New Media, Art and Science:Explorations beyond the Official Discourse
(This essay was first published
in Scott McQuire/Nikos Papastergiadis (ed.), Empires, Ruins + Networks,
University of Melbourne Press, Melbourne, 2005, http://www.mup.com.au). New Media, Art and
Science: Explorations beyond the Official Discourse By Geert Lovink Disclaimer: in this
essay I want to raise the topic why new media arts is perceived as such a
closed and self-referential scene. Why can't artists who experiment with the
latest technologies be part of pop culture and the arts market? What's the
after-effect of the 'exhuberant' dotcom era? And why is there there such a
subordinate attitude towards academic science within new media arts? And is the
educational sector the only way out? In what follows, I am reluctant to list specific examples of artworks for fear of
diluting the general argument. Each and every argument can be falsified with
reference to specific projects that prove the opposite of what I am trying to
prove. What I am interested
in is the broader tendency in which new media arts currently exists—a
situation I will argue is unnecessarily constraining at a time of rapid
commercial development and social take of new media forms. The immediate call
for 'positive examples' and 'alternatives' is not a constructive attitude but
part of the problem because it averts to make an actual institutional power
analysis. Beginnings I feel compelled to
start with a definition. New media arts can best be described as a
transitional, hybrid art form, a multi-disciplinary 'cloud' of micro-practices.[i]
Historically 'new media' arose when the boundaries between clearly seperated
artforms such as film, theatre and photography began to blur, due to rise of
digital technologies.[ii]
Its beginnings are currently being investigated by scholars such as Dieter
Daniels (Leipzig), Charlie Gere (London), Stephen Jones (Sydney), Paul Brown
(Goldcoast) and Oliver Grau (Berlin).[iii]
The emerging field of 'media archeology' as excercised by Zielinski, Huhtamo
and others will contribute to this effort, as well as studies by sociologists
and art historians. Before we can start speculating about its becomings, it is
time to analyse the stagnant new media arts with the tools of institutional
criticism. The birth of new media is closely tied to the democratization of
computers. According to some it is
an art form is born out of the Geist of Fluxus with its
video art and performance. Others stress the influence of seventies electronic music and post-industrial
art and activism of the eighties. The term 'new media art' only arrived as a
set of practices in the late eighties, and is specifically tied to the rise of
desktop publishing and the production of CD-ROMs. Internet involvement started
relatively late, from 1994-95 onwards, after the World Wide Web had been
introduced. New media art is first of all part of the larger 'visual culture'
context. While it has strong ties
to written discourses, computer code, sound, as well as abstract and conceptual art and performance, we
can nonetheless say that the visual arts element forms the dominant thread. The
problem of with these accounts of the 'beginnings' of new media art however is their
overemphasis on individual artists and their works. Such accounts lack institutional
awareness. Whereas technology
developed fast, institutional understanding in this sector has been equally
slow. In this respect, new media art is a misnomer, since it reproduced time
and again the modernist dilemma between aesthetic autonomy and social
engagement. Add the word 'art' and you create a problem. In the case of new
media arts there was--and still is--no market, no galleries, few curators and
critics, and no audience. And most of all: there is no 'suprematist' feeling of
acting as an avant-garde. What is lacking here is historical confidence.
Instead, there is a strong sense of conducting 'minor' practices in the shadow
of established practices such as film, visual arts, television, computer
animation, games and graphic design. New media art, as
defined by, for instance, the Australia Council, Òis a process where new
technologies are used by artists to create works that explore new modes of
artistic expression. These new technologies include computers, information and
communications technology, virtual or immersive environments, or sound
engineering. They are the brushes and pens of a new generation of
artists."[iv]
The emphasis here is on exploration. New media art is searching for new
standards and art forms. Its prime aim is not necessarily to create everlasting
universal artworks. Instead, it paves the way for a next generation to make
full use of the newly discovered language—outside of the new media arts
context. The emphasis on the creation of a language, an infrastructure, could explain
why there is so much hidden, voluntary work done in this scene and why
self-exploitation is so common. Only pioneers understand that one first needs
to create a language in order to write a poem. However, the 'laws of new media'
are not simply there to be uncovered. What some see as an advantage, not having
a complex set of rules and references, others such as myself judge as an
inherently immature situation. We have to be
specific, that's true. Political climates in Western countries wildly vary. Whereas
e-culture funding in the Netherlands has gone up over the past years, the
situation in Berlin, Paris and London, for instance, remains bleak. Academia
remains a safe haven in the USA with little cultural funding available
elsewhere. Yet, the overall tendency of stagnation is clear and needs to be
analysed. This critique is not meant to disdainfully look down on the Òyawning vacancy
of the technological sublime.Ó[v]
New media arts is not a single entity. It is 'searching' and does
not primarily focus on grand narratives or finished works that can be purchased
in a gallery. They are forms in search of a forms. As testbeds they obviously lack content. Many of the works
are neither 'cool' nor ironical, as so many pieces of contemporary art are.
