boredomresearch on the poetics of natural systems

Pau Waelder

British artists Vicky Isley and Paul Smith work collaboratively as boredomresearch since the late 1990s, creating interactive and generative artworks, animations, and films inspired by natural environments and living systems. Since 2014, they have collaborated with scientists in the making of their projects about the diversity of natural systems, and the health of both our planet and our own bodies. Their work has been exhibited worldwide, in art and science museums, symposia, festivals, and art galleries.

On the occasion of the launch of their solo artcast Still, Life, curated by DAM Projects, the artists spoke about their work and their particular approach to scientific research through artistic creativity.

Explore the beauty of natural systems in boredomresearch’s artcast Still, Life

boredomresearch, Robots In Distress, 2017

Why boredom research? The combination of both words is humorous and intriguing…

Paul Smith: We came up with the name, around 1998-99, as an umbrella term for our collaboration. Initially, we felt it implied playfulness, but also referred to serious research. More recently, it has grown into the idea of exploring the world in one’s own terms, being creative without the pressure to provide a solution to a problem, as scientists are expected to. So boredom is about having the freedom to be interested in something on your own terms.

Vicky Isley: Boredom is also about unpredictability. In our early works, it was very much about what could be driven through computation. And that led to things emerging that were quite unpredictable, which is what you experience in a state of boredom as well. On the other hand, we carry out serious in-depth research to produce these computational artworks, so it is a combination of study and play.

“Early in our career, we read that the time people spend with artworks in the gallery is about 5 to 30 seconds. So we wanted to reverse that paradigm, to have people spend months experiencing our work.”

You both have a background in Fine Arts, where does your interest in biology and natural systems come from? 

VI: We’ve both always been inspired by natural systems. We love being immersed in nature. So to us, that’s really an integral part of our work. That’s where our passion comes from.

PS: Very early on, we became very interested in the computer as a tool. We had the opportunity to work with computers during a residency at the Banff Center for the Arts in Canada, back in 2001. We had been focused on human computer interaction, but there we created our first computational artworks that had no human interaction. They recreated beings that interacted with each other.

VI: We also became interested in artworks that were not linear and ran in real time, creating unique experiences for the viewers. Observing a system instead of interacting with a program is like observing nature, and that led us to look around and ask ourselves which are the rules in all these natural systems, why do living creatures behave like they do?

boredomresearch, Biome, 2005

You have often worked with scientists and mentioned “negotiating that space with the scientists.” How would you describe these collaborations and the role that art plays in scientific research?

PS: We started originally working with scientists that were interested in creating models of systems, the first scientist that we worked very closely with was working in the field of epidemiology. We became fascinated with their work because there was a huge similarity between what we were doing as artists and what he was doing as a scientist. We spent a lot of time talking about motivations, methods, ways of doing things, and we found that we had a lot in common. We found it hard to separate the space between scientists and artists, and I suppose to some extent, we’re still exploring that now.

VI: We understood that mathematical models are almost like fictional worlds as well because they are very contained in what they can visualize, which is very similar to an artistic model that creates a fictional system. Still, I would say that all the scientists that we’ve worked with, we’ve had to build up a trust relationship with them, to the point where they feel like they can trust us in their lab, because early on in the collaborations, they can be much more rigid.

boredomresearch’s Real Snail Mail (2006) is an installation that uses snails equipped with RFID tags to deliver email messages.

Time, duration, and real time processes are key to your work. How do they shape the conception and development of each artwork? How do you imagine the reaction of viewers will be?

VI: Very early in our career, we read an article about the time people spend with artworks in the gallery. And we found it quite shocking, because it’s mostly like 5 to 30 seconds. So we wanted to reverse that paradigm, which is something we very much did with Real Snail Mail: we took a technology that is about efficiency and speed, and then completely reversed that. So that has been present from a very early stage in our careers.

PS: We consciously wanted to create something in reaction to this idea of a seven second viewing time: we wanted to create something that would last six months. So we had this process where someone would create an entity which then haunted their computer and would develop slowly over a period of time. It worked a little bit like a virus running in the background, which used operating system components such as alert windows to communicate with its “host.” The program would ask for a file that was generated on another host’s computer, and so they would have to look for that person and get the file for the whole process to end. This took around six months.

“For us, it’s really nice to know that the collectors are living with these artworks on a day to day basis, because then they will experience them in the long term. They will be able to see different forms being generated from time to time.”

VI: We were surprised to find that quite a number of users would go through this process and that made us realize that there were people willing to have this kind of extended relationship with the artwork, that goes well beyond what you can experience in an exhibition. This is also one of the reasons why we wanted to create objects that would be owned by people and added to their collections. For instance, Lost Calls of Cloud Mountain Whirligigs (2009-2010) is a generative artwork we created in an edition, and a number of them are already in private collections. For us, it’s really nice to know that the collectors are living with these artworks on a day to day basis, because then they will experience them in the long term. They will be able to see different forms being generated from time to time.

boredomresearch, Lost Calls of Cloud Mountain Whirligigs, 2010

In some of your artworks the subject of the endangerment of biodiversity and the effects of climate change comes up. How do you deal with this subject, and how do you think art can contribute to environmental awareness?

VI: Since we observe natural phenomena, and there are quite worrying things happening in our environment, our work can be quite melancholic. Recently, we’ve been looking at scientific topics like cancer, malaria, and things that perhaps people wouldn’t want to see in an artwork, which is quite interesting. So I think when we do create systems, like Afterglow (2016), for example, which was about malaria, or In Search of Chemozoa (2020), that was about cancer, there is a beauty and poetics to those systems, that draws people into a topic that perhaps they don’t really want to explore. And also, we don’t dictate that you have to know that they’re about. Sometimes people watching the artworks don’t really know that it’s an infection transmission scenario that is playing through, they might just be watching something that is visually more complex to them, or seeing the complexity of that system.

boredomresearch, Infection 626,239,238 Plasmodium Knowlesi, 2016 (video recording of Afterglow)

PS: Another aspect of this is that often scientists are interested in collaborating with artists because they see it as a potential means of communication. But we don’t see our role as being there to offer a way for the scientists to communicate their research to an audience. Our approach is not about communication at all, but rather about experience. An experience in which the viewer is an equal party, not just a non-expert who must be told things in simpler terms. So when we work with scientists we try to create an expression that is closely related to their research, but it is not an illustration of it. 

“There is a beauty and poetics to natural systems such as the transmission of malaria or the evolution of cancer, that draws people into a topic that perhaps they don’t want to explore.”

Your work combines installations, generative artworks and also films. How do you work in these different forms of storytelling? You have stated that you are interested in the language of documentary, has that also permeated into your installation and generative work?

VI: Our interest in the language of documentaries first emerged when we produced Afterglow, because that was a commissioned project, and they asked us to produce a generative piece, but also a film version of the artwork as well. That was quite interesting, because the film version took you through the different infection scenarios which you wouldn’t see in the real time version in the gallery. So we had to think differently about the single screening version of that work and we learned a lot through that process. Now the narrative aspect is emerging more and more in our films, particularly in Chemozoa, where we added a godlike voice to bring together the voices of around 25 scientists from different fields.

