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              In 
              all the arts there is a physical component which can no longer be 
              considered or treated as it used to be, which cannot remain unaffected 
              by our modern knowledge and power. For the last twenty years neither 
              matter nor space nor time has been what it was from time immemorial. 
              We must expect great innovations to transform the entire technique 
              of the arts, thereby affecting artistic invention itself and perhaps 
              even bringing about an amazing change in our very notion of art. 
              Paul Valery, "The Conquest of Ubiquity"  
             
              The history of 20th century art is the history of the revolt against 
              any type of constraints: artists rebelled against restrictive delimitations 
              and preferred to use anything available outside the conventional 
              to create art from, be that their own body, pieces of cloth or other 
              objects. They collated, produced multimedia objects or moved towards 
              using video and staging happenings and internet projects. A generally 
              valid tendency of the art at the end of the century is the extension 
              of the concept of experiment and the questioning of traditional 
              ways of expression as a whole. The most important change seems the 
              use of technology to create art, which undermines the traditional 
              idea of craft as it is known and established in the vocabulary. 
              Nowadays, more often than not, an image from any source is imported 
              in the system, it is altered by various means and becomes an accepted 
              form of art. But, can art be created strictly by means of technology, 
              that is, by means of a computer? And if so, which is the relationship 
              between the new form, already accepted, form of art and the ones 
              we still think of as the traditional ones?  
              Digital art is a field in continuous growth. A trend that started 
              only some years ago with a few programmers and software developers 
              who were creating algorithms for strictly practical purposes and 
              reached today the level of sophisticated virtual realities and contemporary 
              computerized animation that has penetrated the mainstream and the 
              movie theaters, there was an intense exploration of various techniques 
              which opened up a relatively new and unexplored field for artists, 
              presenting numerous advantages and offering the added benefit of 
              rapid dissemination of information. Digital cameras and PC’s 
              can be found everywhere nowadays, and the means of creating digital 
              images of all kinds have become widely accessible. The first few 
              virtual art museums have been in existence for a while at this point, 
              and they showcase artists from all over the world. Years ago, only 
              a selected few had access to the internet, but today there are hundreds 
              of thousands of artist sites online and numerous ongoing web projects; 
              some present their images in a traditional manner, but numerous 
              others practice the new form of art, which allows the infinite transformation 
              of the work, with or without the cooperation and/or input of the 
              public.  
              If at the beginning, images were scanned and then modified, in time, 
              the aesthetic requirements became stricter, as the vast field started 
              to be charted, and the part played by the computer became to create 
              aesthetic effects instead of mimicking already existing ones. From 
              computer graphics to animation and digital images, we can see now 
              cybernetic sculpture, laser shows, kinetic and telecommunication 
              events, virtual reality projects, as well as interactive art, created 
              to be presented strictly on the Internet. The perception of this 
              new art form relies tremendously on the participation and reaction 
              of the art consumer.  
              Exactly as in the field of traditional art there are trends, one 
              can identify trends in the field of digital art too. Even though 
              ultimately all the artists produce artwork with the help of a computer 
              and/or a digital camera, and it has already become a problem to 
              produce a traditional gelatin silver print because the labs have 
              folded or moved on to produce other types of prints due to market 
              request and costs, upon a careful exam one can identify obvious 
              technical and conceptual differences.  
              The primordial source, the image, is digitized and translated in 
              the computer language. Then, it can be manipulated and it becomes 
              practically endlessly changeable. The object becomes a conglomerate 
              of pixels on a computer screen, ordering themselves according to 
              various rules. At a more elementary level, some artists creatively 
              appropriate fragments of images, creating new postmodern Objects, 
              whose global meaning seldom equals the sum of their parts. They 
              scan artwork produced by others, digitally collating everything, 
              and integrating parts in a personal whole. Fragments of Picasso’s 
              works can create a new Picasso painting, which he might have created 
              himself in time; the style is easy to identify and remains a constant. 
              Another category of artists paint in the traditional manner, then 
              scan their own canvases and alter them using various image processing 
              software. The images can be then printed on traditional printers, 
              or the artist can produce a conventional negative. Sometimes, the 
              image is printed on a different material, and the result can often 
              be the impossibility to trace the technology employed in the whole 
              process. There is also a category of artists who prefer to use the 
              computer screen as a canvas and who ‘paint’ on the screen, 
              using the mouse pointer as a brush to create “paintings” 
              which then are printed.  