Instead, they often have a playful, na•ve feel. Electronic arts, a somewhat
older term that is sometimes used as a synonym for new media arts, is an
experimental setup rather than an established discipline that highly depends on
the cultural parameters set by engineers. Many of the key players in the field
position their practice in the fragile zone between 'art' and 'technology',
which means asking for trouble. Because what does it mean to have to please
both computer scientists and art curators? Neither the art world nor ICT
professionals are fans of
electronic arts. Wunderkammer artworks are not in big demand. From the geek
perspective they are made by users, not developers. New media artworks 'apply'
new technologies and do not contribute to its further development. For the art
professionals, on the other hand, new media art belongs in educational science
museums and amusement parks rather than contemporary arts exhibitions. If we
read the mainstream critics art should transmit Truth and Emotion. In today's
society of the spectacle there is no place for halfway art, no matter how many
policy documents praise new media arts for its experimental attitude and Will
to Innovate. Myth of the Blank Page There is a widely spread belief that new media art works have
the potential to be works of 'genius'. Supposedly there are not yet 'traces' or
'fingerprints' of the human on recently developed technologies and the artist
therefore has the full range of
all possible forms of expression in front of him or her. Dirty society with its
evil economic 'pop' interests has not yet spoiled the channel. The apparent
absence of a digital aesthetics for PDAs, RFID tags, mobile phones etc. is
exactly seen as its potential. According to this 'myth of the blank page' new
media artists are not limited by existing cultural connotations because there
are no media-specific references yet. It is the heroic task of the new media
artist to define those cultural codes. In this argument the situation of new
media art is too good to be true. The problem of this theory of the unspoiled
perception is the uncritical belief in universal talent. So-called creative,
contemporary artists on the other hand are focussed on the market. They have to
subject themselves to the laws of fame and celebrity and cannot waste their
time in such uncool environments as computer labs. For them, technology is
merely a tool. But the search for the specificities of a new medium requires a
long trial-and-error period in which funky images or experiences are not
guaranteed. Pop and experiment do not go together very well. The geek as role
model had its media moment during the Internet hype of the mid nineties, but
then quickly faded away. And the geek aesthetics remained as bad as it always
has been. This is media reality but the new media arts sector finds it hard to
deal with. The uncool can only be
pop once, after its demise it's just a failure. The Desire to Be Science There is an implicit holistic, New Age element behind the desire
to create a synthesis between arts and technology--and not go for
confrontation. It's tempting to look away from the harsh reality of the arts
markets. With the heroic Leonardo figure in mind, the 'artist-engineer' expects
the world to embrace the desire to unite humanities and hard science. Much to
their surprise, the world is not yet ready for such good ideas. Often the
artist is not much more than a willing test user/ early adaptor. In itself this
wouldn't be such a problem. Who cares? But most new media art works are neither
subversive nor overly conceptual or critical. To make things more complicated:
they aren't 'pop' either. The new media art genre can't work out whether it's
underground or urban subculture. But new media arts never really became part of
the techno, dance or rave party scene either--let alone a subculture;
certainly, it's never had anything to do with rap or other contemporary street
cultures. VJ culture, for instance, is not part of the official new media arts
canon. Like the self-insulated world of the ivory-tower modern academic, new
media art situates itself in a media lab rather than a lounge club. The launch
bed of works is the new media festival where like-minded collegues gather. Instead of being loud and clear about the hybridity-in-flux, the
somewhat odd and isolated situation of new media arts has turned into a taboo
topic. A general discontent has been around for a while, in particularly as a
privileged inner-circle has focused on excessively expensive interactive
'baroque' installations that could be found at in places like ZKM
(Karlsruhe/Germany) and ICC (Tokyo). But that excessive period of the late