We’re  finding ourselves more out in nature with our work. Participating in artist residencies has allowed us to do field work which has led to our practice becoming more immersed in nature, whereas our early works were purely in front of the screen. I’d say that this has contributed to having a different involvement in what we observe, a kind of experience that we can communicate better using the language of documentaries.

“When we work with scientists we try to create an expression that is closely related to their research, but it is not an illustration of it.”

The sounds, or might I say music, in your generative works and films plays an important role, it creates an ambience. You have stated that “the sound comes at the end”, can you elaborate on the role it plays in your creative and production processes?

PS: Actually, in early works like System 1.6 we sampled sounds from the Rocky Mountains and then we thought, what visual being could actually represent this sound? So in that case the order was reversed. In our film work, this is more challenging, because while we keep recording sounds from the environment, these come later on in editing. But in general I’d say that sound in our work has become something that gives things a voice. We usually conceive the visual aspect of our generated creatures before we introduce sounds, but then when we collaborate with scientists, there is sometimes the challenging question of finding sounds that represent the beings and processes we are making visible. 

boredomresearch, System 1_6, 2001

VI: In our generative artworks, particularly those we want people to spend a lot of time with, we look for a background sound. And there is a very fine balance to achieve that, because you don’t want it to be annoying, but at the same time you want it to create an ambience, and communicate the idea that the creatures are alive and active. The Whirligigs, for instance, can be quite chirpy, and then they go through periods of silence, so there are different moments in the artwork that are expressed through sound. 

PS: Actually, in our generative works we do not create soundscapes, we create a mechanism that produces sounds autonomously, and that becomes a soundscape. But lately we are increasingly taking responsibility for the quality of the sound and integrating a sound design process in the creation of the artworks, even with musical scores, that we develop in collaboration with professional musicians. The themes we are dealing with are also more serious, so there is probably a certain darkness in those sound pieces as well.

Carlo Zanni: e-commerce, identity, and the epic of our times

Pau Waelder

An early practitioner of net art, Carlo Zanni is among the first artists to explore the nascent opportunities for the online art market and reflect on how the web would impact on our sense of identity and privacy. With a painter’s vision, he has seen in the development of online platforms and graphical user interfaces a space of visual compositions in which the computer desktop becomes a landscape, and everything in it is a fiction. 

He has also developed new forms of storytelling through web-based projects such as the “data cinema” trilogy: The Possible Ties Between Illness and Success (2006), My Temporary Visiting Position from the Sunset Terrace Bar (2007), and The Fifth Day (2009). In these online films, he combined a pre-defined narrative with data collected in real time from the same users who were watching the film, or from a distant webcam, or from different sources describing the social and political conditions of Egypt. 

Carlo Zanni, The Fifth Day (2009)

Explore Zanni’s data cinema artworks

Embedded in his work as an artist, his research on alternative models to sell digital art has led to pioneering yet unrealized projects such as P€OPLE ¥ROM MAR$ (2012), an online platform dedicated to selling video art and fostering a community of creatives based on shared revenue, or ViBo (2014-2015), a “video book” aimed at facilitating the sale of video art at affordable prices in unlimited series. He collected his experiences with these models in the book Art in the Age of the Cloud (Diorama Editions, 2017).

Niio is proud to present two selections of artworks by Carlo Zanni: Data Cinema Anthology, which brings together the Data Cinema trilogy and an additional artwork, and Save Me for Later, a code-based artwork recently presented at Zanni’s solo exhibition Accept & Decline at OPR Gallery in Milan. In the following interview, the artist discusses the artworks presented in this exhibition, which can be visited until April 28th.

Carlo Zanni, Check Out Paintings, 2022. On view at OPR Gallery, Milan.

In this latest series you have come back to painting as a medium, after a long career focused on web-based art, but you keep exploring the same subjects. Can you take me through the main ideas in the Check-Out Paintings?

This cycle of paintings is part of a long-term investigation of the social and psychological role of eCommerce in our society. It stems from the memories of the eCommerce check-out pages: a final destination we all are funneled to, in every online buying process. The check-out pages of eCommerce sites represent a highly symbolic limbo that precedes the dopamine rush where we all hope to find shelter. A form of addiction, but as shown during the pandemic, also a lifeline. 

“Our identity bounces between the happiness for buying, and the sense of guilt for having bought.”

Buying online is both a sort of pursuit of happiness as we have been taught by our society, both a way to escape reality, procrastinating any possible confrontation with ourselves. Our identity bounces between the happiness for buying, and the sense of guilt for having bought. Between the satisfaction of an increasingly frictionless, user-friendly, fast, and on-time experience; and the anxiety, and also the shame, for what this transient fake happiness often entails on a social, work, and human level for thousands of people: directly (shifts and working conditions, small local businesses), and indirectly (tax evasion of mega-corporations and environmental impact).

Unlike early works such as DTP Icons Paintings (2000), here you do not look for a realistic representation of the interface, but rather create almost abstract compositions, why is that?

True, because here is more about inner feelings than simple representation. It’s not witnessing from the outside but feeling from the inside, then trying to show a glimpse of it, if possible, in the real world.  So the rationalist layout, typical of these pages, fades into memory, it turns into a dreamlike experience, into a psychological post-image, while some details of the transaction, such as measures, prices, and quantities, emerge from the background when one gets closer to the surface of the painting: they bring us back to reality.

The subtle color fields of these paintings make them very difficult to be mediated or “seen” online (e.g. on Instagram, or on a PDF), instead they open up and expand in front of the viewer when experienced for real. While our society continues to demand fast, easily communicable images, these paintings are slow, almost invisible, non-existent images, and they ask for something very precious: our time.

Carlo Zanni, Check Out Paintings, 2022. On view at OPR Gallery, Milan.

How did you achieve this faded effect in the canvases?

The color used in these works is acrylic mixed with water and in some cases acrylic medium. This way tones are soft and they mesh one into the other when seen from a certain distance, vaporizing the memory of the whole picture. I take advantage of the cutting plotter to write numbers and other “technical” details. I cut the letters in vinyl (negative) with a size that allows me to draw inside them with a sharp pencil without touching the vinyl edges. This way the sentences and the lettering look “straight” and “guided” from a distance, and handmade from a closer inspection.

“When you stick your nose onto the canvas, the work transforms from an abstract field into a condensed epic of our times.”

Formally speaking, the style of these paintings was born in response to a period of social isolation due to the pandemic, during which, as a balance, we have tried to mediate all the possible human activities: meetings, purchases, employment, leisure, study, culture… I felt the need to go the other way, working on something that could be only appreciated when seen in person.

If you want to find some roots, these works echo the mature practice of artist Agnes Martin, in the use of pencil and subtle water-based colors, but here all the “modernist” and “minimalist” values of the time are almost gone. So all the pencil details and most of the color fields are only visible when you stick your nose onto the canvas, and the work transforms from an abstract, almost white, field, into a condensed epic of our times touching themes such as anxiety, desire, happiness, fear, gender identity, pandemics, politics, tragedies, wars.

While the paintings look almost abstract, they also contain references to the present, as is frequently found in your web-based artworks, what role do these references play?