              Image appropriation is a very important issue for digital art. Is 
              it possible, in a century of digital technology, to create a new 
              aesthetic object without incorporating, to a certain extent, other 
              aesthetic objects, subordinated to the new whole? We are all slaves 
              of a certain cultural tradition, manifested more or less visibly 
              in the creation of each artist, and certain images or symbols that 
              function as icons are bound to surface in the creation process. 
              Even taking into account the dependence on “quotes,” 
              can we define as a new aesthetic object one which is new only due 
              to the order of its parts? Is it the combinatory algorithm the one 
              which creates the novelty, or does it take something beyond that? 
              Or is the novelty maybe produced by the simple usage of technology? 
              The more or less restrictive definition we give to this concept 
              influences the point of view of numerous creators of digital art, 
              who use ready-made or pre-existing images, which they combine, and 
              claim that the combinatory algorithm is the one that creates the 
              novelty.  
              Representational style has become preeminent in digital art, in 
              spite of its abstract beginnings. The computer reactivates and recomposes 
              iconic images. Some artists go beyond that, to produce fictitious 
              narratives, where the artist may or may not be the main character. 
              The images created by Mariko Mori (b. 1967) present futuristic scenes 
              representing a meditation on the artificiality of contemporary culture, 
              and Mori is the protagonist of these imaginary parallel universes. 
              Jeff Wall (b. 1946) often reinterprets famous paintings in his compositions, 
              also glorifying the anonymous moment, which thus becomes history. 
              He takes advantage of the definition of photography as a documentation 
              of reality, which is then presented in a different space, in order 
              to create a personal history that has to be endlessly interpreted 
              by the viewer who has to supply the absent data. His images are 
              like the black box from the theory of systems: one sees the entry 
              and the exit points, but what is in between has to be figured out 
              by feedback. An image such as “The Dyke” by Ellen Kooi 
              reminds of the pilgrimage scene from a famous novel by Salman Rushdie, 
              raising troubling questions about the reality we can perceive by 
              means of our own senses and asking us to repeatedly question everything 
              we see, since there is always more to it than meets the eye, both 
              in terms of meaning and structure. By disguising itself in photography, 
              fundamentally a documentary medium, digital art questions the bases 
              of human perception.  
              Often, artwork is produced to be shown exclusively on the internet. 
              John F. Simon, Jr. created a grid of 1,028 squares; each unit modifies 
              its color depending on the processor speed and the preferences of 
              the user. “Every Icon” (1997) moves through all the 
              possible shades of gray. Jason Salavon’s “Bootstrap 
              the Blank Slate” stems from the idea of evolution; by means 
              of the users, it “records, converts and stores the collective 
              actions of its participants into an ever growing population of image-pairs 
              – one genotypic and one phenotypic” (J. Salavon, 2003). 
              A project proposed in 2001 by two young artists from Singapore, 
              Charles Lim Yi Yong and Tien Woon, explores the relationship between 
              physical space and cyberspace. The two used a GPS system in order 
              to record their moves through the physical space; when getting close 
              to a certain community, their movements trigger the appearance of 
              web pages generated from that location. The purpose was to present 
              the way physical communities overlap with the cybernetic ones. Charles 
              Mullican presents a color grid, which can be modified by a simple 
              click on one of geometric figures that compose it. Digital museums 
              such as www.mowa.org present numerous such examples.  
              Sometimes, the focus is on the technology used to produce the artistic 
              object instead of the object itself. If the unaware user examines 
              a digitally created sculpture, he probably notices a harmonious 
              aesthetic object. Reading the metatext of the artist reveals the 
              fact that the aesthetic object is the product of a unique and very 
              sophisticated procedure. For example, a model moving is photographed, 
              and then the images are superimposed in the computer, such as in 
              the work of Michael Somoroff. A certain area is selected and recreated 
              3-D, by means of sophisticated software: the photograph thus becomes 
              sculpture. Nobody can deny the beauty of the aesthetic object, which 
              is the end result of all these procedures, but at the same time, 
              it is tempting to say that the stress seems to have shifted from 
              the final product to the technology which produced it. In order 
              to function artistically though, technology has to be completely 
              subdued to the artistic vision; otherwise, it is reduced to codes 
              with no other significance than the practical one.  