nineties is over. We could almost become nostalgic about those roaring
nineties. It was a good party for many and a goldmine for some. In contrast,
this is a time of budget cuts, conceptual stagnation, artistic backlashes (with
the 'return' of minimal painting), and political uncertainty--while
simultaneously new media are penetrating
society in an unprecedented fashion. It is not considered Ôgood formÕ to openly raise 'crisis' issues
in the new media area for the simple fact that the gloomy mood may endanger
future projects, a next job or your upcoming application. 'Negativism' sticks
to people in this scene, which is silently dominated by 'new age' positivism,
driven by the common belief that technology will ultimately save us all. There
are only rare cases of individuals who speak out openly. The rest eventually
shut up and move on to become complicit
intraditional 'contemporary arts' or find a job in the industry. One
source of the lack of negation could be the implicit influence of
techno-libertarianism. Those who protest are quickly condemned as 'enemies of
the future', but this is never done
out in the open. The collective discursive poverty within new media arts explains
the virtual absence of lively debates about art works. There is little
institutional criticism. With mainstream media uninterested, the new media arts
scene is fearful of potentially devastating internal debates. Rival academic
disciplines and policy makers could be on the look out to kill budgets.
Instead, a fuzzy tribal culture of consensus rules, based on goodwill and
mutual trust. To develop a genuinely critical perspective on new media arts,
one really has to either come from elsewhere, or move away from the scene to an
entirely different field such as the commercial art world, pop culture or dance
parties. For all these reasons, the scene remains small and is stagnating,
despite the phenomenal growth of new media worldwide. This is not exactly what
young, creative tinkerers expect. A growing number of young artists who work
with technology avoid the ailing sector and find their own path, either via the
established art sector, 'tactical media' activism or small businesses. At the
same time there are painters, sculptors and fashion designers who use computers
as the primary tool of design, yet explicitly leave out 'new media' in their
public presentations. Instead of taking the heroic stand of the avant-garde, many new
media practioners have chosen to
simply 'drift away' in clouds of images, texts and URLs. There is a
certain cosiness to hanging out in the networks and not being confronted with
the world. The importance of vagueness cannot be underestimated. The blurry,
background aspect of many works need to be acknowledged and taken seriously. In
the present situation of immediate irrelevance, it is genuinely difficult to
create a significant work that will have an impact. Digital aesthetics has
developed a hyper-modern, formalist approach and lacks the critical rigour of
standard contemporary arts pieces. Serious international curators simply cannot
afford to include halfway ready 'fairground' installations that lack critical
content and decent aesthetics. Marketing and attempts at professionalization cannot overcome this basic mistrust. If new media arts has such an emphasis on experimentation,
collaboration with engineers, bio- scientists, innovative interfaces, then why
it is it not simply giving up this tragic alliance with the arts and ruthlessly
seeking to integrate itself in the world of IT business and computer science?
Good question. It is only outsiders who can accuse the electronic arts of
compliance with the 'capitalist system'. The sad reality is that artists aren't
all that different from ordinary computer users, unless they are part of the
celebrity high-end circuit. For the majority of artists access to technology is
limited to consumer electronics. Often there is no money for more state of the
art machines and software. Industries already have their own networks who do the demo
design. This is the true tragedy of new media arts. Those who turn new media
inside out and develop an aesthetic agenda have no place in today's production
processes. Despite these institutional, disciplinary and economic realities, so
many artists persist in their pursuit of a formalist nirvana. Is this
symptomatic of a lack of imagination, or perhaps even an over-subscription to
the exotica of the artist-identity? If digital formalism, neither recognized by the museum, the
market nor by the industry, is such a dead end street, then why aren't artists
walking over to the 'content side' and start producing interesting narratives?