The paintings dig into our daily culture and politics, for instance by discreetly showing disclaimers referring to the current Ukraine war. (Since February 2022, many eCommerce added such disclaimers for multiple reasons: from giving updated shipping info to giving their support to the Ukrainians). I see these paintings as a vehicle for meditation, an attempt to temporarily alienate ourselves from this endless moment of upheaval and unrest; while being violently dragged back to reality when we get closer to the surface: they are a way to extract some time from our hectic lives to sense the delicacy and fragility of our body and the transience of happiness while diving into our time.

While they are very different artworks, I would point out to Average Shoveler (2004) as having a similar approach in terms of its meditative aspect and the connection to real life events. In that work, which was commissioned by Rhizome, I created an online video game in which the player controls a man who has to shovel the snow falling on the streets of New York. Each time he does, several images taken from CNN and other news outlets in real time pop up and disappear. Additionally, some non-player characters stop and speak out news headlines. The main character invariably ends up dying of exhaustion, unable to shovel the incessant amount of snow. But the game also includes some secret spaces meant for the player to relax and just observe the scene, distanced from the gameplay. In a way, these paintings also provide that distanced space of observation while having these subtle hooks to reality.

Carlo Zanni, Average Shoveler (2004)

Talking about hooks, you describe some elements in the paintings as “clickbait,” can you elaborate on that?

Yes, the dark dots and solid-colored shapes (lines, rectangles, circles) that appear in some of the paintings are what I call “clickbaits” for one’s eyes. Seen from afar these canvases look pretty white and empty, but these dots stand out and catch your attention. They work similarly to how advertising plays with colors, double meanings, and impressive images to stand out in a visually saturated landscape.

They also remind of the so-called “dark patterns”, which are interface design strategies quite common in e-commerce pages, that are meant to fool the user into doing what the vendor wants them to do, such as sign up for a newsletter, add an extra service, or choose the most expensive option among several choices. In my paintings, the shapes intend to lure you into looking closely at the painting and finding what it is actually about. However, I would say that while clickbait is content that over-promises and under-delivers, in my paintings I under-promise and over-deliver 🙂

Carlo Zanni, Save Me for Later (2022)

Save me for later (2022) is also an intriguing artwork in the sense that it is not what it appears to be, and it connects with a concept you have explored over the years, which is the computer screen as a landscape

“Save me for later” is actually a bot browsing Amazon.com, continuously adding products to the cart that is visible in the right sidebar. When the cart reaches its limit, it automatically moves products to the “saved for later list”, making room for the new freshly added ones. The bot embeds a floating window with the webcam stream framing me while performing. This repetitive and almost hypnotic performance, with apparently no beginning and no end, speaks of the type of procrastination we all carry out while browsing e-commerce sites, looking for products that will bring us happiness and make our lives better.

As with the paintings, the experience of isolation during the pandemic was key to conceiving this artwork, in which the computer screen becomes a landscape, a place of escapism and daydreaming. The performance is consciously slow and cryptic, and as it is playing out in real time, in the real Amazon website, the items that appear reflect our present time just as the subtle writings on the paintings take us back to the world we are living in. For instance, when I first ran the program, the bot frequently picked up COVID-19 self-tests, which at some point were very much in demand and right now are almost forgotten. 

“This repetitive and almost hypnotic performance speaks of the type of procrastination we all carry out while browsing e-commerce sites, looking for products that will bring us happiness and make our lives better”

I see this project also as a vehicle for meditation, an attempt to alienate ourselves momentarily from our daily lives and our anxieties (so the title “Save me for later”). And behind the activity itself, what you see on the screen that is apparently me browsing the Amazon site but is in fact an automated process carried out by a computer program, is an interesting exchange of data. Data collected by the Amazon site about this meaningless routine (constantly adding items to the cart without ever checking out), data displayed by Amazon about the articles on sale, data that is processed by Amazon’s algorithm to display new items related to previously selected products. 

See a two-hour excerpt of Zanni’s endless automated performance on Amazon

Data is for me what gravity probably was for Bas Jan Ader. “The artist’s body as gravity makes itself its master.” These mysterious words were used by Bas Jan Ader to describe his short films Falling I (Los Angeles) and Falling II (Amsterdam) when he showed them in Düsseldorf in 1971. He was playing with gravity, he was becoming gravity, accepting its outcome: failures, fragilities, spiritualism, poetry, meditation, ascension. 

I feel that I use data in a sort of similar way, accepting the fact that most of my works will cease to exist quite soon after their birth. By using data from media outlets such as CNN, tools from Google, data collected from users, and so on, I consciously open my work to a vulnerability as the price to pay for creating a work that is always connected to the present and fed by data that circulates online. Then, an API is changed, a tool is discontinued, and the artwork cannot exist anymore. Sometimes you can fix them, sometimes you just don’t want to do it. 

Other times you start again from scratch as recently I did with Cookie Portrait (2002-2022), a work about online identity and privacy that had to be rewritten when it was launched at OPR Gallery last year, 20 years after it was first created. This work is based on the same cookie technology that is used – for instance – for the internal session management of an eCommerce site and more generally for user profiling and marketing activities. This work reminds us that, in our online existence, we are made of data. The body is thus the sum total of your data, the artwork is a temporary and transient experience of something elusive, like our own existence is.

Fabula, tales of possible futures by Diane Drubay

Pau Waelder

In her latest series Fabula. Micro Stories from Tomorrow’s World, artist Diane Drubay continues her exploration of a narrative that raises awareness about the effects of climate change, while keeping with the clean, balanced visual composition that has become a defining element of her work. Consisting of six 1-minute videos (at the time of this writing) distributed as NFTs on the Tezos blockchain, Fabula plays with our imagination by suggesting possible futures in which the environment would be radically altered due to the effects of human activity on the planet, particularly the violent and massive pollution produced by a handful of powerful companies. 

Diane Drubay, Fabula 4 – Micro Stories From Tomorrow’s World, 2023

Each story starts with a question that the artist aptly depicts as a query in a search engine, evoking how nowadays we seek immediate answers online, when we fail to understand what is happening around us. The imagined future appears in a circle at the center of the image, initially as an anomaly, its hues sharply contrasting the real image of the sky, a desert, a lake, or the sea. Slowly, the whole image changes its color to match the tones inside the circle, which finally blends into it and disappears. The circle becomes a metaphor for the possible futures described by scientific research: while they might seem outlandish at first, they can become real, at a slow but relentless pace that makes denial so much easier. 

A selection of works from Fabula is now available as an artcast on Niio. On the occasion of its launch, I asked Diane three questions about her current practice and the NFT scene, as a follow-up on a previous interview published in Niio Editorial.

Explore a selection of works from Fabula on Niio

Diane Drubay, Fabula 6 – Micro Stories From Tomorrow’s World, 2023

After the protests in different art museums, it seems that climate change has been out of the news cycle. How do you see creating art about climate change in the current situation?

Changing the discourse and actions around climate change and the future of our planet must be done in depth. The change must be individual as well as systemic. Of course, news has its cycles, but climate change is always a hot topic. Activist groups or unions of museum professionals have been active for years, and will be for some time to come (unfortunately) considering the current state of our societies. I particularly remember 2018 / 2019 when the COP21 had raised the crowds and inspired the creation of activist communities that demand climate action. 

