Saturday, April 23, 2011

Final Writing Assignment: Eduardo Kac and Laurent Mignonneau/Christa Sommerer

Since the beginning of time, all artists have been working to incorporate life into their works, be it progressively more photorealistic representations of objects, people, and places or the emotionally resonant explorations of the many nuanced aspects of the human condition. But with the advent of new technologies in the late 20th and current 21st century, some artists have taken the exploration and depiction of life to new and much more literal heights. Two such artists are the the collaborative team of Laurent Mignonneau and Christa Sommerer and the bio-artist Eduardo Kac.  
Laurent Mignonneau and Christa Sommerer create artificial, digital life forms in their artwork. Both have experience and formal training in biology and art, and their backgrounds in both these fields come across equally strong in the pair’s work. Many of their pieces deal with themes of natural selection and evolution and the creation of life, and as  any of their pieces are interactive, it is frequently the viewer who is acting as the hand of nature (or God, depending on how you look at things) that manipulates and interacts with these artificial life forms.
       A piece that incorporates all of these elements in an engaging and striking way is Life Spacies, a digital, interactive piece that simulates evolution as it would occur in nature. There are two ways that viewers can interact with Life Spacies; the first is through the internet, where people can pull up the piece’s website and send e-mails to the work itself. Once the e-mail has been received, the text is converted by the artwork’s coding into a unique “genetic code”, which in turn is used to create a digital creature. The complexity of the e-mail (presumably meaning it’s length or variety of characters) also determines the complexity of the creature. 

The second way viewers can interact with Life Spacies is by being present at the gallery where the piece is being exhibited. Through the use of video capture and motion detection technology, viewers can interact with and influence the environments and creatures in the piece’s digital world as if they were actually touching them. For example, there is a great deal of virtual foliage in the piece, which the created creatures hid in. By waving their arms over these areas, viewers can flush the creatures out into the open, where they can be interacted with in a similar manner, this time making the creatures divide into perfect copies of themselves or made to mate with one another, combining their genetic codes to create yet another totally unique creature. This is how Life Spacies becomes an evolution simulator, and how it puts the viewer in a God-like position. Because the piece has no creatures pre-programmed into it, much of what this work of art looks like is determined entirely by the viewer. In fact, without audience participation both with the physical piece and trough e-mail, the piece would hardly be art at all, and it certainly wouldn’t convey what Mignonneau and Sommerer had intended. 
Interestingly, if something like Life Spacies were released on the iPhone or a gaming system, the piece would likely be regarded more as a simple video game more than a work of art. Recent games like Spore have had a similar evolution-simulator premise, so without the museum context, most people might not make the connection to art at all. Sommerer and Mignonneau  even created another piece, entitled Life Spacies 2, which featured additional interactions between the viewers, the creatures, and the digital world in which the latter resided. Doesn’t that sound a lot like a sequel to a video game? Sommerer and Mignonneau may have intended to ask the question “What is life?” with this piece, but the question that ultimately comes to mind is “What is art?”
While the digital creations of Mignonneau and Sommerer are certainly lifelike, nobody would argue that their work is actually alive. This is not the case with artist. Called the father of bioart, Kac makes art that incorporates (or sometimes are) living, genetically modified organisms. Between writing converting biblical scripture into morse code and transcribing it into a microbe’s DNA and contributing his own genetic material to create a new hybridized flower that is part Petunia and part Eduardo Kac. Despite employing many cutting edge technologies, Kac fervently believes that what he is doing is not science; Science, as he describes it, is about testing and hopefully proving a hypothesis in a way that others can perfectly replicate. Art is about making statements, and in the art work, replication of someone else’s work is called plagiarism.
Kac’s most famous work is undoubtedly his “GFP Bunny”, a rabbit that had a green fluorescent protein, normally found only in a particular species of jellyfish,  inserted into it while it was an embryo. Under a special blue light, this rabbit, named Alba by Kac and his family, will glow a vibrant green color. Though a profound statement on the nature of art in the 21st century, “GFP Bunny” has stirred up a great deal of controversy.  Many critics have claimed that Kac’s creation is unethical; the reasons for which run the gamut. Some are offended by Kac’s use of genetic technology simply for the purposes of art, believing that such powerful forces should be used only for scientific and medical purposes. Even the laboratory that created Alba ultimately refused to allow Kac to take the rabbit away from the lab permanently, referring to the creature as a “research object” that Kac had “nothing to do with”. Other opponents of the “GFP Bunny” say that the creation of a glowing rabbit is a violation of animal rights, as Alba had no choice in the unusual and artificial circumstances that lead to her creation. Still more opponents have a religious opposition to the GFP Bunny, as one such critic stated “In addition to appropriating without permission a gene that was clearly the intellectual property of the Supreme Being, the act of exploiting an innocent creature for such a nefarious end is horrific.” 

