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Creating Creating {#5c79 .graf .grafâh3 .grafâleading .grafâtitle name=â5c79â}
STEWART BRAND {#0fb5 .graf .grafâh4 .graf-afterâh3 .grafâsubtitle name=â0fb5â}
Who gains more from the symbiosis of art and new media, the voracious artists or the perpetually emerging media?
For the artist, diving into a new medium is a triple shortcut: one, to novelty; two, to mastery; three, to the frontier of cognition.
Increasingly, over the last century or so, originality has been a prime goal of artists, preferably lifelong originality, where youâre continually surprising your audience and ideally yourself. If youâre among the first into wet light shows, electronic music, adventure computer games, virtual reality, or artificial life, you get a free ride on the novelty of the medium. Thereâs no tradition to overcome. Invention is already manifest in the medium. All you have to do is play, and it looks like invention. Often it is.
Thereâs also no previous masters to equal or surpass. After only a few weeks of delving, youâre the master. (Try doing that with a violin.) The medium might even become synonymous with your name for a while.
And youâre not Thoreau exploring some pond. Youâre Cabeza de Vaca{.markupâanchor .markupâp-anchor data-href=âhttps://en.wikipedia.org/wiki/Ălvar_NĂșñez_Cabeza_de_Vacaâ rel=ânoopenerâ target=â_blankâ} exploring a continent, freed to magic by your circumstances, with discovery waiting in every direction. And itâs discovery not just for you; youâre exploring for all humankind. The cutting edge of new media is the cutting edge of human cognition, which is the edge of what it means to be human.
You get to inhabit a new version of the parable of oil paint in tubes. Painters once prepared and mixed their own oil paints. Then pre-mixed oil paint in metal tubes was invented. It didnât seem like a major advance in technology, but suddenly a generation of French painters could leave their studios and go outside and squeeze paint on the palette like toothpaste. Their joy of releaseâ---âboth in subject and mediumâ---âwe know as French Impressionism{.markupâanchor .markupâp-anchor data-href=âhttp://www.arthistoryarchive.com/arthistory/impressionism/French-Impressionism.htmlâ rel=ânoopenerâ target=â_blankâ}.
This is sounding like one of those motivational speeches that I usually refuse to give. One time, though, I was offered such a handsome fee that I agreed to speak to a sales representativesâ and buyersâ retreat for Prime Computer{.markupâanchor .markupâp-anchor data-href=âhttps://en.wikipedia.org/wiki/Prime_Computerâ rel=ânoopenerâ target=â_blankâ} on a Caribbean island. Prime makes minicomputers. This was about 1985. I was supposed to deliver a rave-up about the joys and boundless future of computing. Instead, I said that just as minicomputers had put mainframe manufacturers out of business, personal computers were about to do the same thing to minicomputer manufacturers, and I asked what Prime was going to do about that.
Hereâs what they did about it. They complained about the speech to my speakerâs bureau, which dropped me. And Prime went Chapter 11 last year.
Soâ---âto keep my Cassandra string goingâ---âwhoâs going to put new media artists out of business? The process itself. All that âcutting edgeâ business cuts both waysâ---âitâs a knife thatâs all blade, no handle. You may master a lovely new media continent, but thereâs always another, and your investment in the present means youâll probably miss the next one. Soon youâre a has-been at 24. Maybe you can get work doing ads, but you had better hurry.
Itâs the paradox of novelty: nothing gets old faster. Quick win, quick lose. Some people do art for immortality. You have to give that up if youâre going to work in cutting-edge new media. Everything is written on the wind. As we say of the Electronic Frontier Foundation{.markupâanchor .markupâp-anchor data-href=âhttps://en.wikipedia.org/wiki/Electronic_Frontier_Foundationâ rel=ânoopenerâ target=â_blankâ}âs newsletter, âPrinted on 100-percent recycled electrons.â
Never mind the artistâs ego and career, what about art itself? How does a culture get any aesthetic, grounding or continuity from art forms with the longevity of mayflies? Does anything lasting escape from the black hole of accelerating technology?
As a young artist, I would have had a quick answer: âHey, the metamessage is change. Thatâs what itâs all about.â Ooo, profound. To claim that the crippling limitation of oneâs art is its real message is pretty pathetic.
These are serious questions. Has technology swallowed art, and so is art gone now? Or are we so inside technology that from here itâs all art? Or is that confusing art with artifice?