              The new avant-garde of the beginning of the millennium is definitely 
              interactive art, which requests the complete involvement of the 
              viewer, and the most advanced level of this art form is to create 
              virtual realities. From a practical point of view, the separation 
              between the artist and his public disappears and is of no importance 
              any more. All of a sudden, the viewer enters a world entirely different 
              from his or her own, which simultaneously co-exists with it on a 
              temporal level. Due to technological sophistication, few artists 
              use this form, and projects are hosted mainly by universities and 
              research centers. “Bar Code Hotel”, a project created 
              by Perry Hoberman, recycles the omnipresent symbols of barcodes 
              on each product, in order to create a multiple-user interface. The 
              public influences and interacts with the computer-generated objects 
              in a multi-dimensional projection, scanning and inputting information 
              in the system; the objects have a semi-autonomous existence. Each 
              user has 3-D goggles and a wand that allows him or her to scan and 
              input. Each wand is a separate unit, and thus each user has a separate 
              and unique identity in the computer universe. Because the interface 
              is the room itself, ultimately an encompassing object populated 
              with other objects and physical human being, as well as their virtual 
              counterparts, the users can interact with the system as well as 
              among themselves, and the barcodes represent the unique connection 
              between the physical reality and the virtual one. The project raises 
              numerous controversial issues, such as the decline of privacy, lack 
              of individuality, serialization in contemporary society etc.  
              Among the various types of art online and certainly belonging to 
              this avant-garde, there is also a type in which, by following a 
              set of instructions, the user can in fact create something, which 
              may or may not be an object, and the spatial distance seems to have 
              no implication on his or her action, as long as the action itself 
              is technologically possible. But then, how can one really be sure 
              that this creation fulfills the condition of physicality instead 
              of being just another image pulled from a distant database? In fact, 
              this type of art questions the concept of Object itself. In the 
              situation of ‘telepistemiology,’ or the study of knowledge 
              acquired at a distance, the problem of reference is bound to occur. 
               
              Reference is an issue that semiotics has been attempting to clarify 
              for a long time. Analytical philosophy states that reference is 
              the relationship between an expression and the object it denotes. 
              Fiction, that is art, in a more general sense, would thus lack reference 
              according to such definitions. But discourse can also be about non-existent 
              objects, such as “the magic mountain,” which stresses 
              the fact that human thought does not restrict its processes only 
              to reality. Once the two categories of objects, the real ones and 
              the fictional ones, are established and defined, one must acknowledge 
              that the fictional discourse refers to non-existing objects in the 
              traditional meaning of the term. The situation becomes even more 
              complex and maybe arbitrary when the denoted object itself is or 
              may be a phantasm, or when its reality depends on the technology 
              used to investigate and/or produce it. At the same time, once a 
              reality is created, users tend to identify with it, establishing 
              rules and environments, protecting their domain, and actually strengthening 
              a consolidated referent that may not exist, which only proves the 
              permanent human need to conquer, appropriate and tame unfamiliar 
              space.  
              Helmut Grill created a whole installation, shown online by means 
              of two webcams which broadcast low resolution visuals, which allows 
              the user to produce a new object that can be covered with an acrylic 
              resin. Sessions were scheduled, and a set number of users were able 
              to log in and cooperate to create a new object. Of course, the whole 
              inventory is under the control of the artist, but in the same time 
              the viewer-user is encouraged to create a personal narrative, even 
              though the artist controls its contents. But, how can the user be 
              certain that what he controls is a real object or is dealing just 
              with a database, updating itself in real time? It is a difficult 
              question that cannot be answered without full disclosure from the 
              artist.  