In light of the criticism GFP Bunny has received, Kac’s own views on his glowing, furry work of art are very moderate and will undoubtedly put at ease some of the people who were afraid that Kac might be the Victor Frankenstein of the art world. For one thing, Kac makes it clear in an interview that works of art that are also living creatures are not to be regarded at all in the same way as inanimate art objects would. By creating a genetically modified animal, the creator suddenly has an enormous duty to see to this creatures needs and safety. As Kac himself puts it, “When you bring a life form into the world, you cannot treat that life form as you would a car or a vase or a bottle. That being is alive, and it immediately demands our responsibility”. Kac’s views are reflected in his original intentions to take Alba home with him after exhibiting her and raise her with his wife and child as a pet. The lab that produced the GFP Bunny ultimately refused to let Kac remove her from their custody, so he now flies a flag outside his home featuring the silhouette of green rabbit, showing his commitment and continuing sense of responsibility to the creature he helped bring into the world. 
Despite his obviously strong feelings regarding the GFP Bunny, there is some debate over whether or not Kac and really call this work “art”. After all, the actual job of inserting the florescent protein into the embryo that would become Alba was done by scientists, not the artist himself. And prior to Alba’s creation, scientists had created genetically modified animals (some of them rabbits) for the purpose of research, so Kac cannot claim that this a brand new frontier he’s entered into which he can define however he likes. The GFP Bunny is certainly a testament to scientific progress, but can  such a creation really be called art? Surprisingly, Kac says no, he does not consider Alba alone as a work of art. In fact, he does not consider his glowing rabbit alone to be “GFP Bunny”. Rather, it is the rabbit, the dialogue that it creates amongst both professionals in the fields of art, science, and philosophy and the general public, and the changing relationship between mankind and all other living beings on this Earth, which Alba is representative of, that make the completed work. In this way, GFP Bunny becomes a social experiment and social commentary, a mirror with which Kac and reflect the current state of the world we live in. Alba is the canvas, the world’s notions and opinions about genetic modification the pigment, and Kac is the painter who brings the two together. 
Like Sommerer and Mignonneau, Kac’s work leaves us questioning our own definitions of art, but both do so in nearly opposite ways. Kac presents us with a single work, like his GFP Bunny, and leaves us wondering if what he is showing us is a work of art, despite being quite different from what we traditional consider art to be. Sommerer and Mignonneau on the other hand presnet us with a single work, like their Life Spacies, and leave us wondering whether numerous other things, like video games, are works of art, despite being quite different from what we traditionally consider art to be. Both artists also deal with themes of life, and interaction, using their artwork to allow people to communicate with each other in new ways. And though Sommerer and Mignonneau take unnatural elements and make them lifelike while Kac takes life and makes it unnatural, both have similar messages and ask similar questions, like what it means to be alive and how much interference from man are we willing to accept in living things other than ourselves.


Digital Currents: Art in the Electronic Age

Sunday, April 17, 2011

Final Project Part Two! and reflections.



These are the frames I made for The Johnny Cash Project! Technical difficulties caused me to lose two completed frames before I could take snapshots, so really I put in the work for four! Despite the setbacks, I really enjoyed contributing to this project. This is something I can see myself coming back to frequently in the future, both to make new slides and to see how the overall video has evolved. Amongst the four options we had, I think this one was the closest thing we had to a perfect crowdsourcing project; Each individual piece was vital to the project as a whole, but when watched together, no single contribution was ever getting all the attention. It was the overall effect that the frames created that made the video so interesting.

Regarding my thoughts on our Final Project as a whole, as much as I enjoyed being a part of The Johnny Cash Project and the Man With the Movie Camera, I have to say that I'm a little disappointed. This whole class seems to have gone backwards in regards to the assignments we've been doing; most art classes start with projects that have tight creative constraints and gradually loosen those constraints with every new project assigned. In this class, our first project gave us enormous freedom, but every project after that has become less "make something of your own" and more "reproduce something someone else made". Sure, we were always given plenty of options on exactly who's work we were recreating, and we were always encouraged to put our own spin on it, but it still bothers me that the closest we ever came to being able to create something truly original was back when we were still bleary eyed, confused and (for many of us) totally unfamiliar with the kinds of digital media we would be exploring in this class. Personally, I think a smaller version of this final project would have been a perfect first assignment; the only technical know-how you really need for it is the ability to shoot video and maybe some editing. Even the drawing programs are simple to use and built right into the site they correspond to. Our first assignment, on the other hand, could have been expanded into a very interesting and elaborate final project, one where we could call on the vast array of imagery and ideas that we had learned about in class and produce something reminiscent of other works but was, at it's core, truly our own. I've had a good time working on all of the assignments we've had in this class and I don't ming finishing everything off with a project that's so simple, but I was really kind of excited to put all that I had seen and learned to use in one big final creation that I could really be proud of. Instead I made six tiny little creations, each of which is now filed away in some database amongst hundreds if not thousands of other tiny little creations.

