As an introduction, it is
worth mentioning briefly that the ISEA was officially founded in 1990
as a result of the First International Symposium on Electronic Art held
in Utrecht in 1988. The global aim of the organization is to provide a
structured approach to the problems and potentials of electronic art,
as well as to stimulate communication between artists, scientists, and
technologists on the issues involved. The ISEA now co-ordinates the continuation
of the International Symposia on Electronic Arts. Practically, the Society
also publishes a monthly newsletter, has a network/database on the subject,
and sponsors electronic art projects with the goal of setting up collaborative
efforts between qualified experts. Its membership includes leading figures
in electronic arts education as well as artists, musicians, scientists,
and others.
The primary focus of the previous
four ISEA conferences (Utrecht'88, Groningen'90, Sydney'92, and Minneapolis'93)
was not to display art works made with digital machines, but rather to
stimulate a broad-based dialogue on the aesthetic and social issues that
surround the medium. This focus was not lost in Helsinki where the discourse
was well-developed, critical, and was genuinely reaching to define the
position of the artist in relation to this new medium. There was also
a complete agenda of papers and panels discussing educational, cultural,
personal, and social intersections between technology and art. While there
was a sizeable minority of North Americans present, there was also diverse
representation from many countries of the former Soviet Republics, Asia,
and Latin America, and a strong Scandinavian and European presence. Most
impressive was the mix of hard-core scientific/academic/artistic expertise
that many times was combined in a single individual. The conference hosts,
the staff of the vibrant Media Lab/UIAH, provided excellent organization,
guidance, and warm Finnish hospitality.
The dialogue ranging around
the symposium was loosely organized under a number of session including
"Pedagogical Policies", "Interactivity: the Next Generation"
"Spacescapes", "Cyberfeminism", "Soundscapes",
"Visualization", "East&West", and "Media
Archaeology". Critical to many of the issues was the absolute importance
of involving artists in developing new directions, new ideologies, and
new understandings for digital media. Rather than having the multinational
technocrats, the government bureaucrats, and the war-makers decide the
face and substance of the market-driven technological world, it is necessary
and essential for artists to synergize the powerful creative possibilities
of digital media. It is not a tool for all artists, but, like photography
before it, whether or not the artist chooses to use the computer directly,
it has and will continue to have a powerful impact on both the form and
the content of contemporary art and the culture that informs it.
A short list of the many questions raised and discussed in depth included:
- What is the role of the
digital machine in traditional and new arts education? How does the
computer fit into traditional programs, how does it modify those programs,
and how can it be used to revitalize and reinvent arts education?
- What is the locus and the
characteristic of the point of interaction between the human and the
machine? How does the digital tool affect the artist using it? What
issues are unique to the art applications of the medium?
- What defines reality, and
how has the digital machine altered this definition? What is the impact
of the digital device on all aspects of human life? How can new paradigms
be developed to alter this impact?
- How do human characteristics
like memory and intelligence relate to similar digital machine concepts.
Where does knowledge operate in digital creation? What are the characteristics
of digital communication?
The eclectic selection of
artwork shown parallel to the conference included live interactive installations;
CD-ROM works; electroacoustic (computer-generated) music performances
at the Sibelius Academy's special chamber music hall; a 24-hour-a-day
programmed narrowcast FM radio station featuring commissioned audio works;
various examples of virtual reality devices; and "traditional"
two-dimensional digitally-produced works on paper. It was immediately
evident that formal consideration of the works presented would perhaps
be a more difficult issue than dealing with the contents.
Much of the work exhibited
at ISEA'94 unfortunately fell into the heavy cliché of the spectacular.
Digital video imagery, often of great visual complexity was combined with
various other forms of sensory input with a net result of simple over-stimulation
-- the typical "MTV" syndrome. Technology has often been displayed
as the grand spectacle -- witness the moon landings of the 60's and 70's
-- and frequently electronic art has relied on this hierarchical relationship
between viewer(subject) and (master)work. The work dazzled and ultimately
oppressed the senses through the force and imprint of the technology alone.
