Generative
Art Conference 04/ Infinity and Identity Politecnico
di Milano
Programmed Machines:
Infinity and Identity Maurizio
Bolognini
13-16 December, 2004
1. Software art, generative
art, the aesthetics of programming
Over
the last few years I have programmed hundreds of computers to
produce flows of random images and have left them working
endlessly in my installations. What is the relationship between
these works and generative art, software art and the other
manifestations that can be traced back to the aesthetics of
programming?
The
production of images through programmed machines covers a range of
phenomena which are not always artistic in intent. A partial list
could include:
- computer graphics, those produced
by artists using commercial software as well
as those produced by software artists;
- generative
design, which uses programs capable, through randomisation and
morphogenetic approaches, of creating alternative models and
solutions, i.e. variants to be evaluated and selected (evaluating
and selecting are terms that, according to some artists, recall
natural evolution [1] and can define a new paradigm in art that is
linked to the aesthetics of programming);
- the
production of generative content as a contribution by visual
artists to the performances of dancers, musicians or (as in the
work presented by Golan Levin at the 2003 edition of Ars
Electronica) vocal performers;
- the
work of VJs who use generative technologies in discotheques in
order to create or modify images that in some cases may vary
according to the characteristics of sound, providing an example of
pop synaesthesia;
- videogames,
whose software often uses non-deterministic algorithms, i.e.
procedures that can produce many different unforeseeable outcomes
starting from the same input.
The aesthetics of programming (I
shall consider here only the production of images) regards
phenomena which can be evaluated on different levels. All of them,
however, share two common elements: 1) the delegation of the
process to a machine and 2) the (partial) abandoning of control
over outcomes. These two aspects are inextricably linked. In
discotheques as in museums, the aesthetics of programming is the
aesthetics of your action which can be made independent and
indefinitely expanded, and this can happen only on condition that
there is a certain loss of control. It is in these terms, I
believe, that we can consider both my Image Machines
(1988-) and Sealed Computers (1992-),
machines which I program to produce flows of random images and which I then
leave to work indefinitely
[2-6].
The
most obvious distinction between these works and many
manifestations of the aesthetics of programming is a question of
the limited importance given to images. My works do not start from
images but from the process that generates them. The essential
dimension of my works lies in the device (which, however, does not
only consist of hardware and software because, in some interactive
works, it can also involve the public itself). Delegating to
technological devices – for instance, using randomness in an extreme way – means opening up new research
possibilities. Above all it means starting from the disproportion
between the artist and the processes which are activated by his or
her work, which for the first time tend to go beyond the artist
himself: on the one hand, there is your action which can be
expanded indefinitely; on the other, there is your self-reduction
to the role of spectator of uncontrollable processes. The problem
of the relationship between infinity
and identity,
which in generative art is often discussed in terms of the
identity (oneness and identification) of individuals (images, for
example) belonging to the same species, is translated at a deeper
level into the problem of the identity (individuality) of the
artist and his or her subjectivity. These are aspects that Mario
Costa [7-8] has investigated at great length, reaching the
conclusion that “the strong categories of aesthetics in the
neo-technological age are no longer ‘interiority’,
‘expression’, ‘meaning’, ‘style’,
‘artistic personality’, the ‘symbolic’ and
so on, but ‘exteriority’, ‘signifiers’,
the ‘non-subject’ and the ‘physiology of the
machine’”.
I
am aware that my work goes against the grain. Most software
artists (a definition that puts the emphasis on the instrument
while neglecting the intentions of users) continue to work on the
quality of images. The situation is similar to that which was
earlier
experienced in electronic music (which needed less powerful
machines): dozens of generative programs, capable of producing
algorithmic compositions and modulations of timbre, were initially
used experimentally and later in a general way. Now in visual art,
too, anybody can acquire software and use it to generate any kind
of graphic output.
This spread of generative technology has consequences which are not only positive. New technologies have brought
art to a decisive turning point, but the crucial problem of
artistic research still remains the same: we need to distance
ourselves from useless things and from exhausted poetics, which
tend to reappear constantly because they are more easily sustained
by the market and often make use of new technological devices as a
way of disguising their anachronistic qualities. We need to avoid
letting the spread of software art produce an aesthetic art which
is too peaceable and entrenched in the present to be of any use to
us, an electronic baroque which we could readily do without.
I don’t think, however, that
this can be avoided. For some years technological innovation has
been outpacing the art system. Works using new technologies in a
more critical spirit have not yet been assimilated, and there is
continuing confusion between different kinds of poetics.
Within this framework of fast but
predictable development, I have continued to work with my Computer
sigillati since 1992, considering them as a purely quantitative
installation, absolute and empty and far removed from the rest:
hundreds of machines programmed to generate kilometres of images,
indefinitely, independently, and in the absence of any public.
