situating the work of Refik Anadol in the history of generative art
Kyle Steinfeld for L&S 25, Fall 2019
This talk seeks to situate the work of Refik Anadol in the context of the history of Generative Art.
"Generative art" is defined as any art practice in which the artist hands over control to a system that can function autonomously and that contributes to or creates a work of art. These systems range from natural language instructions and mathematical operations to computer programs and biological processes.
Machine Art was one of the first exhibitions of the new department of Architecture + Design at MoMA. This was the first time that industrial objects were exhibited in an art museum. For the first time, objects that were made by machines, but designed by humans, were presented as art objects.
This included: common household objects, like furniture, pots, and pans, industrial equipment, like springs, insulators, and pistons, and scientific instruments like microscopes, and beakers.
Machine Art was one of the first exhibitions
of the new department of Architecture + Design
at MoMA
the first time that industrial objects
were exhibited in an art museum
for the first time,
objects that were made by machines,
but designed by humans,
were presented as art objects.
this included:
common household objects
like furniture, pots, and pans,
industrial equipment
like springs, insulators, and pistons,
and scientific instruments
like microscopes, and beakers
As curator Philip Johnson noted: the exhibition was born from the idea that "art could still be made without the handcraft approach". Where "handicraft implies irregularity, picturesqueness, decorative value and uniqueness the machine - and modern design - implies precision, simplicity, smoothness, reproducibility"
This was a celebration of, and, indeed the defining of, a "functional aesthetic" inherent in manufactured objects.
As curator Philip Johnson noted:
the exhibition was born from the idea
that "art could still be made without the handcraft approach"
where "handicraft implies
irregularity, picturesqueness, decorative value and uniqueness
the machine - and modern design - implies
precision, simplicity, smoothness, reproducibility"
a celebration of,
and, indeed the defining of,
a "functional aesthetic"
inherent in manufactured objects.
what can we learn from this as we prepare for our next guest lecture?
With this understanding of "machine art" in mind, I offer the following analogy to frame this week's lecture:
as
the MoMA Machine Art exhibit
is to
consumer objects and experiences
produced by
industrial machines
so too
the artistic work of
Refik Anadol and others
is to
consumer objects and experiences
produced by
post-industrial machines
in particular, work produced by
software and data
With this understanding of "machine art" in mind,
I offer the following analogy to frame this week's lecture:
[click]
As
the MoMA Machine Art exhibit
is to
consumer objects and experiences produced by industrial machines
so too
the artistic work of Refik Anadol and others
is to
consumer objects and experiences produced by post-industrial machines
what is a post-industrial machine?
i'm speaking specifically of machines consisting of
software and data
The presence of industrial objects in an exhibit was a provocation, and a demonstration of a new "aesthetic of functionality" that spoke to larger trends in the culture at the time.
In much the same way, there was a time quite recently when it would be shocking to come across an object produced by software or data in an art context.
In 1934, it was shocking
to come across an industrially-produced object,
such as a mixing bowl or a propeller,
in an art context.
The presence of such objects in an exhibit was a provocation,
and a demonstration of a new "aesthetic of functionality"
that spoke to larger trends in the culture at the time.
In much the same way,
there was a time quite recently
when it would be shocking to come across
an object produced by software or data
in an art context.
Curator Philip Galanter defines generative art as "any art practice in which the artist uses a system, such as a set of natural-language rules, biological processes, mathematical operations, a computer program, a machine, or other procedural invention, that is set into motion with some degree of autonomy, thereby contributing to or resulting in a completed work of art."
Bosphorus Data sculpture inspired by high frequency radar data collections of Marmara Sea. Refik Anadol, 2018
To be more specific, I would argue that we see Anadol's work
as a contemporary example of "generative art"
Curator Philip Galanter defines generative art as
any art practice in which the artist uses a system,
such as a set of natural-language rules,
biological processes,
mathematical operations,
a computer program,
a machine,
or other procedural invention,
that is set into motion with some degree of autonomy,
thereby contributing to or resulting in
a completed work of art.
To put that more succinctly,
we might turn to the artist Sol LeWitt,
who, writing about conceptual art in 1967, stated:
By this definition, we can see that generative art pre-dates computers. In fact, the conceptual art of the mid-twentieth century, provides an important link between the work shown in the "Machine Art" exhibit and the generative artists, such as Anadol, who are working with software and data today.
"The idea becomes a machine that makes the art".
- Sol LeWitt, 1967
"when an artist uses a conceptual form of art,
it means that all of the planning and decisions
are made beforehand
and the execution is a perfunctory affair.
[click]
The idea becomes a machine that makes the art."
by this definition, we can see that
generative art pre-dates computers.
in fact,
the conceptual art of the mid-twentieth century,
provides an important link
between the work shown in the "Machine Art" exhibit
and the generative artists,
such as Anadol,
who are working with software and data today.
-------
Sol LeWitt, "Paragraphs on Conceptual Art," Artforum 5, no. 10 (June 1967), pp. 79-83
To illustrate this link, in this text, I present three stories each of which links a pair of artists.
To illustrate this link,
in my talk today, I will present three stories
each of which links a pair of artists:
one from the mid-twenthith century
who worked a pre-computational or proto-computational media
and a second more contemporary example
who works with some form of digital media
The work of Josef Albers, shown here on the left, focuses on the human perception of combinations of colors.
This work directly prefigures the work of Joel Simon in the late 1990s, when interactive computer-based art was in its infancy.
(left) Variant VI, Josef Albers, 1966 (right) Color Panel v 1.0, Joel Simon, 1999
To get warmed up,
I'll start with a simple example.
