Notes on the cultural dimensions of software and art Andreas Broeckmann
pdf [172 Kb]
[This text was first posted on nettime. This
is the script of the talk that I gave on the last day of the
ars; some of the themes discussed here over the last
days resonate,
and I thought it might be interesting to chip it in; apologies
for the loose style, but it had to work as a talk way at the
end of a 5-day conference; comments welcome, of course; -ab]
(Lecture manuscript; “Ars Electronica 2003”)
At “transmediale” in Berlin, we
have been organising a competition and conferences about software
and generative art since 2001. It is curious that this initiative
which brings me to this festival about Code started here at the
ars five years ago when John F. Simon, with whom I was in the
net art jury, said there should really also be an art category
in the
competition besides net art and interactive art, the new one
devoted to artworks specifically dealing with computer software.
In Berlin,
we took up that challenge and have been exploring the field over
the last three years; other initiatives devoted to software and
art have, amongst others, been the eu-gene mailing list, the
“Read_Me Festival” and the Runme.Org website,
the “Generator” art exhibition
curated by Geoff Cox in England, the “Electrohype” festival in
Malmoe Sweden, and of course Christiane Paul’s CODeDOC project
in New
York.
The polemical equation in the title of this year’s “Ars Electronica”,
Code=Art, is of course wrong; code in general is not art, 1st
because code is mostly written for completely instrumental reasons
without
an artistic intent or expression, and 2nd because art is not
in the code, but in the social process that we call art and that
involves
the cultural context of production and reception in which art
is articulated. There was some reference here to the separation
between
the liberal and the mechanical arts and to the fact that their
separation is not universal but a product of European culture
since Greek antiquity; while I agree that it is important to
point out
the fact that that separation thus has both historical and cultural
specificity, I would also maintain that there are good historical
reasons for this separation, and I would like to defend an understanding
of art, call it Old European if you like, that places art at
the intersections, and the lines of friction between different
social
and political systems, where it dramatises these lines of friction,
where it expresses the beauty and the rawness of the most unlikely
possibilities, where it makes strange the most familiar constructions
of our culture. Art can thus do much more than illustrating,
pleasing, window-dressing. And I believe that art using software
as its main
material, can also work in this direction and push the boundaries
of our understanding of art in the age of digital computing.
I’ll try to talk about that in the next 25 minutes.
The starting point of the debates about software and culture
is the realisation that we have to take software seriously as
a cultural
artefact with a history, a sociology, and culture, in fact _different_
cultures and histories attached to them. As we have heard, these
are a variety of cultures of invention, production and application,
communities of different shapes and intent, programmers and user
groups, nerds, geeks and DAUs.
A name that has been strangely absent from the debates of the
last days is that of Matthew Fuller, an English writer and Software
critic who has worked quite extensively about the social implications
of software. (Another one is that of Graham Harwood, who has
done
both theoretical and practical work as an artist programmer on
issues of social and critical software). Fuller’s text
“It looks like you’re writing a letter” is
an extensive analysis of Microsoft Word and the social assumptions
that have
been coded into this
programme. In the more recent text, “Behind the Blip”,
Fuller makes the useful distinction between critical software,
social
software
and speculative software. Critical Software questions socalled
“normal” software by drawing out its hidden, yet
traceable flaws, as Fuller did in an installation in which he
printed all the
hundreds of dialogue boxes that you can find in MS Word and pasted
them
on a wall. The other strategy Critical Software can take is specially
written software that comes along looking like “normal” software,
yet unexpectedly behaving very differently. Social Software,
in Fuller’s understanding, is software that directly addresses
the
social conditions of using specific software tools, by making
them explicitly accessible and low-threshold, and Social Software
is
also engaged in and emerging from social networks and communities.
Thirdly, Speculative Software is described very lucidly by Fuller
“as software that explores the potentiality of all possible programming.
It creates transversal connections between data, machines and
networks. Software, part of whose work is to reflexively investigate
itself
as software. Software as science fiction, as mutant epistemology.
Speculative software can be understood as opening up a space
for the reinvention of software by its own means.” - I used to
argue
that this notion of speculative software probably comes closest
to my understanding of software art; but I now tend to believe
that art projects can equally belong to the areas of critical
or social software, and that the notion of art cuts across these
different
fields - I will come back to this later.
What we can easily glean from people like Fuller or Ellen Ullman,
whom Fuller quotes, is that software is embedded in social practices.
This is why we can speak of the cultural dimension of culture
as the heterogeneous social field in which software gets built
and
used, in which it operates and in which it gets developed; the
software “environment”, this ecology, is of course technical,
but by being technical it is also social and political - in its
production
cycles as well as in the fields of its application.
