Taylor, Walton and Maberly, 1851 | back |
[5] | Malina, F.J., Kinetic art : theory and practice : selections from the journal Leonardo, Dover Publications, 1974 | back |
[6] | Nyman, M., Experimental Music, Cage and Beyond, 2nd edition, Cambridge University Press, 1999 | back |
[7] | Rower, A.S.C., Calder Sculpture, Universe Publishing, 1998 | back |
[8] | Vergine, L., Art On The Cutting Edge, A Guide to Contemporary Movements, Skira, 2001 | back |
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