Certainly a lot of the new media artists try this move. But their stories are
not connected to the mainstream distribution networks such as film, television
and the publishing industry. This is why numerous CD-ROMs and DVDs do not even
reach their own core audiences. It is not seen as a priority to build up
distribution networks through, for instance, museum bookshops. Another reason
for the reluctance to 'comply' is the wish to alter interfaces, software and
even operating systems. Rightly so (or not?), new media arts feels
uncomfortable using mainstream products such as Windows XP. Critique in this
context is focused on underlying structures, not the superficial level of
mediated representation. It is the architecture of the Internet and open
standards of the Web that shape your surf experience, not this or that 'cool'
homepage. New media arts operates well beyond the logic of the demo
design. Marketing something that has not been conceived as a product in the
first place has proven next to impossible. Putting content online is a last
resort, but funnily enough itÕs not very popular amongst new media artists. The
Internet is looked down upon as a primitive device, left to an in-crowd of 'net
artists' that prefer to do formalistic experiments, combined with an subversive
political action every now and then, such as those instigated by groups such as
www.rtmark.com.
New media arts is (rightly so) not interested in traditional politics, but has
yet to reach its own phase of political correctness. Even though the presence
of female curators and administors is substantial, this does not result into a
more open field. Links to contemporary social movements are weak, and the
awareness of post-colonial issues is absent. The 'white' scene is by and large
an exchange between North-West-Central Europe, USA, Canada, Australia and
Japan. Another reason for the alleged 'emptyness' of new media arts
could be traced in the absence of regular critics and curators. Often there are
technicians or IT managers around instead. There is no rich reference system or
common language (even though, in theory, this could be constructed by now).
Instead there is a romantic notion that artists are busy 'inventing' the
language of new media. ItÕs rare to see playful games of referencing to each
others work. If classified, works appear under very general categories or are
simply grouped under the rubric of the media they were produced in, or the
genre it belongs to. Life for artists in general is an uphill struggle and this
particularly counts for those that deliberately position themselves in between
disciplines. Instead of curiosity and support, what the pristine new media arts
scene finds is a stiff competition between scientific disciplines, media and
art forms. These are often fights over decreasing resources within a general
climate of jealousy and ignorance. There is no convergence or harmony with the
performing arts. Despite all the ideology, multi- and interdisciplinarity are
at an all-time low. People simply can't afford to jump over to a competing form
of expression. Theatre has to look down on television. Video people are snobs
when it comes to new media. There is nothing as trashy and second-rate as the
Internet. Much of what I write here is of a speculative nature and is
formulated to open up a discussion, not to dump on specific persons or the
pursuit of new media arts experiments. Allegations such as mafia networks,
corruption and insider favours can be investigated but not published because
they will be met with defamation claims. People in power, even in this
relatively progressive scene, have their lawyers close at hand to silence
dissent. It is an old boys club where only a handful of though ladies can
survive, presuming they are playing the game. As I have indicated, a lack of a
rich and diverse discourse is one of the many problems. Sectarianism is
another. The new media scene, even on a global scale, is simply too small. But
what is more surprising: it is not even growing. For instance, theatre itself
becomes digital (stage design, light, music etc.). It doesn't need the new
media arts to do that. The same with film. The only observation one can make is
that every civilized country needs to have its own festival or centre. But that
doesn't say much. What stagnates is the 'penetration' into society. New media images are not sacred, nor do they have an aura.
Instead, we could describe these images as technical in the spirit of Vilem
Flusser's definition of 'technical images'. According to Flusser: [I]t is difficult to decipher technical
images, because they are apparently in no need of being deciphered. Their
meaning seems to impress itself automatically on their surfaces, as in
fingerprints where the meaning (the finger) is the cause and the image (the
print) is the effect. (..) It seems that what one is seeing while looking at
technical images are not symbols in need of deciphering, but symptoms of the
world they mean, and that we can see this meaning through them however
indirectly. This apparent non-symbolic, 'objective' character of technical
images has the observer looking at them as if they were not really images, but
a kind of window on the world. He trusts them as he trusts his own eyes. If he
criticizes them at all, he does so not as a critique of image, but as a
critique of vision; his critique is not concerned with their production, but
with the world 'as seen through' them. Such a lack of critical attitude towards
technical images is dangerous in a situation where these images are about to
displace texts. The uncritical attitude is dangerous because the 'objectivity'
of the technical image is a delusion. They are in truth, images, and as such
they are symbolical.Ó I am quoting Flusser at length because
he provides us with a clue about the 'faith' of new media arts: the technical
nature of its images is profoundly uncool. New media arts have a problematic
relation with the strategy of appropriation. Obviously its image production is
not claimed to be unique. Instead they are probes into new laws of perception.