The art I care about is usually at guerrilla war with artifice, employing and subverting the artificial to reawaken the realâ---âjack back out into âthe total animal soup of time.â (I think thatâs Allen Ginsberg{.markupâanchor .markupâp-anchor data-href=âhttps://en.wikipedia.org/wiki/Allen_Ginsbergâ rel=ânoopenerâ target=â_blankâ}.) We keep making more and more splendid mirrors with these sophisticated technologies. I remember something I saw scribbled on a whiteboard at the Media Lab at MIT: âArt is not a mirror. Art is a hammer.â
Enough about art. What about media? What does it gain from the cyber-artistic symbiosis? When I worked at the Media Lab the deal was very clear. The Lab was not there for the artists. The artists were there for the Lab. Their job was to supplement the scientists and engineers in three important ways:
- [They were to be cognitive pioneers.]{#8664}
- [They were to ensure that all demos were done with artâ---âthat is, presentational craft.]{#14b2}
- [And they were to keep things culturally innovative. Having real artists around was supposed to infect the place with quality, which it did.]{#52ea}
Inventors often lose interest in a nifty new concept once it is proven. Artists are perfect to pick up the ball at that point. The white-light holograms you see on your credit cards were invented by Steve Benton{.markupâanchor .markupâp-anchor data-href=âhttps://en.wikipedia.org/wiki/Stephen_Bentonâ rel=ânoopenerâ target=â_blankâ} when he worked at Polaroid. Some New York artists begged the original technique from him and proceeded to push itâ---âand himâ---âtoward something really dazzling. They opened a holography museum in New York and eventually they got enough publicity so that holograms wound up on the cover of National Geographic, on toys, and on money
White light holograms are now a mini-industry. Those original hologram art pieces in New York, and the artists, are long forgotten.
What is the lesson? It looks like âmedia wins, artists lose.â All high-tech art becomes effectively anonymous and ephemeral. As an artist you might as well be a gothic cathedral sculptor, honored for your very namelessness, or a Navaho sand-painter, admired and forgotten along with your fleeting work.
Have any new-media works escaped the black hole of accelerating technology? I can think of two. If you go to the Computer Museum in Boston you will find a huge minicomputer so ancient it has a round screen. This is the original Digital Equipment PDP-1, from 1961 or so. The machine is up and working. On the screen you can see tiny spaceships dashing around. The machine is playing the original âSpace War{.markupâanchor .markupâp-anchor data-href=âhttps://en.wikipedia.org/wiki/Spacewar!â rel=ânoopenerâ target=â_blankâ},â devised by Steve Russell{.markupâanchor .markupâp-anchor data-href=âhttps://en.wikipedia.org/wiki/Steve_Russell_(computer_scientist)â rel=ânoopenerâ target=â_blankâ} and half-a-dozen hacker friends. That game was so brilliant and addictive, it swept through all the computer labs in the world in a matter of weeks. In many respects, âSpace Warâ has still not been surpassed even 30 years later.
Another survivor dates from 1978 and also came out of MIT. This was the Aspen Movie Mapâ{.markupâanchor .markupâp-anchor data-href=âhttps://en.wikipedia.org/wiki/Aspen_Movie_Mapâ rel=ânoopenerâ target=â_blankâ}---âa computerized way to drive around Aspen, Colo., in space and time via an enhanced videodisk. It was done by people at Nicholas Negroponte{.markupâanchor .markupâp-anchor data-href=âhttps://en.wikipedia.org/wiki/Nicholas_Negroponteâ rel=ânoopenerâ target=â_blankâ}âs Architecture Machine Group. The Aspen Movie Map was one of those landmark demos that got around to all the conferences and inspired a generation of innovators and artistsâ---âin this case about multimedia where the author of the work becomes the user.
These examples have several things in common. For one, they were highly collaborative. Two, they pushed a new technology beyond what anyone imagined possible into something dramatic, whole, and full of promise. Three, they wereâ---âfundamentallyâ---ânot works, but tools. âSpace Warâ was a game, nothing without players, and never the same from game to game. The Aspen Movie Map was not a tour of Aspen; it was Aspen. The tour was what you did with it.
In each case, new media were inspired into existence. Computer games and interactive multimedia are whole worlds that came out of those generative moments, and worlds sometimes remember their origins.
Creating in new media always has that deeper possibility. You might be creating a medium itself. You might be creating creating. Thatâs worth risking anonymity for.
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