              Ken Goldberg talks about the difference between computer art and 
              other forms of art in terms of their capacity to have as a final 
              product an object, defined as something that has a mass and can 
              be perceived by means of our tactile senses, that is, by their physical 
              component. The result of the creative process of traditional painting 
              or sculpture, as we know them, is a final product defined, among 
              others, by physicality itself: it is something which can be touched, 
              smelled and has a certain mass. It is something that digital art 
              has still preserved in one way or another: a digital print is at 
              the same time a collection of pixels on a screen, but once we hit 
              “Print” it also becomes an object. In traditional art, 
              it is not only the idea that comes across to the viewer, but also 
              another component, the mastery of the artist to convey significance 
              by means of his personal technique. Centuries of art history have 
              been spent elaborating on chromatic aspects or on breakthroughs 
              in terms of composition.  
              What if this physical component becomes less and less meaningful? 
              What if art is able to shed this corporeality, not necessarily replacing 
              it with something else, and show us meanings that have little or 
              nothing to do with such an aspect? Ken Goldberg’s art, and 
              not only his, is about this electronically-created mediation, and 
              plugs into the postmodernist anxieties about distance, presence 
              and absence, referentiality, individual loneliness and technological 
              isolation and the “global society” with its way it might 
              influence our every-day life. His robotic projects exploit the firm 
              belief that the online “reality” must exist somewhere, 
              in a space where tactile contact is possible, so that the user can 
              relate to something physical instead of a sequence of pixels on 
              a computer screen, and can actually communicate with it and alter 
              it, appropriate it and create a familiar space. “Memento Mori” 
              records the movements of a seismic fault, providing data visualization; 
              “Tele-garden” is agriculture by remote control and implies 
              full personal responsibility for the absent living space; “Ouija 
              2000” is a game board with a robotic arm controlled by the 
              vote of the users, while “The Dislocation of Intimacy” 
              is a detective game prompting the user to discover hidden objects 
              revealing only their shadow, a philosophical concept that goes to 
              the roots of human thought. Human beings seem still more at ease 
              with tactile contact in order to relate themselves to the others 
              and to the surrounding universe. The real question raised here is 
              if this new ‘reality’ exists or not, and at the same 
              time if this matters since its corporeal absence may influence us 
              as much as its physical presence would. All that is left for us 
              is to believe that our actions really shape something which exists 
              in the physical dimension, and not only in our mind’s eye. 
               
              In direct connection with the aspects of physicality and non-referentiality, 
              one has to remember that nowadays every-day events can only be grasped 
              through the filter of subjectivity, which has immense implications: 
              humanity takes refuge in mediated experiences, most often without 
              questioning credibility aspects too much. This is probably the main 
              reason of the fascination exerted by the ever-present surveillance 
              cameras, reality shows and internet peep-games, which shrewdly pretend 
              that mediation does not exist and provide immediate referentialization. 
              Viewers tend to willingly ignore that everything evolves according 
              to master-scripts allowing a certain degree of combinatorial straying 
              but ultimately a limited number of options. Raising the question 
              of mediation and the play presence vs. absence, here vs. there and 
              now vs. then to the level of an art form is a strong statement about 
              the postmodernist world, which could be described as a parallel 
              space generated by snippets of images and information from various 
              sources and marking, as Jean Baudrillard states, the shift from 
              real to hyper real, which occurs when representation is replaced 
              by permanent simulacra of a non-referential world. 
              History, be it past or contemporary, can only be grasped through 
              the filter of subjective experience, and this is a larger cultural 
              phenomenon with immense implications, especially in contemporary 
              society. We have to remember that the way the public “lives” 
              most events is by mediation, one of the fundamental secrets of any 
              successful media enterprise. Wars, Bosnia, Iraq, and even 9/11 are 
              relived vicariously by millions of people worldwide by means of 
              the broadcast image and already exist beyond geography and time. 
              It is typical for humanity to take refuge in living others’ 
              experiences by mediation, to purge the disasters from the familiarity 
              of the couch and with the aid of a remote control. Herein lies the 
              fascination of reality shows, which shrewdly pretend that such mediation 
              is reduced to zero and make identification easier. In fact, the 
              mediation level is the same, but its perception is apparently objectified. 
               
              Digital art is often dependant on texts, because the inner logic 
              of the usage of the whole range of digital means cannot be understood 
              without the help of the artist’s metatexts. One has to wonder 
              whether this type of aesthetic objects can have an autonomous existence, 
              without the fundamental aid of the verbal, or if texts are integrated, 
              and their absence could hinder a judgment of value. The aesthetic 
              object has clearly transgressed the purely visual field and is situated 
              at the interference of visual and textual. Texts are not parasitic 
              and marginal any more, simple explanations without which art cannot 
              be easily understood by an uneducated viewer, but are in an equal 
              position with the visual aspects, having as a result a whole, generated 
              by a symbiotic relation of interdependence between text and image. 