Just as these activists continue to gather and denounce unsustainable behaviors, the creation of art with an activist vocation for the environment must continue. It is by maintaining the same clear, coherent and strong message for years, that it can begin to be heard, understood and shared. My art calls for slowness, but above all, for sustainability. The notion of time and cycles always comes back in my works in order to position them within an infinite space of time that can easily be assimilated to that of nature. 

Just as environmental activists continue to gather and denounce unsustainable behaviors, the creation of art with an activist vocation for the environment must continue.

How was your experience at the recent NFT Paris event? How do you see the NFT scene evolving at present?

I traveled to NFT Paris to meet my friends, those people I have evolved with, and I felt shaken and fulfilled since March 2021. Artists, collectors, developers, curators, galleries, and many others have come together (almost) exactly two years after the birth of our beloved community around hic et nunc. What is enchanting about this group is their desire to focus on what makes sense, their desire to do things together and to make things happen, in a global and collective way. 

This aside, NFT Paris has become a major event of the NFT scene with 18K visitors in two days in the most iconic venue in Paris: Le Grand Palais Éphémère. In the aisles, one could feel the growing entrepreneurship of this new generation of founders and creatives.

“In the NFT scene, I see a lot of respect and exchange, knowledge being shared and collaborations being born.” 

To be honest, I’m in a bubble within this community of Tezos artists and it’s very difficult to have an objective look at the rest of the NFT scene. On our side, we see players consolidating, new platforms, curators, and galleries trying out new things while trying to understand and respect the culture already established. I see a lot of respect and exchange, knowledge being shared and collaborations being born. 

Diane Drubay, Fabula 6 – Micro Stories From Tomorrow’s World, 2023

You are donating the sales of one of the artworks from Fabula to support the victims of the earthquakes in Turkey and Syria in February 2023. The NFT scene has been quite active in supporting humanitarian and environmental causes, do you think this will be a permanent aspect of this sector of the digital art market?

The act of creating and donating art for social and environmental charities is part of the DNA of the creative community using the Tezos blockchain. It started early on, back in March 2021, when DiverseNFT launched the OBJKT4OBJKT weekend to call for more diversity within the NFT art market. Then, this habit took hold and it became part of the culture: call for community support via NFT art donations and support the NGOs who need it most. 

In February 2023, the Tezos art community joined forces to support the victims of the earthquakes in Turkey and Syria under the initiative #TezQuakeAid. Since then, more than 110K xtz (around $109,000) have been raised through the donation of +720 artworks. 

“The Tezos art community has raised around $109,000 to support the victims of the earthquakes in Turkey and Syria under the initiative #TezQuakeAid.”

Find out more about Diane Drubay’s work in a longer interview published in 2022.

Claudia Hart on Machiavelli, politics, and NFTs

New York-based artist Claudia Hart’s background in art and architectural history and publishing has defined an artistic practice developed since the late 1980s and focused on bridging the physical and digital worlds. An art critic and curator as well as an artist, her production is infused with literary and art historical references, using the words of male philosophers, poets, and painters such as Jean-Jacques Rousseau, Lord Byron, Lewis Carroll, Thomas Jefferson, Henry Ford, or Walter Gropius to apply a feminist approach to the representation of women in art and the influence of digital technologies in our patriarchal society.

An early work that she has come back to regularly, A Child’s Machiavelli combines many of Hart’s interests, from literature to analog and digital image making, performance, and a satirical view of society. 

Claudia Hart. LittleGuys, 1994.

A Child’s Machiavelli is a series that started in 1995 and has seen many different versions over a span of almost three decades. Hart was living in Berlin at the time the city was reinventing itself after the fall of the infamous wall. As the artist recalls, despite the spirit of newly regained freedom and the reunification of its people, the emerging art scene was fiercely competitive. She told a friend, sarcastically, that what was needed in that context was a revision of Niccolò Machiavelli’s The Prince (1532). The oft-quoted treatise on politics, known for its pragmatism and lack of morality, seemed particularly apt for a young society that was plunging deep and fast into capitalism. Hart’s version of The Prince, however, was not meant to be a guide for ambitious and reckless artists, but rather a fable about a time in which innocence would be lost to self-interest. She chose to create a primer to teach bad manners to children, aiming to spark a reflection on contemporary politics through the obvious contradiction between the childlike illustrations and the shockingly expedient advice.

Claudia Hart. A Child’s Machiavelli. Exhibition at bitforms (New York), 2020.

The initial version of A Child’s Machiavelli counted 31 small oil paintings, each one combining an illustration taken from a classic children’s book and the text that Hart had written, updating Machiavelli’s dictums in a more informal language. The paintings were exhibited in 1995 at the Neue Gesellschaft für Bildende Kunst in Berlin, accompanied by a small catalog produced by the Realismus Studio. From the beginning, the artist saw her Machiavelli as an imaginary book, with the paintings representing its pages, and quickly the project morphed into different formats, such as the first printed edition (Machiavelli für Kids. Hamburg: Edition Nautilus, 1995), or the hip-hop track Babyrap (1996), performed by Hart and produced in collaboration with the French band Assassin. The artist then imagined the next iteration of A Child’s Machiavelli as an animated series (intended to be aired in the popular MTV music video channel), which became her first 3D work, setting a turning point in her artistic production.

Hart’s version of The Prince is a fable about a time in which innocence would be lost to self-interest.

The series saw three more printed editions, one in French (Le Petit Machiavel illustré. Paris: Abbeville Press, 1998), and two in English. The first English version was published by Penguin Books in New York in 1998, and a decade later a second edition was published by Beatrice Books in a redesigned version. This latter edition, that came out in 2019, proved how relevant Machiavelli is to this day, and how aptly Hart’s satirical guide for infantile and selfish rulers reflects actual politics: in 2020, the results of  the United States presidential election were contested by Donald J. Trump, who refused to concede defeat and led his supporters to attack the US Capitol. The way in which Trump’s foolhardy self-interest and childish narcissism almost ended democracy seems right out of Machiavelli’s playbook and even more outlandish than Hart’s mordacious fairy tale.

Claudia Hart. A Child’s Machiavelli. New York: Beatrice Books, 2019

In 2021, as the NFT market boomed, Claudia Hart saw in this form of distribution and commercialization of digital art something akin to her experience with publishing books and magazines. The possibility of both widely distributing her artworks while retaining a sense of ownership (as is the case with printed books) appealed to her. So, the next version of A Child’s Machiavelli consists of 20 animated short films distributed as NFTs and presented in an exclusive artcast on Niio. On the occasion of this new phase in the Machiavelli project, I had a long conversation with the artist, in which we focused particularly on the latest iteration of the book as a series of NFTs.

Claudia Hart. DonDontThrowYourMoneyAround, 1994.

Continuing A Child’s Machiavelli as a series of NFTs seems a logical next step in the project, but what has been your experience with the NFT market so far?