The dominant appropriation point of view in art history can only deal with
content, not with the medium itself. Data from other media are used as
resources, as data trash, fuel that can fire up the exploration. There is no
desire to further deconstruct the already weak modernist project. If there is
anything that needs to be appropriated it is geek knowledge, not other art
works. The new media arts scene is no longer in need of further
globalization. It's international enough, despite the relative lack of work
from non-Western countries. What new media arts cries for is a quantum leap.
The ghetto walls need to be taken down. As a revolt from inside is not likely
to happen, we can rather expect a general implosion. A first step would be to
raise civil courage and get out of closet. Right now people talk with two
tongues. Questions are raised in small circles and private conversations but in
the end funding bodies and other officials have to praised. There is a regime
of fear that needs to broken down. Electronic arts is in need of its own whistleblowers.
People in positions of power are not questioned and there is not even a basic
awareness as to how a controversy could be ignited. We're in a situation much
like that of the former socialist countries, with their two cultures and two
languages—except that in this case dissidents are even too fearful (or
cowardly?) to publicly declare that the existing dominant culture is one of
corruption, misguidedness and irrelevance. The only legitimate option remains
to walk away and change context, or not to enter the scene in the first
place—which is what most young artists seem to do. Electronic Arts and
the Dotcoms Let's focus for a
while on the more specific topic of the absent relation between new media arts
and the dotcoms. Superficially, the Ôtech wreckÕ of 2000/2001 and its following
associated scandals did not affect new media arts. It always struck me how slow critical new media practices
have been in their response to the rise and the fall of dotcommania. It seemed
as if they were parallel universes with the arts dragging behind events. There was
not even a 'spiritual anticipation' of the excess. The world of IT firms and
their volatile valuations on the worldÕs stock market seemed light years away
from the new media arts galaxy. The speculative hey-day of new media culture
was the early-mid 90s, before the rise of the World Wide Web. Theorists and
artists jumped eagerly at not-yet-existing and inaccessible technologies such
as virtual reality. 'Cyberspace' generated a rich collection of mythologies.
Issues of embodiment and identity were fiercely debated. Only five years later,
with Internet stocks going through the roof, not much was left of the initial
excitement in intellectual and artistic circles. The artist-as-virtual-expert
had lost its shortlived hype status of the early-mid nineties when artists could
showcase their multimedia capabilities. Once concepts could be turned into
money, there was no room for people with ideas anymore. At the turn of the
millenium artists and theorists had lost
influence on the public perception of what new media was all about. What could
have turned into a pop culture, degenerated into a shrinking micro cosmos. Dotcom culture has
been 'anti-art' in a rather openly fashion. It was said that profit should be
re-invested in the IT-sector and transferred into stocks and ought not to be
invested into art works, as the 'old money' was doing. Technology itself was
art, and there was no need for artists to substantiate this assumed truth. Real
artists were geeks. Applied art such as design was cool but its role should not
be overestimated as it was the abstract and image free 'code' that eventually
ruled, not the world of images. Nineties cyberculture was fighting with this
same paradox. Eventually
experimental technoculture missed out on the 'funny money'. As a result no
commercial arts in this sector has been developed, nor have serious attempts
been made to resolve the distribution and revenue/cash crisis. Most new media
arts is therefore produced with government support that tightly controls and
guides production. It's stunning to see how, in detail, pseudo-independent
bodies are overseeing the new media arts field, exercising their power over
tiny individual applications. This, in turn, explains the relative importance
of Northern European countries, Austria, Canada and Australia. Most work done
in the U.S.A. originates from universities and/or is funded by a hand full of