              From a practical point of view, visual and textual fusion to create 
              the new aesthetic Object, which has nothing to do with what we have 
              been used to see or collect. How can one “collect” a 
              web project? And, at the same time, has become less and less of 
              an object in terms of its physicality. What is then the main difference 
              between this new type of aesthetic object and all the others, created 
              by more conventional means, except by the technology that helped 
              produce it? Its main features seem to be the transgression of the 
              visual field, by incorporating the text/texts, which structure the 
              conceptual aspect, and the lack of its corporeality.  
              In the same way the global meaning of the text has never been a 
              mechanical addition of the separate meanings of the words and then 
              of the phrases which compose it, the global meaning of the new Object 
              cannot be defined as an addition of the sets of visual and textual 
              categories, which can be separated only methodologically, but are 
              in a relationship of interdependence due to their dynamic. This 
              meaning has become a creative fusion of the verbal and textual aspects, 
              and an undermining of what is maybe the most important feature of 
              “traditional art,” its physical aspect, to generate 
              a new type of understanding, not correlated to rudimentary judgment, 
              based on principles such as chromatic harmony or proportion. Instead, 
              it generates a deeper understanding of the conceptual side of artwork 
              and raises different sets of questions. Without the understanding 
              of the conceptual aspect, independent perception of each component 
              creates a truncated and incomplete image, which misses the dynamic 
              complexity and the multiple layers of the new Object, the sensorial 
              text, or the sensotext.  
              Any judgment of value cannot be based on the degree of technological 
              sophistication of the tools, which remain, after all, just tools. 
              No matter if art is created by traditional means or by employing 
              a computer, the basic artistic idea, the integrative vision of the 
              artist, is what matters and enables a valid and durable judgment. 
              Otherwise, there is the ever-present risk of falling into the trap 
              of technological fashion, and consider simplistic algorithms which 
              produce generations of products having no value, as basic artistic 
              ‘concepts.’ Of course, the degree of culture shared 
              by the viewer plays an extremely important part, because apparently 
              very sophisticated procedures are in fact possible by a straightforward 
              command, but which requires familiarity with the software used to 
              create the image.  
              Digital culture is inevitably invading our existence, so institutional 
              acceptance of digital art is a predictable phenomenon. Its importance 
              is in the process of being already acknowledged: already in 1998, 
              the Guggenheim Museum in New York commissioned the web project “Brandon” 
              of artist Shu Lea Cheang, a homage to the trans-sexual teenager 
              Teena Renee Brandon, raped and killed in 1994. As any field that 
              is still at the stage of exploring and defining the basic concepts, 
              a number of theoretic and methodological clarifications are needed. 
              A number of questions have to be answered: is interactive art, easy 
              to appropriate by anyone who downloads it on his or her PC, real 
              art, in the traditional meaning of the word? Maybe the term needs 
              a new definition. Do quotes collaged together create a new object, 
              or do they offer additional values to objects we have known for 
              centuries? If we reverse the order of the parts, do we create a 
              new whole or just a different algorithm? When are we going to see 
              three-dimensional computer art? Is that going to mean that we’ll 
              be back to creating a physical object? Or will it be maybe a different 
              kind of physicality than the one we are used to, because it won’t 
              be perceived by means of our tactile sense? And how does the sensorial 
              text, function?  
              The establishment has always been suspicious towards the new artistic 
              forms, because they threaten its supremacy, expertise and financial 
              authority. Just like photography has become a universally accepted 
              art form, and digital photo is a household term already, digital 
              art is on its way to become so, drawing our attention to the fact 
              that we live in a virtual reality that can be taken into possession 
              by anyone who has a computer and an internet connection, and that 
              boundaries between previously independent systems are becoming fuzzy, 
              creating new structures. These new structures represent the first 
              step in a direction that welcomes further exploration and confirms 
              once again the fact that real value stems from the artistic vision, 
              having little to do with the tools employed. 
             
               
               
            
             
              
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