When I first entered the NFT market, I was participating in auctions but I pulled out because they were taking what was intended to be a one-of-a-kind painting, a unique artwork, and then turning it into an edition. It seemed to me that this would hurt me. I always had a very ambivalent relationship with digital, but when NFTs came along, I realized that they are a hybrid of publishing, and digital, which is interesting to me. I’ve also had a very good experience with the community, it is very supportive. 

What is happening in the NFT space now that the crash happened, is that NFTs are being developed as a medium, not just as a register on the blockchain. If I take my earlier work, where for instance I do a movie that is 12 to 20 minutes long and it took me a year to make, and then I sell it as an NFT, I am giving the collector a guarantee of provenance and ownership. But the artwork is not “an NFT,” it’s a movie. As a medium, NFTs are serial, not sequential, because you can’t put things in order, like a baseball card is serial, but not sequential.

“NFTs are far from being anti-capitalist, as some people may want to describe them. They are pure neoliberalism.”

Claudia Hart

Since the original drawings are inspired by 1920s children’s books and the text was written in the 1990s, have you considered creating a new version using other references from children’s literature and updating the language to how kids talk today?

The illustrations I use in this series (the potter, the rabbit, Alice, and so forth), are all in the public domain. I have a collection of these illustrations from out-of-print books from the olden days, which I used to create the paintings and drawings for A Child’s Machiavelli. This is relevant in terms of copyright in relation to NFTs, because these are also about rights ownership. I think the issue of ownership, certified on the blockchain, coupled with distribution everywhere, is mainly the radical part of the production. The rights of the artwork usually remain with the artist, but lately several NFT projects have been offering the copyright of the image to the owner of the NFT, so some NFT collectors expect to have full rights over the artwork they bought. 

Claudia Hart. YoureNoGood, 1994.

Therefore, it can be said that NFTs are far from being anti-capitalist, as some people may want to describe them. They are pure neoliberalism. I believe that by selling NFTs I am not helping, but that is also part of why I want to make all my NFTs very dark and perverse, and about power. I have done another series about the Art of War, which has not been released yet. I also have handmade illustrations that I will turn ultimately into animations as well. Those have vocalizations, where I process the sound and I do interesting things with it. 

Claudia Hart. GivingThingsAway, 1994

The NFT market has been quite wild over the last two years, maybe as fiercely competitive as the art scene of the mid-1990s in Berlin. Do you see Machiavellian tactics in it?

The crypto winter cleared the ground of the pure, speculative designer ethos. It cleared the ground for artists, because now that there’s not so much money and attention we can focus on exploring NFTs as an artistic form. Some artists are bringing back generative art in new forms, and then there’s what I said about it being a serial but not sequential type of medium. Also, the NFT marketplaces are now looking for new blood, because those that were there in the first place are a bit contaminated right now. So they need a whole bunch of newbies like me, because they can sell us for cheaper. It’s the same thing in the art world: after a fiscal crash, the speculators like to bring in new “undiscovered artists,” because we’re cheaper.

Explore Claudia Hart’s work on Niio

Antoine Schmitt: coding movement

Pau Waelder

Paris-based artist Antoine Schmitt describes himself as a “heir of kinetic art and cybernetic art,” aptly indicating the two main aspects of his work: the interest in all processes of movement, and the use of computers to create generative and interactive artworks. With a background as a programming engineer in human computer relations and artificial intelligence, his career spans almost three decades and is characterized by a combination of interactive installations, process-based abstract pieces, and performances. He has collaborated with a wide range of professionals from the fields of music, dance, architecture, literature, and cinema. He also performs in live concerts and writes about programmed art.

Schmitt’s award-winning artworks have been exhibited internationally, in prestigious venues such as the Centre Georges Pompidou and Musée des Arts Décoratifs in Paris, and world-renown festivals Sonar (Barcelona), and Ars Electronica (Linz). A selection of video recordings from his generative works have been featured in our curated art program, including the artcasts Unvirtual Art Fair (Paris) and Possibles, which was exhibited at the ISEA2022 Barcelona Symposium. The artist kindly answered a series of questions about the concepts and processes behind his work.

Antoine Schmitt and Franck Vigroux. ATOTAL. Audiovisual concert, 2021

From your early works to the latest installations, there is a constant interest in the relationship between the artwork and the viewer, and more generally between a human and a machine, that often become intimate, connected to emotions and to physical proximity. What do you find interesting about this strange relationship between an individual and a machine, or an apparently sentient entity?

Programming has always been for me a means to approach reality, by recreating it. I consider programming as a radically new material, in art and in general, because of its active nature: programs are processes embedded in reality and can react to it and act upon it. This specificity allows me to recreate programmatically aspects of nature that interest me. One of the most complex entities in reality (known so far) is the human being. Many of my artworks stage a programmed artificial entity that embodies a deep aspect of human nature. These artworks act for me as mirrors for the viewer, a way to question deep human mechanisms or ways of being, like desire, curiosity, language, conflict, gravity, etc… not forgetting that humans are also animals, and are also bodies in space. 

This approach also allows me to reflect on the way we humans are programmed, by laws, evolution, society, etc… My artworks are, like deep science fiction, very much fueled by philosophy, physics, metaphysics, sociology, psychology, anthropology, etc… Using programming to create artificial entities, more or less intelligent, more or less sentient, but all embodying dynamic aspects of human life, allows me to focus each artwork on a specific concept or aspect of human nature. They are forms of living caricatures that are all the more effective.

“I consider programming as a radically new material because of its active nature: programs are processes embedded in reality and can react to it and act upon it.”

Your work is characterized both by its interactivity and the generative processes that bring it to life. What do you find most interesting about these two types of processes, the one carried out by an autopoietic generative artwork and the one carried out by an interactive installation?

All my artworks are active and exist in real time, i.e. the same time as the spectator. Some artworks are not sensitive to the real world, they are not interactive, they live their life in their own universe, and we watch them like we would watch a strange animal in an aquarium. With these artworks, the main link between the audience and the artwork is through empathy. By projecting oneself in the existential universe of the artwork, the spectator recognizes and feels the situation. It is the same process as with movies and books, with the additional dimension of the real time: with realtime artworks the spectator knows, or feels, that what happens happens here and now. It is not a recording. This gives a different dimension to the empathy, like when watching a live performance which also happens here and now.

Antoine Schmitt. Systemic. Interactive installation, 2010

With interactive artworks, I usually want to question the behaviors and inner mechanisms of the audience themselves. It is the actions of the viewer which are the artwork, I create the dynamic situation in which the viewer is immersed and I orient it so as to highlight and question certain deep ways of being. For example, the Systemic (2010), Lignes-mobiles (1999) and La chance (2017) installations draw dynamic arrows on the floor in front of passers-by to question their intention. In Psychic (2007), a text on the wall describes the movements and intentions of the spectators in the exhibition space (“Somebody is coming”).

I tend to adopt a minimalist approach: I don’t use an artistic dimension (color, figure, interactivity) unless it is mandatory for the artwork. So I don’t use interactivity unless the artwork’s subject is the spectator themselves.

“In my interactive installations it is the actions of the viewer which are the artwork, I create the dynamic situation in which the viewer is immersed and I orient it so as to highlight and question certain deep ways of being.”