Think of the Sobig.F computer virus, a mail worm which
has been plagueing the Internet since mid-August. Hundreds of
thousands
of E-Mail messages with attachments have been mailed to servers
all over the world, clogging up the lines, servers and mailboxes,
intended to prepare for a major attack on Microsoft servers at
a given time. The other day I said to Pierre Levy that what we
experience on the Net is often not a sign of collective intelligence,
but of collective stupidity. I should have been a bit more balanced
in saying that, but what I meant was that the Net is a social
environment in which many things go wrong, in which there is
a lot of spam,
conflict, violence, and redundancy. I understand the value of
connecting human intelligence in a network, and if we apply a
notion of collective
intelligence that is more fractured, so that it applies to smaller,
definable collectives, then I am all in favour. I think the way
in which the Sobig.F worm was dealt with by systems
administrators was amazing - in my experience it took less than
36 hours from
the first attacks flooding my mailbox, to the solution being
implemented as software filters on the mail servers; through
message boards,
analyses of the worm code were shared and possibilities for stopping
it were discussed, and the most effective solution, written I
believe by a Viennese programmer, was then adopted world-wide.
The guys
at IN-Berlin were part of that exposition of collective intelligence,
which made it possible for me to return to my mailbox without
fear very quickly. But at the same time, that intelligence is
not universal,
because some people are still affected by the roaming worms,
and the whole problem only started because many users were downloading
and executing the worm software innocently, which is why it spread
so quickly. What I meant in my comment to Levy was that I think
that it sounds very ideological when he mentions collective intelligence,
without referencing the dimensions of conflict on the Net, without
referencing the widespread lack of media competence, and the
inbuilt
stupidity of some commercial software applications. My guess
is that a semantic system that is based on a consensual social
model
will be doomed to fail. But that is, of course, my own ideological
perspective.
The gist of my argument today is that the cultural topology
of this software “environment” is articulated by art projects.
I’m
not saying that all art with digital media has to address the
specifics of software, but I think that Software Art should.
When Alex Galloway quoted me yesterday as the supposed author
of saying that software was a cultural technique I was kind of
surprised,
because I believed that that is a widely shared understanding
of any artefact, whether technical or mechanical, which has no
“original
author” any more (so I kind of refute that reference which Alex
took from a text posted on Nettime and featured on Autonomedia’s
Interactivist blog). Academic training in post-structuralism
in the 1980s spoon-fed me the rhetorical reflex that artefacts
have
specific historical, social, mostly also economic contexts, and
that any conscious attempt to conceal that specificity must be
hiding specific interests or motives. Such training makes for
useful critical questions, and for good conspiracy theories,
which these
days turn out to be true more often than not.
Cultural techniques are the practices and applications that
you can use for your everyday survival, and they can go from
table
manners and communication skills to the ability to programme
your VCR or to set a filter in your E-Mail programme to avoid
messages
from certain people. Writing and reading software is a less widely
distributed, yet very valuable cultural technique which can be
empowering and otherwise satisfying in a variety of ways. Even
a text-based Mac user like myself, completely code-illiterate,
is confronted with this fact more and more often.
The “cultural topology of software” is the, excuse the metaphor,
multi-dimensional “landscape”, the different layers, plateaus,
call them what you like, that intersect in the practices that
are constituted by the practical application of software. This
is of
very general. What I mean is that when you take a web browser
like Nebula, by Netochka Nezvanova, you have, for instance, the
context
of the World Wide Web and of the normalised assumptions about
the representation of HTML code; connected with Nebula are also
the
social complications introduced by the NN or antiorp character
of the author, the economic dimension of having to pay for downloading
this alternative web browser, and so on. It does not make sense
to strictly separate the software from this context, quite to
the contrary, Nebula is an interesting project precisely because
it
plays on those different registers of software culture. Similarly,
Adrian Ward’s Signwave Auto-Illustrator, an enhanced and partly
perverted re-engeneering of normal graphics programmes, plays
on the aesthetic and ergonomic expectations normally brought
to a
piece of software. You can buy the Auto-Illustrator like any
other software package, but what you get will make you think
a lot about
what your achieved notions of ‘normal software’ and its usage
have been.
I don’t have the time to elaborate on this much further, but
I guess it becomes clear what I mean by the cultural topology
of
software with its political, legal, economical, etcetera, dimensions.
I took the two examples, Nebula and Auto-Illustrator,
because they were the first winners of the “transmediale” software
competition
in 2001, which were followed by LAN’s Tracenoizer and
Alex McLean’s
forkbomb.pl in 2002, and by the Gnutella network browser Mini-Tasking in
2003. As a recent example of this kind of work I would like to
mention Franz Alken’s Machines will eat itself,
which just won
the German “Digital Sparks” student award and which allows you
to create ficticious identities, bots, which then go about filling
in forms on websites with their fake personal data, thus junking
the databases of overly eager data mining companies. The cultural
practices that emerge with technologies, like today weblogs or
wireless communications, further transform this techno-social
topology.
(Projects to mention here include IOD’s Webstalker,
KRcF’s
Minds of Concern, Jodi’s Browser and
game manipulations, retroYou
r/c,
and Gnutenberg.pl)
When talking about software and art, we have to speak about
aesthetics, that is engage the value systems that inform our
experience of
art, and our perceptions in general. References have been made
to the traditions of Fluxus, Conceptual Art, or Net Art, each
of which implies a set of assumptions about the ways in which
to judge
the artistic quality of artworks. Over the last 200 years, European
culture has seen aesthetics of beauty, aesthetics of the sublime,
aesthetics of ugliness, and aesthetics of formal order. But this
history teaches us, that there are alternative ways of approaching
software-based artworks than Max Bense’s extremely formalistic
Generative Aesthetik which he formulated in the 1960s.