2.
Delegating to machines: images and superimages, quality and
quantity
Perhaps it
would be better to call what I produce with my machines not images
but superimages, i.e. flows of images
that are subject to continuous variations. In some cases these are
produces by devices including not only the machines and their software, but
also the public, which can interfere in their functioning. In any
case, my approach is always quantitative: I want the drawings
produced by my machines to cover endless surfaces; their
characteristics and quality are of less interest. I never thought
of codes or devices in terms of style, but rather as kinds of DNA.
In the
initial phase, at the end of 80s, in spite of the limited power of
computers at that time, I tried to produce images whose formal
quality would simulate the existence of an artist. But I soon
abandoned this approach. It seemed to me that there was something
so banal about the images (even those produced by a machine) and
the formality of their beauty as to put them beyond redemption. I
thought that this was due not only to the over-abundance of images
produced by video technologies but also to the characteristics of
digital technologies themselves, which are capable of activating
processes beyond the representation of reality and of acting
directly on the way it functions, thus relegating the linguistic
mediation of image to a secondary role.
Sometimes
I program these machines to produce images that have certain
characteristics, but working on the quality of images interested
me only as a way of studying certain preferences. For instance,
the fact that we find images more attractive according to the
index of their structural complexity is interesting. Highly
ordered and disordered systems fail to work well, because both,
for opposite reasons, possess limited structural complexity. This
point needs to be emphasised because it is one that has been
examined with particular interest by students of generative art
[9]. Not always does the “algorithmic complexity” of a
system correspond to its “effective complexity”. A
system generating merely random outcomes (images) may have high
algorithmic complexity but low effective complexity, which is
limited in both highly ordered and disordered
systems, while it is higher in intermediate systems since
it is a function of two different things, structure and random
variation. Sometime I take this into account when programming my
Image Machines where images are visible. But even when I
think of the parallel (not visible) information universe of signs
drawn by my sealed machines, it pleases me more to know that a
complex and intricate landscape is being created.
In this
perspective we can also consider some works based on the
application of artificial intelligence. AIMS (Artificial
Intelligence Mediated Sublime, 2003) uses a genetic
algorithm, conceiving images as a "territory" inhabited
by various populations of signs (also in this case white lines on
a black background), in competition with each other and capable of
reproducing themselves and their DNA.
The question
of the quality of images is also implied by works such as SMSMS
(SMS Mediated Sublime, 2002), from the CIMs (Collective
Intelligence Machines) series [8, 10-12], and Atlas 2 (2001). In the first, the public can give a direction to the process
generating the images and can change some of their
characteristics. In this case too, however, the centre of the work
is not the image but the device, expanded to include participants
and the mobile telephone network they use to interfere with the
otherwise unforeseeable working of the machine. The centrality of
the device is even more evident in the most recent versions of
this series, where I use the telephone network also in order to
exercise remote control and reshape the process (CIM 2), as well
as to connect multiple, geographically distant, installations (CIM
3).
In the Atlas
2 series, I allow non-artist programmers to modify a piece of
software previously used to program some machines. The code is
passed on without any control: participation is open and the only
condition is that the endless continuity of the flow of images be
maintained. There are series, started in Moscow and in Bangalore,
which have grown rapidly, in some cases with minimal variations,
in others with inventions that introduce radical changes.
In my other
works I have focused on purely quantitative production: I use my
machines to produce images which are limitless in time and space.
Also my Computer sigillati, programmed and working machines whose
images are not visible, are not simply conceptual works. Since the
very early stages of this work I have wanted these machines to be
capable of a certain speed of execution (computers at the time
were slow and expensive so, since I needed large numbers of them,
I was always looking for old computers which already had a
mathematical co-processor installed). I was not then, and am not
now, interested in being considered an artist who creates certain
images, nor do I want to be simply a conceptual artist. Rather my
aim is to be an artist who, through his machines, actually traces
more lines than anyone else, covering endless surfaces.
3. Giving
up control: randomness, collective intelligence, artificial
intelligence
Giving
up control, delegating one’s choices to certain procedural
rules are ideas that have a long history in artistic research.
They can be traced back not only to the standard references of
Dadaism or John Cage, but also to Conceptualism (for example, Sol
Le Witt’s combinations of basic forms determined by external
rules, or Alighiero Boetti’s permutations). A programmed
machine, though, goes beyond these procedures, however autonomous
they may be. The point is not only to lose control and delegate
choices to some procedure or other (Tzara’s random
extraction of words, or the dropping of a thread in Duchamp’s
Large Glass). There is a leap in quality that is due solely to
technology, which for the first time enables us to become
spectators of these processes, creating works that
previously could only be hypotheses, or metaphors, and shifting
the barycentre from the artist who imagines things to the devices
that create them autonomously. This is why I leave my machines
working indefinitely. And when their outcomes are not purely
quantitative, it is because I have delegated some choices to the
public – as in the CIMs, through the use of
techniques of collective intelligence – or I have put
choices in the hands of some programmers – as in Atlas 2
– limiting my own role to organizing the operation.