Final Project Part One!

dziga.perrybard.net/contributions/show/2868
dziga.perrybard.net/contributions/show/2892
dziga.perrybard.net/contributions/show/2869
dziga.perrybard.net/contributions/show/2893

Here are my contributions to Man With The Movie Camera!

Remember that feeling you had when you got your first camera (probably when you were very young)? That urge to run out and film or photograph everything in sight, no matter how mundane it was? Now take that feeling and magnify it about ten times, and I think you'll get an idea of what Vertov was feeling when he created the original Man With the Movie Camera. His footage conveys that sense of wonder and excitement so well; there are a lot of very significant moments captured in the film, but the vast majority of them are scenes from insignificant everyday life. With video cameras so easy to come by today and sights like Youtube taking up so much of our time, I think it's easy to forget why Man With the Movie Camera was so significant in the first place. I'm glad to have been able to participate in The Global Remake, but I think that the childlike sense of wonder that Vertov's original film has in such abundance can never be properly conveyed in a modern recreation.

All that being said, the clips I chose to reshoot were ones that seemed to provide an adequate sampling of the large variety of images found in the original film. There's two that feature everyday, unremarkable occurrences (trees blowing gently in the wind and people entering a building), one of a very significant and touching moment in a person's life (the birth of a child) and one that was both iconic of the project and seemed to reflect the quirky and experimental attitude that is present in many of the shots (the seemingly tiny man filming on top of the camera)

Crowdsourcing Proposal

My idea for a crowdsourcing project is a collaborative effort to create the 11th season of Mystery Science Theater 3000, the classic cult series from the 90's. The basic idea is that contributors will watch one of the bad movies available for viewing on the sight and submit riffs for certain scenes along with the exact time that that riff would start in the video. For more details, take a look at the website design up above.

Also, for those of you who have never heard of Mystery Science Theater 3000, he's a segment to give you an idea.   www.youtube.com/watch?v=HBiQkHQbPCs

Lecture #2

Maria Elena Buszek
While she herself is not an artist herself (or at least her lecture was not about her own art), Maria Elena Buszek’s lecture on feminist art in pop culture was no less insightful than the talks given by other visitors to the UNR art department. Buszek begins by saying that contemporary art is frequently overlooked by most art scholars, who she describes as a “library dwelling species”. According to her, many such scholars dismiss contemporary art as being diversions and interested only in pandering to its audience. For this reason, many art scholars are unaware of modern trends outside of art and frequently miss or misinterpret references to them in more traditional works of art, making scholars poor critics of this type of art. Contemporary art is the medium which many feminist artists have latched onto, particularly in regards to music, so it has long been difficult for scholars to give these artists the consideration that they would receive using any other medium.
The majority of artists the Buszek covered in depth were musical artists, though all of them featured digital media in their performances and videos. The first group that was covered was Le Tigre, a band that uses the web along with their music to increase and spread feminist awareness. Many of their music videos as feature digital animation that reinforce the band’s feminist message on another level. 
Another band was Tracy + the Plastics, a lesbian feminist group that is technically comprised of only a single person, Wynne Greenwood, but who portrays all three band members. When recording, Greenwood is able to simply record all three characters’ music individually and edit them together digitally, but live performances require a bit more creativity for a band with such a unique composition. Greenwood overcomes this challenge by recording video featuring two of the characters talking an playing their instruments and then projecting it at live shows, where she, in person, interacts with the recordings as the third character. 
The third musician that Buszek covered in her lecture was Peaches, an artist who challenges traditional gender roles in music. Peaches took cues from bands like KISS and created for herself an “shock rocker” image, featuring graphic violence and sexual imagery in her lyrics and videos, something that traditionally is only done by straight males. Her music video for the song “Billionaire”, which Buszek ended her talk with, features live actors interacting with digitally inserted environments in a retelling of the Wizard of Oz as a brutal but hilarious revenge fantasy. 