foundations. Over the past few years there has been a growing stagnation of new
media culture, both in terms of it concepts and state funding. With hundreds of
millions of new users flocking onto the Net and over a billion now using mobile
phones, new media arts proved unable to keep up with the fast pace of change
and had to withdraw into its own world of poorly attended festivals and
workshops. Whereas new media arts
institutions, begging for goodwill, still portray their artists as working at
the forefront of technological developments, collaborating with state of the
art scientists, the reality is a different one. Multi-disciplinary goodwill is
at an all-time low. At best, the artistÕs new media products are Ôdemo
designsÕ, as described by Peter Lunenfeld in his book Snap to Grid. Often the work does not even reach that level. New media art,
as defined by institutions such as Ars Electronica, ISEA, Transmediale and the
countless educational programs, rarely reaches audiences outside of its own
subculture. What in positive terms could be described as the heroic fight for
the establishment of a self-referential Ônew media arts systemÕ through a
frantic differentiation of works, concepts and traditions, may as well be
classified as a dead-end street. The acceptance of new media by leading museums
and collectors will simply not happen. Why wait a few decades anyway? The
majority of the new media art works on display at ZKM in Karlsruhe, the Linz
Ars Electronica Center, ICC in Tokyo or the Australian Centre for the Moving
Image in Melbourne are hopeless in their innocence, being neither critical nor
radically utopian in approach. It is for this reason that the new media arts
sector, despite its steady growth, is getting becoming increasingly isolated,
incapable of addressing the issues of today's globalized world. It is therefore
understandable that the contemporary (visual) arts world is continuing the
decades old silent boycott of interactive new media works in galleries, art
fairs, biennales and shows such as Documenta. The relative isolation of new
media arts could, in part, also explain the rise of the 'creative industries'
discourse, which presents itself explicitly as a way out of the miserable
policies that surround the state-funded arts and education businesses. The
irony however is that 'creative industries' themselves do not exist outside of
the realm of state policies. Let's go beyond the
ÔtacticalÕ intentions of the players involved. The artist-engineer, tinkering
away on alternative human-machine interfaces, social software, alternative
browsers or digital aesthetics has effectively been operating in a self-imposed
vacuum. Over the last few decades both science and business have successfully
ignored the creative community. Even worse, artists have actively been
sidelined in the name of ÔusabilityÕ. The backlash movement against web design,
led by usability guru Jakob Nielsen, is a good example of this trend. Other
contributing factors may have been fear of corporate dominance. Creative
Commons lawyer Lawrence Lessig[vi]
argues that innovation of the Internet itself is in danger. In the meanwhile
meantime the younger generation is turning its back on the specific new media arts related issues and
either become anti-corporate activists,
do some webdesign for a living, teach here and there, or turn to other
professions altogether. Since the crash the Internet has rapidly lost its
imaginative attraction. File swapping and cell phones can only temporarily fill
the vacuum. It would be foolish to ignore these trends. New media have lost
their magic spell; the once so glamorous gadgets are becoming part of everyday
life, similar to radio and the vacuum cleaner. This long-term tendency, now in
a phase of acceleration, seriously undermines the future claim of new media
altogether. New Media as War of
the Generations 'WhatÕs so new about
new media anyway?', the babyboomers ask. Computers are not generating narrative
content and what the world needs now is meaning, not empty, ironic net.art.
Technology was hype after all, promoted by the criminals of Enron and WorldCom.
It's enough for students to do a bit of email and web surfing, safeguarded
within a filtered and controlled intranetÉ . If there is to be a counter to
this cynical reasoning, that then we urgently need to analyze the ideology of
the greedy 90s and its techno-libertarianism. If we donÕt disassociate new
media quickly from that decade, and if we continue with the same rhetoric, the
isolation of the new media sector will sooner or later result in its death.
