Selected Abstracts

New Visions and New Technologies in the Art of the Next Millennium.

Abstract:

New technologies offer new visions, but do they make a difference or do they just make things different? Awareness of this distinction is essential in preparing for the next millennium. At the beginning of this millennium, artists incorporated new media inventions into their perceptual awareness of art. The invention of pictorial perspective revolutionized the way we see the cosmos and our human relationship to it. The invention of photography in the 18th century offered an even different cosmology. Painters dared to break with Renaissance reality. In the hands of an artist, the photograph, became another way of creating images for inner/outer reflection. MuybridgeÕs experiments in motion and the invention of film opened up even greater possibilities. The artist no longer had to rely on the implied motion of the still canvas/sculpture. Literal motion could be speeded up or slowed down revealing nuances never before seen. As media technologies advanced, artists continued to use them as tools of expression. Animated images, projections, live action film and video appeared in the gallery setting. Today the technological skills that once separated different media are now merging into a common digital format, the computer. Artists are exploring the new perspectives offered by the digital computer. Yet no tool is neutral. It carries imbedded within it unique symbol systems that profoundly affect our perceptions of reality. (Postman, 1992)

At the beginning of the millennium new technology might take centuries to pervade society as a whole. When our century started, it was taking decades. Now technology is in constant flux and its impact is even more immediate. To prepare art students, artists, and the gallery audience, for the technologies used in the art of the next millennium, new courses of study need to be developed. Research indicates a need for a knowledge base which transfers regardless of technological changes. This knowledge base should not just include technological skills but how technology impacts society and the world of ideas. Specific content involves discourse in symbol systems, cognitive psychology, media theories, and theories of visual design (Barnhurst, 1991) The following are examples of how this course of study can be implemented.

Making the Invisible Known

The biological tools of a living organism whether the beak of a heron, or the long neck of a giraffe, adapt that animal to its very specific kind of environment. A drastically different environment would lead it to extinction. On the other hand the tools invented by the human animal create new environments, new visions, new cosmologies which are attached psychologically rather than biologically (Hall, 1976). Language is one of our most powerful tools of thought and communication. A totally different and equally valid cosmology can be determined upon whether our language emphasizes nouns and objects, as in Western European languages, or emphasizes verbs and internal processes, as in Native American language. (Whorf, 1968). Western European thought concentrates on a universe. Native Americans see a multiverse (Highwater, 1982). Marshall McLuhan's statement, "the medium is the message," revealed that within the organizational structure of any medium is a hidden message that assumes a particular reality. Media technology shapes our basic assumptions of human association as well as extends our perception of the world. (McLuhan, 1964). What is the hidden message within the organizational structure of a particular technology? This is the most important question to ask when dealing with any human invention. If we are unaware of how a medium or technology constructs reality, we are in danger of mistaking the technology for the perception it is extending and no longer see it as a lens or device which allows a unique view point (Hall, 1976). Ted Nelson who coined the phrase, "hypertext," conceived this technology for the sociological purpose of human freedom, the freedom to overview and understand. He also felt that in order to achieve this human purpose of freedom, the interconnective structure of the information system should be revealed. Yet many hypertext programs being designed today do not adhere to this philosophy. Just as the Hollywood film engages the consumer in an illusion of reality that makes the camera invisible, so are we in the process of designing information environments where the computer/machine is obscured into transparency (Ulmer, 1992). In his epigraph for Literary Machines, Ted Nelson cites Annie Dillard: "Whenever a work's structure is intentionally one of its own themes, another of its themes is art." One of the purposes of using technology in the arts is to take us beyond the obvious and make the invisible known. By making a medium strange, the artist exposes the invisible seams of the technologiesÕ inner structure.

Understanding Symbol Systems

Nelson Goodman proposed:

...."There is no one way that things really look, or any one way that the world really is; rather the world is as many ways as can be accurately described. In other words the fidelity of a symbol system depends upon the accuracy of the information about the world that can be obtained from knowing how to use and understand the system" ....(Gardner, Howard, & Perkins, 1974, p35)

There are three aspects of a symbol system: (a) syntax, (b) semantics, and (c) pragmatics. Syntax is the rules of organization. Semantics involves a symbol's meaning. Pragmatics is the purpose or context in which symbols are used. Understanding the underlying symbol systems inherent in a technology can assist the artist in using the technology for a different purpose, challenging its organizational rules, or creating new meanings in new contexts.