All too many of the more spectacular works exhibited lacked content once
the technological wizardry was stripped away. It was apparent that one
of the dangers working with a digital medium is that the artist tends
to get lost in the infinite web of power, possibility, and spectacle that
the machine offers. Another serious drawback was that the main exhibition
venue was a totally overcrowded space in the Museum of Contemporary Art.
Many of the works could not be enjoyed solely because they were jammed
into spaces that were just too small. The exhibition took on the feel
of a carnival-ground where each "attraction" competed for the
attention of the overwhelmed audience. It was a similar situation with
the screenings of work in the Electronic Theater where most lower-tech
and personal work was overpowered by high-tech commercial-oriented "eye-candy".
One of the more powerful works
which involved the use of high-density two-way digital image transmission
was "Talking Picture" by Kimmo Koskela and Rea Pihlasviita.
Described as a "manipulated live narrowcast" there was a 'live'
image of a woman sitting in a bathtub -- the classic subject. The image
was hung on the wall in an ornate gilt frame in reference to the onerous
history of the captured art object, yet the picture could talk back --
sometimes. Is this woman real at all? Where is the real woman? Is she
talking to the audience? Who is the audience? Is there an audience at
all (perhaps we who hang back and watch)? She answers questions and engages
in a sort of dialogue, but the digital distance, the virtuality makes
for a dyslexic conversation with a being who is only partly present. Yet
we realize she can see us -- sometimes. We see her in a certain digital
grain, a pixellated virtual haze. And somewhere there is the third party
who is running the show, manipulating the link between us, dissecting
time and space and surgically assembling it into a whole that is not right.
This work was challenging in ways that are at the same time ideological
and also personal -- who was this woman, what did she have to say, who
was brave enough to engage her in conversation, why did she act so distant?
And simply by posing these and other questions, the work broke the oppressive
cycle of the spectacle clearly and decisively, yet left a disturbing vision
of the next state of virtual be-ing.
At the other extreme, the
most intimate and accessible works exhibited were artist "book-works"
produced with the extensive audio-visual and interactive possibilities
of the CD-ROM. These were generally designed to be enjoyed individually,
rather than by collective public experience. Most of them were not only
interesting and informative, but they are posed fundamental questions
about the forms of information transfer that presently dominate society.
Probably the best forum for works at the conference was the Media Lounge
-- an open library of videos, CD-ROMs, audio CDs and cassettes -- where
participants could informally experience hundreds of different works brought
or sent in.
Even though the conference
in Helsinki was bursting with energy, it seemed that still there are few
artists with the discipline, the intellect, the energy, the creativity, and, finally, the money to deal with available digital tools. Fewer
still have acquired the talents to synthesize their own forms of digital
tools, having found that the consumer market of digital products lacks
imagination and possibility. Some artists argued that true expression
comes only when the artist engages in the process of writing the machine
language-code that directs the digital device. This is not a trivial argument,
as it can be easily demonstrated that most software is a direct product
of market forces, and the market is linked to the dominating ideology
our time. It is clear that the digital medium is an enormously difficult
tool to expressively control, and indeed, it questions fundamental precepts
of creativity and expression.
However, despite the chaos,
it was obvious that digital-based art is no longer a novelty, the orphan
child of contemporary art. Rather, it is rapidly developing as a vibrant,
powerful, and eclectic medium of expression. There is also a dedicated
and growing community of educators, artists, and others who are using
digital-based media to redefine the human/machine frontier in ways the
technocrats never dreamed of. Many of these same artists are evolving
a powerful dialogue that presents serious alternatives to the severely
limited popular discourse on technology.
The full proceedings of the
ISEA '94 conference can be obtained here.
The next conference, the 6th
International Symposium on Electronic Art will take place in Montreal
Canada, September 17-24, 1995. The ISEA'95 theme Emergent Senses will
focus on the new senses and new cultural meanings brought about by electronic
technology.
The author lives in Reykjavík
for the past five years and is building up a small photography/electronic
media program at the Icelandic College of Art. 28 September 1994