I would like to clarify this
aspect by pointing out the ways in which results that are out of
my control (in most cases images) are generated in my works.
Delegating this process to a device is possible by adopting two
different approaches: 1)
the use of algorithms capable of making random choices
(randomisation): any computer can generate pseudo-random numbers
starting from a given numerical series which can be activated from
various points each defined by a random event (for example, time
measured in milliseconds); 2) the introduction of an
evolutionary principle which transfers intelligence to the system;
this can be done in two further ways: through the application of
artificial intelligence or collective intelligence. In the former
case, programming techniques (genetic algorithms, neural networks
etc.) are used to develop different possible solutions according
to their fitness to given objectives. In the latter case,
procedures are applied which enable the public to interact and
become part of the device.
My IMs and the
Computer sigillati use randomisation, generating a merely
statistical, directionless randomness, either by using the
pseudo-random numerical series contained in any computer or, in
some cases, taking the necessary random values from outside, as in
the NAA (Nikkey Assisted Art, 1997) series, a work
in which I used fluctuations in the Tokyo stock exchange index.
Another interesting direction in
artistic research is the possibility to apply collective
intelligence and group communication techniques. Collective
Intelligence Machines are interactive installations where
some of my computers, programmed to produce random images, are
connected to the mobile telephone network. This allows the public
to interact with the machines by sending SMS messages that update
the parameters of the system and therefore the characteristics of
the images. Through a process of asynchronous communication (based
on repetition and feedback, similar to some techniques used in
electronic democracy applications [13]), the installation offers
the public an interface across which the images, which are
projected onto large walls, can react to their continuous input.
After reviewing these different
works, the point that I would like to underline in conclusion is
that new technologies imply a change in the content of artistic
research. It is true that these technologies can be used (forced
to realize different intentions) similarly to others, but what
would be the purpose (to go back to the initial point) of, for
example, continuing to put the emphasis on images rather than the
devices generating them (or – to put it differently –
of continuing to consider images as static instead of dynamic
systems, indeed as devices themselves)? These questions cannot be
ignored (it would be as if an action painter, after making his
action autonomous and multiplying himself thousands times, had
settled for exhibiting coloured surfaces). The point to underline
is that with the new technologies artistic research is finally
moving from the representation of reality to the functioning of
reality. This process is also determining a change in the role of
artist, who is being transformed into a kind of “actor of
complexity”: representation is by definition something that
is appropriate to the artist, but today, with the new
technologies, precisely what is not appropriate seems capable of
becoming art, transforming the very disproportion between the
artist and the processes activated by his or her work into the
content of a new area of experimentation.
References
1. C. Soddu, "Visionary
Aesthetics and Architecture Variations", Proceedings
GA2003.
2. D. Scudero (ed.), Maurizio
Bolognini: installazioni, disegni, azioni (on/off line),
Lithos, Roma 2003.
3. M. Bolognini, Atlas,
Nuovi Strumenti, 2001.
4. M. Costa, "Maurizio
Bolognini and technological randomness", in Macchine
casuali, Nuovi Strumenti, 1997.
5. E. Pedrini "New
Technologies and Linguistic Evolutions in Contemporary Art",
in Approaches in Multimedia Art, Lubelski, New York 2003.
6. D. Scudero, “Arte e
tecnologie digitali in una conversazione con Maurizio Bolognini”,
Luxflux, no. 6, 2004.
7. M. Costa, Il sublime
tecnologico, Castelvecchi, Roma 1999 (1st ed. 1990).
8. M. Costa, New Technologies,
Artmedia, Museo del Sannio, Benevento 2003.
9. P. Galanter, "What is
Generative Art? Complexity Theory as to Context for Art Theory",
Proceedings GA2003.
10. M. Bolognini, “The
SMSMS Project: Collective Intelligence Machines in the Digital
City”, Leonardo, MIT Press, Vol. 37, No. 2, 2004.
11. M. Bolognini, “SMSMS
(Short Message Service Mediated Sublime): Infoinstallations et
ville numerique”, Ligeia, No. 45-48, 2003.
12. R. C. Morgan, “Maurizio
Bolognini: la problematica dell’arte”, Luxflux,
No. 6, 2004.
13. M. Bolognini, Democrazia
elettronica, Carocci, Roma 2001.
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