Since the beginning of your career, you have collaborated with performing artists, among which composers such as Vincent Epplay, Franck Vigroux, and Jean-Jacques Birgé, performers such as Hortense Gauthier, and choreographers such as Jean-Marc Matos and Anne Holst. How did these collaborations take place? What have they brought to your own work and your creative process?

I have two different approaches to performance, whether I’m on stage or not. When I work with professional performers who use their body and actions as their main material, we craft situations where the human entity is confronted to an artificial one. This allows us to precisely stage the encounter and focus precisely on certain aspects, which become the subject of the performance. The situation usually centers on the concept of an encounter with an “other” and on the modalities of dialog. In Myselves with Jean-Marc Matos, it is about exploring various modes of dialog like imitation, fight or fusion. In CliMax with Hortense Gauthier, it is about finding mutual pleasure. In these setups, the mirror effect happens between the performer and the artificial entity rather than with the audience. The audience is watching the encounter. The artificial creature becomes an actor of the performance, in the spirit of performance: taking risks in a staged delicate situation. 

Antoine Schmitt and Hortense Gauthier. CliMax (Préliminaires), 2018

When I am on stage, I usually play live images, using a videogame-like visual instrument that I program myself and that recreates a specific abstract though consistent live universe, while the other performer plays live music. We are in a situation of semi-improvisation and we create an audio-visual temporal exploratory journey around a specific theme (the birth of shapes in Tempest, the cohabitations of multiple timelines in Chronostasis, totalities in ATOTAL, flows in Cascades, etc…). As a performer, I appreciate sharing the energy of the present moment with the audience, especially while being delved into an artificial universe and struggling with it, which the audience can feel.

Antoine Schmitt. Generative Quantum Ballet 21 Video Recording, 2022

Besides the performing arts, another strong reference in your work is scientific research: you often mention theories from mathematics or physics as the conceptual ground for your pieces. What does science bring to your work? How do you build a bridge between the scientific method and your creative process?

I am very sensitive to the deep and strong laws of the universe that math and physic theories can give us, as they allow me to both approach our reality and imagine other possible realities. What is interesting with these laws is that they are programmable so I can recreate them using programs, thus focusing on deep mechanisms, to stage them or alter them. For example, in the Tempest show, I created a universe containing many of the forces of our universe but also invented forces, thus opening the doors to parallel universes.

I often say that science and art are interested in the same subject : the crack that exists between reality and our abstraction of it. This crack is our curse as human beings. Animals do not feel this pain but as soon as one has the gift of abstraction, the distance between what we abstract and what is, is the source of all mental suffering. Science tries to close that crack by explaining as much as possible through theories and language, more and more precisely, even though it is an impossible task (as was demonstrated in the 20th century by the scientists Heisenberg and Gödel). On the contrary, Art delves in the depths of the crack, exploring all its modalities, playing with all the emotions that stem from it. And the narrower the crack, the deeper it is.

“I often say that science and art are interested in the same subject: the crack that exists between reality and our abstraction of it.”

The aspects of your work that we have previously addressed all point to a main subject which are the processes of movement, as clearly highlighted in your artist’s statement. These processes are explored in a wide range of contexts, from the quantum realm to urban societies, and among different actors, be it people, bodies, or particles. Why are these processes so important to your work, and which of these contexts is more rich, engaging or interesting to you?

I think that I’ve always had this abstract approach to reality which can be synthesized in the question “why does it move like this?”. I started with a rather scientific approach through my studies as an engineer, and when I decided to become an artist, I continued to explore this question in a different way. It is an analytical approach, a way of looking at the world, and a way to question it. I frankly appreciate all the dimensions of it and will continue to explore them, but I think that the strongest and the ones that give me the biggest satisfaction are the most abstract approaches, the ones that are the most remote from reality and still apply to many aspects of reality, existing or perceived. Black Square (2016), where a flock of white pixels try to enter an invisible square and bounce on it thus revealing it, can lead to multiple interpretations. It is a fundamental delicate situation. 

Antoine Schmitt. Black Square Video Recording, 2016

The signature element in your work, the pixel, is introduced in Le Pixel Blanc (1996). There, you describe it as “a minimal artificial presence… something that almost did not appear, but that still would be «there».” Over time, the pixel has gained more presence and become as much an object, a presence, and an absence, as part of a flow or the representation of an individual. How would you describe the evolution of your conception of this basic element and its influence on your work?

The pixel and the square are omnipresent in my work. I like my artworks to be minimal, like mathematical theorems. This naturally led to the pixel, the minimal visual element in the universe of the computer. A pixel is a small square, and by enlarging it, you get a large square. And like Malevich, I consider the square like the symptom of the human being’s power and curse: the ability of abstraction These two elements are the basis of most of my artworks. What I work on is their movement, relatively to the space around them, or relatively to the other elements. They are minimal but open to all the possibles, through their movements and the infinitely rich possibilities of programming.

“The pixel and the square are minimal but open to all the possibles, through their movements and the infinitely rich possibilities of programming.”

Your career spans almost three decades, in which you have explored many different formats of creation and distribution, from multimedia projects on CD-ROM, to Internet-based artworks, interactive installations, video mapping, screen-based pieces, software art, live performances, generative cinema, NFTs, and much more. What is your opinion on the way technology has evolved over these decades and how it has influenced art making? How have you experienced this period of constant innovation and obsolescence?

These have been very exciting years, for one because computers are more and more pervasive (we all now have a powerful computer in our pocket) and also because art made with computers is now widely accepted. It is therefore easier to create programmed artworks and to show them. The technology is more easily available, the distribution channels — in the wide sense — are numerous and the audience is listening.

On the other hand, technology is nowadays mainly used for advertising, surveillance, entertainment and manipulation of opinions, which is a social problem and has an effect on art made with technology. Many approaches build upon or react to these social dimensions, which are all needed and interesting but leave little room for the more conceptual and radical approaches. This may be true for all forms of art, but it is stronger with technological art as technology so much shapes our society these days.

Antoine Schmitt. FaçadeLifeGrandPalais. Generative mapping at the Grand Palais in Paris, 2016

What is interesting also is that I think that no new concept was really born in the field since Alan Turing invented the computer, the “universal machine”. All computer-based technologies are avatars of this unique concept. This can probably account for the fact that my artworks have not radically changed since I started. My work does not reflect on the social impacts of technology on society, nor are impacted by the various technological “innovations” and obsolescence. It is minimal so does not make use of the innovations toward more “power”, and it is rather rooted deeply in the concepts of the universal machine which have not changed : with a universal machine, all thinkable processes are programmable.

“Art made with technology often builds upon its social dimensions, which are all needed and interesting but leave little room for the more conceptual and radical approaches.”

You were already working with generative text twenty years ago, in The Automatic Critic (1999). What is your opinion about the current trend among artists to use machine learning models such as ChatGPT?