Sakane san has discussed the different approaches to media
art in the 20th century in his lecture on Tuesday, and he has
shown
how different the approaches to this kind of art practica have
been. Just as an aside: I believe that it would also be interesting
to revisit the debates about Realism vs Formalism between Lukacs
and Brecht in the 1930s in this respect, if only to sharpen our
perception for the level of critique that can be brought to significant
artworks.
On this note, I fully agree with Christa Sommerer who called
for a more engaged, more critical debate about specific projects
and
practices in the field of media art. That debate will hopefully
help to distinguish the qualities and aesthetic specificities
of different works, and even if we are not headed for some sort
of
normative aesthetics, it will hopefully help us to make and articulate
our value judgements.
My own idea of art practice, which I also bring to this field
of software-based work, is opposed to bland visualisations and
translations
from one formal system to another. I understand the need for
a kind of software formalism in an early period of exploring
the
material and formal specificities, but as Christa Sommerer said
yesterday, these are sketches which should not be considered
as serious attempts at making art. I believe that we need a strong
notion of what constitutes art, and we must argue about that,
but
it would help immensely if we could agree on drawing a bottom
line which excludes some attempts. For me, and again I put this
up for
discussion, art is about the transgression of boundaries, about
making familiar experiences strange, about dramatising what pretends
to be innocent, and about exploring the virtualities, the potentialities
of technologies and human relationships.
I would like to spend the last minutes mentioning some such
unlikely projects in order to open up the debate about what it
is that
interests us about software and art. The projects mentioned earlier
by Christian
Hübler (Crack It! - connective force attack, open way to
public, and Minds of Concern) should certainly also come into
that equation.
First there is the whole question of identity in the digital
age, the issues of data-mining and privacy, the protection of
our databodies,
also the aspects of race and gender come into play here.
(Discuss Eva Wohlgemuth: Body Scan, mention Ulrike
Gabriel:
Sphere, Nathalie Jeremijenko’s tree cloning
project)
A second area that, as we have seen over the last days, is
relevant here is, speaking in general terms, the technical infrastructure,
the software code itself and the computer languages it is written
in, the translation modes, the question of the representation
of code, and of visualisation.
(Present Jaromil: forkbomb, discuss Jahrmann/Moswitzer: Nybble
Engine Tools)
Let me say that the polemics I am putting forward here is not
a claim for taking the fun out of art; to the contrary, I belive
that both of these projects exhibit a very good sense of humour,
they work like jokes in a Freudian sense exactly because they
reference
the cultural context in relation to which they formulate their
own narrative or process.
In many cases, art projects relate to or express their cultural
environment in very restrained or benign, at times even banalising
ways. This is not only an issue in software-based art, but of
digital art practice in general - it often tends to be affirmative
of the
technology, uncritical of its corporate politics and superficial
in its formulations and expressions. Where is the desire for
excess in software-based art? Where do we find, as Stefan Riekeles
said
the other day, the surplus, the surprise, that which we do not
know yet and that is not already legible in the software code
or the technical dispositif that artists prepare so ardently?
By way of closing, I would like to read you the jury statement
of the obscure “Lux Ziffer Award”, which has been awarded for
the second time at “transmediale” last February. Like the anonymous
jury, I do not want to infer that the winning project is an art
piece;
but I do want to suggest that we look for art projects that are
able to elicit such excited responses as this one:
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“Everyone has
the right to freedom of opinion and expression; this right
includes freedom to hold
opinions without interference and to seek, receive and
impart information and ideas through any media and regardless
of
frontiers.”
Article 19 of Universal Declaration of Human Rights |
The anonymous “Award Lux Ziffer 03” goes to the anonymous artist
Vladimor Chamlkovic alias Melhacker aka Kamil for his project
scezda,
a polymorphic superworm threat.
He has successfully infected the international press with a new
virus: mistaking Al Qaeda for al gorithm thus feeding the myth
of cyberterrorism and mass hysteria.
His threat to release a blended megavirus in the case of a us
attack on iraq introduces new parameters to media art: boolean
vengeance
and political threat.
scezda is supposed to be a 3-in-one recombination
of
sircam, klez and nimda, the three
virii having had the most impact within
the last year. However, Melhacker’s past background in artistic
success is rather poor by number of infections, distribution,
threat containment and ease of removal. in terms of quantity,
his work
has failed. in terms of quality, his publicity attack obsoletes
the real existence of scezda, it has already raised
a profitable discussion of security myths and hysteria amongst
corporate fear-feeders: trojan whores consuming trojan horses,
spreading the news of worldwide economic damage and loss of daily
lifestyles.
We do never wish to see scezda in the wild, because
this would merely mean, that fossil panic has triggered war.
And this is bad. And so are we.
If the unwise have an unwise leader, all are led to ruin.
Thank you for your attention.
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