Thursday, April 14, 2011

Leo Villareal: Animating Light

Leo Villareal was first inspired to work with light as a medium when he got lost in the Black Rock desert at night while attending a Burning Man festival. The plain, featureless landscape of the desert had no landmarks and reminded him of early computer graphics. During his next visit to the festival, he brought with him a large wooden structure that had strobelights attached to it, which were set to turn on and off at certain intervals. At night, the structure could be seen through the desert for miles, and served as both a beacon and a strange means of non-verbal communication.
Being in the gallery is like walking on to the set of a 60’s sci fi film; Everywhere you looks there are soft colored lights arranged in bizarre shapes and flashing in curious patterns. Some pieces have a calm and slow pace to their lights, while others are fast and sporadic. Ironically, it is the pieces with fast motion that catch your eye the easiest, but the slow moving ones hold your attention for far longer. 
The sheer variety of images that Villareal has created using light is quite astounding. In some pieces, the individual bulbs can clearly be made out behind the film  through which the light is filtered, others are seamless walls of light and color, where it’s difficult to determine how the pice is being lit at all.
Though light is the what the viewer sees and how the pieces are expressed, Villareal claims that light is not the essence of the pieces in the gallery. Rather, it is the programmed code that directs the lights that is the real art. The code is meant to create light patterns that resemble the basic particles of matter and life: atoms and cells and what have you. While all of the pieces in the show can be said to reflect this on some abstract level, two pieces in particular carried this theme across in very effective ways. The first was called Primordial, and as the name suggests, is highly reminiscent of microscopic organisms interacting with one another under a petrie dish. Unlike other pieces in the show, the lights in Primordial were very close together, so much so that they looks almost like pixels on a single screen. With the lights in such tight proximity, patterns were much more visible than in other pieces, and consequently made Primordial one of the most grabbing pieces in the entire show.
If one piece could sum up the entire “Animating Light” show, it would have to be Big Bang. Like Primordial, the lights in this piece are small, numerous and relatively close together, but the real appeal of this particular piece is the range of color it produces and the sense of movement it creates. The bulbs are arranged in circular patterns, and the lights are programed to create a spiral motion, constantly changing form and color. The center of the circular mass is always a different color than the outer lights, creating images that are reminiscent of cells, atoms, and galaxies, making the name “Big Bang” quite appropriate.

Tuesday, April 5, 2011

Chapter 5 Questions

1. There has been some debate over whether or not photography should be considered a fine art. With the rise of digital editing software, photographers now have the ability to touch up and modify photographs considerably while still being able to call their work "photography". Does this added creative control over photographs push the medium over the edge and firmly into the territory of "fine art"?

2. Much of this chapter refers to art, particularly but not exclusively digital art, as imperfect copies of reality. Many non-artists use this mindset to judge the quality of art. However, this view seems very narrow minded, as not all artists create with the intent of copying the real world. At what point is art looked at as original and not as an attempt at replicating something else?

Saturday, April 2, 2011

Artist Lecture #1

Artist Lecture- Pete Froslie 
        Pete Froslie is a man with a very unique approach to modern art. For one thing, many of his pieces blur the line between artwork and toy. An piece shown early in the lecture was a hollowed-out book with mechanized insides, which in its normal state would prop the book open slightly, but when a sensor detected a person moving close by, the book would snap shut. Appropriately enough, the title of the book was “Experiences of Anxiety”. Other pieces in this vein used actual toys in their construction; Froslie had created two different installations featuring automated Etch-a-Sketches, one with a (relatively) simple mass of the devices all having their knobs turned by a machine, and another that featured an Etch-a-Sketch hooked up to an Atari 2600, which would trace the direction that the player moved the character in a game of PacMan. Another striking piece was constructed out of cow toys, which were suspended by cables and would move when given energy from a rotting cow heart contained in a jar beneath them. This piece illustrates one of several themes or ideas that Froslie is interested in, this one being the concept of something having a cute and inviting exterior but a disgusting and grotesque interior. This concept is brought out in a different way with another piece, Soldier City. The piece deals with themes and imagery of oil, sand, blood, and war, featuring such scenes as a host of cute bunnies watching soldiers drown in lakes of blood, all watched over by an enshrined Elmo doll. The entire piece takes inspiration from video games and tabletop war games.
One of Froslie’s artistic obsessions (and something he spent half of his lecture talking about) was John Wilkes Booth, the man who assassinated Abraham Lincoln. This historical figure is featured in a great number of Froslie’s works, which run the gamut of mediums and media, from sculpture (both traditional and kinetic) to collage to comics to video games to pressed pennies, quite an impressive collection. All of these pieces are part of the same narrative, called the Battle Prosthetic, a fictional story about Booth and a journey he takes into the center of the Earth and back out again. The entire narrative is completely ridiculous, but as a work of art it’s strangely compelling. Froslie stated that by giving him a new story and new body (the physical art through which he has been represented), Booth can be “resurrected” in a sense. Exactly how serious Froslie was being about this is unclear. 
After listening to his lecture, one could easily come to the conclusion that Pete Froslie is totally nuts, but this view hardly does him or his work justice. Personally I think of Froslie as possessing a form of hyper-sanity or hyper-self awareness; he knows exactly what interests him and incorporates those interests into his work on many different levels. An artist’s creations alway provide some insight into his or her psyche, but the art of Pete Froslie seems to give a much deeper look into who he is than one normally finds.