Although I am quite impressed by the quality of the interactions of users with ChatGPT (I thought that this level of quality would take more years to happen), the generative approach on these systems are in the normal continuation of the original concept of the computer. We are at the stage of imitation: these algorithms generate media that look like media created by humans, as the central mechanism of neural networks is pattern recognition and pattern generation, whether it is text, images, music, reasoning, etc… This is quite fascinating for users and it is similar to the caricatural mirror effect that I was referring to at the beginning. The art, or more generally the forms of expression, created by these algorithms in imitation of ours are a mirror to our forms of expression and thus question them.

But art is intention and responsibility. These two notions are still unique to humans. But maybe one day, we will be able to create an algorithm able to feel pain, express it with intention towards its fellow humans and take responsibility for it. There is no theoretical impossibility for this in the theory of the universal machine and I look forward to it.

In the meantime, as an artist, the most interesting aspect of AI systems remains for me the creation of biased algorithms which focus on some dimension of human nature, like Deep Love (2017) which answers all questions with “I don’t know, but I love you.”

Antoine Schmitt and Franck Vigroux. Tempest. Audiovisual concert, 2013

You entered the NFT scene in 2021 with Buy Me! a particularly conceptual, and generative piece. What has the NFT market brought to your practice? Has it influenced your production? Have you found new forms of creation or sources of inspiration, beyond its commercial dimension?

It took me some time to understand that the main new concept behind the NFT market boom was the perspective of financial profit, for collectors and for artists. This is the reason I created the satirical piece Buy Me! (2021), which embodies an algorithm desperately trying to convince its viewers to buy it, using language techniques inspired by advertising and psychological manipulation. It is a piece on the processes of marketing.

Apart from greed, the NFT market has opened the field of computer art to a new audience, which was really interesting, but I am eager to see the fusion of the traditional art market with NFT seen as a new way to buy and collect artworks.

Antoine Schmitt. The Fall of Leviathan. Interactive installation, 2021. Photo: Quentin Chevrier

You recently quoted the mathematical theory of catastrophes to describe the year that has begun and may bring sudden change, positive or negative. How does this year look for you? Which upcoming projects can you share with us?

I am very excited to start a collaboration with the DAM Projects gallery in Berlin. Its owner, Wolf Lieser, has been involved in computer art for a few decades and I look forward to working with him and his team. We will start with a solo show next autumn, with a selection of historical works and new artworks.

I am also very excited by two new live audiovisual performances, Videoscope and Nacht, with Franck Vigroux, which are in the making, and that will tour the world along with the existing performances (Melbourne, Gijón, San Francisco, etc..).

It was never about replacing the artist: AI and post-creativity

Pau Waelder

The following text is an excerpt from my contribution to the book The Meaning of Creativity in the Age of AI, edited by Raivo Kelomees, Varvara Guljajeva, and Oliver Laas (Tallinn: EKA, 2022). The volume is focuses on critical observations of the possibilities of Artificial Intelligence in the field of the arts and includes contributions by artists, art professionals, and scholars Varvara Guljajeva, Chris Hales, Mar Canet Solà, Jon Karvinen, Luba Elliot, Oliver Laas, Raivo Kelomees, Mauri Kaipainen, Pia Tikka, and Sabine Himmelsbach.

The book, which addresses key questions currently being debated around AI systems such as DALL-E 2 and Chat GPT, has been recently made available as a free PDF.

Cover of the book The Meaning of Creativity in the Age of AI (EKA, 2022)

Can you teach your machine to draw?

On 5th February 1965, during the opening of Georg Nees’ exhibition of algorithmic art at the Technische Hochschule in Stuttgart, there was an exchange between the engineer and an artist who asked him provocatively if he could teach the computer to draw the same way he did. Nees replied that, given a precise description, he could effectively write a program that would produce drawings in the artist’s style (Nake, 2010, p.40). His response echoes the conjecture that had given birth to the field of artificial intelligence ten years earlier: that “every aspect of learning or any other feature of intelligence can in principle be so precisely described that a machine can be made to simulate it” (Moor, 2006, p.87). It should be noted that, at least at this point, the machine is not meant to think or create, but simulate. In his seminal paper from 1950, Alan Turing already suggested that computers could perform an “imitation game” (later known as the Turing Test) in which the aim was to mimic human intelligence to the point of seeming human to an external observer (Turing, 1950).

Therefore, what Nees asserted is that the computer could create a successful imitation of the artist’s work. The exchange between Nees and the artist did not go well, as the engineer’s vision of a computable art seemed to threaten the superiority of artistic creativity. Upset and resentful, the artist and his colleagues left the room, with philosopher Max Bense trying to appease them by calling the art made with computers “artificial” (Nake, 2010, p.40) – as opposed, one might think, to a “natural” art made by human artists. The need for this distinction denotes the uneasy relationship between artists and their tools, the latter supposedly having no agency at all, being mere instruments in the skilled hands of the artist.

The computer introduced an unprecedented level of autonomy: the artist only needed to write a set of instructions, the program did the rest.

Certainly, there had been some room for randomness and uncontrolled processes to emerge in the different artistic practices that had succeeded each other during the 20th century, but until that point creativity was unquestionably anthropocentric, with the artist (or their assistants), at the centre of the creation of every artwork. The computer introduced an unprecedented level of autonomy: the artist only needed to write a set of instructions, the program did the rest. This was challenging for artists at a time when few had seen a computer and even fewer knew how to write a program or understood what it could do.

Vera Molnar. Untitled. Plotter drawing. Ink on paper, 1968. Courtesy DAM Museum

Despite the profound differences from our current perception of computers, over fifty years later, AI still holds the same fascination and is subject to the same misunderstandings as early computer art. The initial rejection of computer-generated art has turned to uncritical enthusiasm, and the prospect of an art that does not need human artists has been celebrated with a spectacular sale at Christie’s. But the artist was never out of the picture. 

Pioneering computer artist Vera Molnar created her first artworks in the 1960s with a “machine imaginaire”, a program for an imaginary computer that helped her develop a series of combinatorial compositions of geometric forms and colours. In 1968, she started working with a real computer (which back then was only available at a research lab), but she has always stressed that the machine is, to her, nothing but a tool: “The computer helps, but it does not ′do′, does not ′design′ or ′invent′ anything” (Molnar, 1990, p.16).

“The computer helps, but it does not ′do′, does not ′design′ or ′invent′ anything”

Vera Molnar

Another pioneer, Frieder Nake, recalls the experience of creating his first algorithmic drawing in 1965, underscoring his role as the creator of the artwork:

“Clearly: I was the artist! A laughable artist, to be sure. […] But an artist insofar as he – like all other artists – decided when an image was finished or whether it was finished at all and not rather to be thrown away. I developed the general software, wrote the specific program, set the parameters for running the program. […] I influenced the process of materialization by choosing the paper, the pens, and the inks; and I finally selected the pieces that were to be destroyed or to leave the studio to be presented to the public.”

Nake, 2020

Manfred Mohr, one of the first artists to work with computers who, like Molnar, had a background in fine arts instead of mathematics, has frequently stated that his artworks transcend the computational process they are based on: “My artistic goal is reached” he states, “when a finished work can visually dissociate itself from its logical content and convincingly stand as an independent abstract entity” (Mohr, 2002). 