Let's transform the new media buzz into something more interesting altogether
– before others do it for us. The Will to Subordinate to Science is
nothing more than an helpless adolescent gesture. One way out of this
subordinate position may be to point at the social aspect of the production of
science, as Bruno Latour and others do. According to their theory the work of
science consists of the enrollment and juxtaposition of heterogeneous elements
- rats, test tubes, colleagues, journal articles, funders, grants, papers at
scientific conferences, and so on - which need continual management. They
conclude that scientists' work is "the simultaneous reconstruction of
social contexts of which they form a part--labs simultaneously rebuild and link
the social and natural contexts upon which they act."[vii] US-performance artist
Coco Fusco has written a critique of biotech art on the Nettime mailinglist
(January 26, 2003). ÒBiotech artists have claimed that they are redefining art
practice and therefore the old rules don't apply to them.Ó For Fusco, Òbio
art's heroic stance and imperviousness to criticism sounds a bit hollow and
self-serving after a while, especially when the demand for inclusion in mainstream
art institutions, art departments in universities, art curricula, art world
money and art press is so strong.Ó From this marginal position, its bio-arts
post-human dreams of transcending the body could better be read as desires to
transcend its own marginality, being neither recognized as 'visual arts' nor as
'science'. Coco Fusco: ÒI find the attempts by many biotech art endorsers to
celebrate their endeavor as if it were just about a scientific or aesthetic
pursuit to be disingenuous. Its very rhetoric of transcendence of the human is
itself a violent act of erasure, a master discourse that entails the creation
of 'slaves' as others that must be dominated.Ó' OK, but what if all this
remains but a dream, prototypes of human-machine interfaces that, like
demo-design, are going nowhere. The isolated social position of the new media
arts in this type of criticism is not taken into consideration. Biotech art has
to be almighty in order for the Fusco rhetoric to function. Becomings Western 'new media
arts' lacks a sense of superiority, sovereignty, determination and direction.
One can witness a tendency towards 'digital inferiority' at virtually every
cyber-event. The politically na•ve pose of the techno-art tinkerers has not
paid off. Neither the science nor the art world is paying any attention to
its goodwill projects. Artists,
critics and curators have made themselves subservient to technology and 'life
science' in particular, unsuccesfully begging for the attention of the 'real'
bio scientists. This ideological stand has grown out of an ignorance that
cannot be explained easily. WeÕre talking here about a subtle mentality. The
cult practice between dominant science and its slaves in the new media artists
is taking place in backrooms of universities and art institutions, warmly
supported by genuinely interested corporate bourgeois elements, board members,
professors, science writers and journalists that set the technocultural agenda.
Here we are not talking about some form of 'techno celebration'. The corporate
world is not interested in the new media artworks because in the end they are
too abstract and seriously lack sex appeal. Do not make this mistake. New media
art is not merely a servant to corporate interests. There has not been a
sellout for the simple reason that there has not been basic interest to start
with. If only it was that simple. The accusation of new media arts
'celebrating' technology is a banality, only stated by ill-informed outsiders;
and the interest in life sciences can easily be sold as a (hidden) longing to
take part in science's supra-human Ôtriumph of logos,Õ but I won't do that
here. Scientists, for their part, are disdainfully looking down at the
vaudeville interfaces and well-intentioned weirdness of amateur tech art. Not
that they will say anything. But the weak smiles on their faces bespeaks a
cultural gap of light years. An exquisite non-communication is at hand here.
Ever growing markets for Internet, mobile devices and digital electronic
consumer goods make it hard to sense the true despair. Instead of, again,
calling for a more positive attitude towards the future, it could be a more
seductive strategy of 'becoming' to disconnect the computer from labels such as
'new' and 'digital' and start building up networks with an even more brutal
intensity. [i] Earlier fragment of this essay: http://www.media-culture.org.au/0308/10-fragments.html. Thanks to Ned Rossiter, Trebor Scholz and
Scott McQuire for critical comments. [ii]For an extensive debate on the merits of the new media term, see Lev Manovich, The Language of New Media, MIT Press, Cambridge (Mass.), 2001, pp. 27-61. [iii]See www.mediaarthistory.org.
Books of individual authors include, amongst others, Dieter Daniels, Kunst als
Sendung. Von der Telegrafie zum Internet , Beck Verlag MŸnchen, 2002; Charles
Gere, Digital Culture, Reaktion Books, London, 2002; Oliver Grau, From Illusion
to Emersion, MIT Press, Cambridge (Mass.), 2003; Siegfried Zielinski,
Audiovisions Cinema and Television as Entr'actes in History, Amsterdam
University Press, Amsterdam, 1999. [v]Charlie Finch (Artnet) about Chris Kraus' book on the Los Angeles art scene, Video Green, Semiotexte, Cambridge (Mass.), 2004. [vii]Quoted from the website What is Actor-Network Theory, written by Nancy Van House. URL: http://carbon.cudenver.edu/~mryder/itc_data/ant_dff.html |