Linear and Nonlinear symbol Systems.

According to McLuhan, print is a linear medium and film/video is nonlinear (McLuhan, 1964). "Nonlinear" refers to the symbol system not to be confused with the technology of "nonlinear" digital editing equipment. Prior to the invention of the printing press, writing in Medieval times built a mosaic of collaborating points of view. Gutenbergs printing press coincided with the invention of linear perspective in the Renaissance. Over the next 500 years the two ideas combined along with an emphasis on logic and reasoning. The printed book brought concepts of authorship, original work, individualism, and the fixed point of view. Events in print are experienced sequentially. In printed dialogue one must first read the speakerÕs voice before getting the reaction of the listener. In a film/video you can hear the speaker, see the listener's reaction, plus experience sound effects and music for emphasis. As a visual medium film/video is information rich. It orchestrates several ideas into simultaneous wholes. The cause and effect chain of events in the "Mechanical Universe" gives way to a web of interconnected events similar to an "eco system." Hypertext actually brings us full circle to building a mosaic of collaborating views.The difference is the merging of the video/film technology within the computer format. Words are no longer restrained to linear sequence. Visual images with sound and motion create integrated whole patterns. Like the sound bites of the video medium, hypertext has produced the use of text bites.

Animated Motion as a Symbol System.

By using a camera or computer, animation brings to life and motion that which is normally motionless. This can be drawings, photographs, objects, cutouts, sand, paint, clay, and anything else the artist can think of. This also includes manipulating time (slowing down or speeding up) to accomplish normally impossible movement or perceptual conditions. Animation is an art form that combines visual symbols with the symbols of motion and time.

The problem of time and motion was studied even by the ancient Greek philosophers. One philosopher, Zeno, could have demonstrated his theory, the "Paradox of Motion," with an animated film if he had access to the technology. He saw motion as basically an infinite number of frozen positions in space. Using logic he proved that motion is impossible and only an illusion. He asserted that an object can only move where it is or where it is not. It canÕt move where it is because it's at rest. Since a thing doesnÕt exist where it is not, it canÕt move there either. So motion is an illusion. (Zettl, 1990).

In 1912 the first paper written by Max Werthiemer on Gestalt Psychology dealt with the perception of motion as seen in the "Zoetrope," a simple animation machine. The perception of the whole (movement) is different from our perception of its component (static images). Thus, "the whole is greater than the sum of it's parts." Gestalt psychology is the basis for the organizing principles of visual design.

Approaches to Using Technology in the Fine Arts

Technological changes are now so rapid it is important to review what we have learned from former technologies before we embrace the new emerging ones. It was only in the 1960Õs when the first video port-a-pack was invented. This gives us an opportunity to reflect on how artists approach an invention when it is brand new on the market. Video the New Wave by Electronic Arts Intermix demonstrates four approaches to the new video medium used by artists : (a) as social commentary, (b) as documentation of concept art and happenings popular in the art of the time, (c ) as explorations of the symbolic attributes unique to the medium, (d) as optical illusions and manipulation of electronic imagery reflecting the "op art" of the time. TV-TV turns the video camera on mainstream television during the Democratic Convention. Peter Campus uses the mediumÕs unique ability for instantaneous feedback to create reflective illusions. Nam June Paik combines live action footage with special effects and performance. It was the electronic manipulations of the video medium which ultimately resulted in the advances in graphic computers, (Brown, 1993).

Summery

New courses that prepare artists, students, and the general public for the technology use in the arts involves a knowledge base that transfers regardless of technological change. Understanding media theory and cognitive psychology enable artists to expose the inner structure of the technology. Awareness of the impact of technology on society allow artists to use it for social commentary. Symbol systems theory inform artists of the symbolic attributes unique to each technology creating new meanings in new contexts. With such preparations the philosophical tradition of the artist on the cutting edge of understanding the technological, sociological, and ideological implications of their age will continue on into the next millennium.


Paper presented at Southeastern colleges of Art Conference on October 28, 1999.



Bibliography

Selected Abstracts


EPhilpot