Manfred Mohr. P032.Plotter drawing on paper, 38 x 38 cm., 1970. Courtesy DAM Museum

Algorithmic artists have played with the balance between control and randomness, always keeping a direct involvement in every part of the process of creation, from the code to the final output. The software, however, can be allowed a greater portion of the decision making. This is what Harold Cohen did in 1973 when he developed AARON, a computer program designed to generate drawings on its own, with no visual input, based on a complex series of instructions written by the artist.

Influenced by the ideas that were being discussed at Stanford University’s Artificial Intelligence Laboratory at the time, Cohen sought to understand how images were made. AARON aimed to answer that question by creating drawings that simulated those of a human artist, without human intervention. Cohen stressed AARON was “not an artists’ tool” but “a complete and functionally independent entity, capable of generating autonomously an endless succession of different drawings” (Cohen, 1979). This autonomy led to thinking about AARON in cognitive terms, with Cohen himself stating that the program “has a very clear idea of what it is doing” (Cohen and Cohen, 1995, p.3). For over four decades, the artist kept developing the program, establishing a relationship that he described as the kind of collaboration one would have with another human being:

“AARON is teaching me things all the way down the line. From the beginning, it has always been very much a two-way interaction. I have learned things about what I want from AARON that I could never have learned without AARON”

Cohen and Cohen, 1995, p.12

Cohen’s work prefigured the current applications of AI systems in art making, not only in the way the program worked but also in its role as a collaborator rather than a mere tool. 

Harold Cohen. Arnolfini series. Plotter drawing, ink on paper, 1983. Courtesy DAM Museum

Artists working with artificial neural networks nowadays describe their experience in similar terms to those expressed by AARON’s creator. When Anna Ridler created her own dataset of 200 drawings to train a GAN for her animated film Fall of the House of Usher I (2017), she sought to push the boundaries of creativity by producing an artwork that is a machine generated interpretation of her drawings, which in turn represent scenes from a silent film based on a short story by Edgar Allan Poe. The outcome has led her to wonder where is the “real” artwork, and to doubt the role that the program plays in its making: “I do not see a GAN as a tool like I would think of say a photoshop filter but neither would I see it is as true creative partner. I’m not really quite sure what is is” (Ridler, 2018).

For Patrick Tresset, working with robots that can draw in their own style enables him to distance himself from his work: “I found it very difficult to show my work, as a painter, as an emotional thing, and the distance that we have with the action when you use computers, that you are not directly involved… makes it far easier for me to exhibit” (Upton, 2018).

Memo Akten explores the structure and functioning of artificial neural networks and uses Machine Learning as a form of exploring human thinking: “My main interest,” he states, “is in using machines that learn as a reflection on ourselves, and how we navigate our world, how we learn and ‘understand’, and ultimately how we make decisions and take actions” (Akten, 2018).

Gregory Chatonsky criticizes the perception of the artist as purely autonomous and the machine as a simple tool, while describing his creative process as an interaction with the software that not only generates images but also spurs his imagination: “Working with a neural network to produce images or texts,” he states, “I perceive how my imagination develops, becomes disproportionate and germinates in all directions. I try to adapt to this rhythm, to this breath. It’s almost alive” (Chatonsky, 2020).

Artists have carried out a dialogical relationship with the software they have used, considering it not just an instrument, but a collaborator.

These statements show that artists have carried out a dialogical relationship with the software they have used, considering it not just an instrument, but a collaborator. However, the deeply entrenched perception of the artist as the sole creator of the artwork, in full control of every aspect of the outcome, looms over this partnership insisting that either the machine is to remain a mere tool or it is destined to take over the artist’s role.

Anna Ridler. Mosaic Virus. 3-screen GAN video installation. 2018-2019. Courtesy DAM Museum

Towards post-anthropocentric creativity

The question whether a machine can be creative is recurrently asked as AI systems increase their capabilities and become more sophisticated. Recently developed systems such as CAN (Creative Adversarial Network), which is taught to deviate from the examples it has learnt in order to produce new types of images (Elgammal et. al., 2017), or DALL-E, which can generate images from text descriptions (Ramesh et. al., 2021), illustrate how far computers can go in creating visual content.

CAN has even been used in an attempt to pass the Turing Test, that is, to produce machine-generated art that appears indistinguishable from that created by an artist. The results have been disputed in a study that shows a preference for art made by humans and suggests that what should be asked is not if AI can create art, but whether the art created by AI is worthy (Hong and Ming, 2019).

What should be asked is not if AI can create art, but whether the art created by AI is worthy.

Seen from this perspective, the debate pivots to more practical considerations: what can AI do, and how can it be used? GANs are widely employed by artists nowadays, but they tend to generate the same type of images because of the limitations of the programs and the processors. In this sense, the artificial neural networks are not particularly creative because they do not produce anything that breaks out from a set of established parameters and similar outputs. The creativity stems from how artists use these images and assign them a certain narrative. Therefore, to expect machines to become creative by following problem-solving approaches seems limiting and even counterproductive (Esling and Devis, 2020), given that we don’t even understand how creativity works and cannot translate it into computable formulas.  

Instead of asking whether an AI system can replace an artist, it would be more interesting to consider how artists can expand their creativity using AI. This proposition does not imply considering the artist as the sole creator of the artwork, but moves past this preconception to embrace a notion of creativity that includes all the actors involved, human and non-human.

Guido Segni. Demand Full Laziness. Lot 2018/000022. AI-generated image, 2018.

Jan Løhmann Stephensen suggests the terms “postcreativity” or “postanthropocentric creativity” to challenge the idea of creativity as something that is exclusive to humans and a marker of human “greatness” (Løhmann, 2019). Through the lens of postcreativity, we can consider artworks as the outcome of an interaction between a variety of actors, including humans, objects, systems, and environments. In AI-generated art, this means taking into account all the people, animals, natural environments, institutions, communities, software, networks, etc. that take part, more or less directly, more or less willingly, in the artwork’s making.

This opens up deeper reflection on how the piece is created, as do Anna Ridler and Memo Akten in their examination of the artificial neural networks they use. It also allows artists to distance themselves from the specific output while retaining authorship of the process, as do Patrick Tresset and Guido Segni – the latter currently engaged in a five year project titled Demand Full Laziness (2018-2023), in which he outsources his artistic production to a deep learning algorithm trained with images from his moments of rest. Overall, it emphasises the potential of co-creation between humans and machines, in which computers do not mimic, but expand human creativity. 

Through the lens of postcreativity, we can consider artworks as the outcome of an interaction between a variety of actors, including humans, objects, systems, and environments.

Artificial Intelligence has developed at a growing pace over the past seven decades, and it will continue to do so, bringing new challenges and possibilities for computer-generated art. As several authors point out, AI is currently at a stage equivalent to the daguerrotype in photography (Aguera, 2016; Hertzman, 2018), and it is difficult to predict what novel forms of creativity it will unfold. It might well be, if AI were to reach a stage of consciousness or self-volition, that a program may not be interested in producing a drawing or a photograph and would rather express itself through elegant programming code or a beautiful mathematical equation. Or, maybe it would even create art that is not intended for humans to understand, but is addressed to fellow AIs. 

This text was written in March, 2021

References

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