The work of Josef Albers,
shown here on the left,
focuses on the human perception
of combinations of colors.
This work directly prefigures
the work of Joel Simon in the late 1990s,
when interactive computer-based art
was in its infancy.
Next, is the work of Joan Truckenbrod, who pioneered a practice in the 1970s that we would now call "algorithmic drawing". Truckenbrod was perhaps the first to implement algorithms meant to represent natural phenomena in the service of visual art.
This practice is very much alive today, and has since been extended by practitioners such as Jessica Rosenkrantz, who authored the image on the right, Jenny Sabin, and others.
Next, I'll talk about the work of Joan Truckenbrod,
who pioneered a practice in the 1970s
that we would now call "algorithmic drawing".
Truckenbrod was perhaps the first to implement
algorithms meant to represent natural phenomena
in the service of visual art.
This practice is very much alive today,
and has since been extended by practitioners
such as Jessica Rosenkrantz,
who authored the image on the right,
Jenny Sabin,
and others.
Finally we present the work of a giant of conceptual art, Sol Le Witt, alongside one of the pioneers of generative art, Casey Reas.
I'll save my most ambitious story for last.
Here I'll present the work of a giant of conceptual art,
Sol Le Witt,
Alongside one of the pioneers of generative art,
Casey Reas
The earliest work I'll show today
was produced roughly at the same time
as the Machine Art exhibit I mentioned
at the top of this talk.
The Nazis shutdown of the Bauhaus school in 1933 prompted a mass exodus of its staff to other countries, and America gained one of its foremost instructors, Josef Albers. After his emigration, the modernist artist and designer had a profound influence on the theory and practice of art and design most notably through his influential book "Interaction of Color".
(left) Cover of the exhibition catelog for the Machine Art exhibit, designed by Josef Albers (right) Interaction of Color, Josef Albers, 1971
The Nazis shutdown of the Bauhaus school in 1933
prompted a mass exodus of its staff to other countries,
and America gained one of its foremost instructors,
Josef Albers.
After his emigration, the modernist artist and designer
had a profound influence
on the theory and practice of art and design
most notably through his influential book
"Interaction of Color"
Albers was particularly interested in combinatorics: the sequencing and ordering of simple collections of units. He was also interested in color theory and investigating the perceptual changes in hue caused by placing different colors next to each other.
(left) Bauhaus Stencil Lettering, Josef Albers, 1926-28 (right) MM3, Josef Albers, 1961
Albers was particularly interested
in combinatorics:
the sequencing and ordering
of simple collections of units
He was also interested in color theory
and investigating the perceptual changes in hue
caused by placing different colors next to each other.
In this work, Albers sought to demonstrate that our perception of color is contextual.
In this work, Albers sought to demonstrate that our perception of color is contextual.
Josef Albers (1888-1976), Variant VI, 1966, from the portfolio Ten Variants. Screenprint: sheet, 17 x 17 in. (43.2 x 43.2 cm); image, 11 x 11 7/8 in. (27.9 x 30.2 cm). Whitney Museum of American Art, New York; gift of the artist 67.64.6. (c) 2018 The Josef and Anni Albers Foundation/Artists Rights Society (ARS), New York
Josef Albers (1888-1976), Homage to the Square I, 1967, from the portfolio Homage to the Square. Screenprint on board: sheet, 24 3/16 × 24 3/16 in. (61.4 × 61.4 cm); image, 19 5/8 × 19 5/8 in. (49.9 × 49.9 cm). Whitney Museum of American Art, New York; gift of the artist 68.1.1. (c) 2018 The Josef and Anni Albers Foundation/Artists Rights Society (ARS), New York
The most well-known application of his theory of color was his "Homage to the Square" series, which was started in the summer of 1949.
(left) Homage to the Square: Apparition, 1959 (right) Homage to the Square: With Rays, 1959 Josef Albers
The most well-known application
of his theory of color
was his "Homage to the Square" series,
which was started in the summer of 1949
Albers continued working on this series over the next twenty-five years, and made more than a thousand related works over that time.
(left) Homage to the Square: Patina, 1962 (right) Homage to the Square: Full, 1962 Josef Albers
Albers continued working on this series over the next twenty-five years.
He made more than a thousand related works over that time.
(from left to Right) Homage to the Square: Midnight + Noon I-IV Josef Albers, 1964
He developed four layouts,
three composed of three squares each
and the fourth composed of four squares.
to explain his selection
of a very simple geometric composition,
he said:
"The scheme of the Homages
has no real aesthetic consequences by itself,"
"There were hundreds of possibilities,
but since my main problem is color ...
let's have a scheme"
Like a composer writing variations on a single melodic theme, Albers created countless color combinations in which the effect of individual colors changes markedly from work to work, demonstrating the variability of our perception of color.
(from left to Right) Homage to the Square: Midnight + Noon V-VIII Josef Albers, 1964
Like a composer
writing variations on a single melodic theme,
Albers created countless color combinations
in which the effect of individual colors
changes markedly from work to work,
demonstrating the variability
of our perception of color.
Observing that Albers' work is combinatorial by its nature, roughly thirty years later, "net" artist Joel Simon sought to extend this way of thinking to its logical result.
Observing that Albers' work
is combinatorial by its nature,
roughly thirty years later,
"net" artist Joel Simon
sought to extend this way of thinking
to its logical result.
According to Joel, CPU,
or Color Processing Unit,
is a study of emergent behavior and viewer perception.
Here, a rule set generates combinations of colors.
Although the software uses the same rules,
the viewer interprets some of these combinations
as 'patterns' and others as 'noise'.
In this way it comments on
the infinite potential of visual space
how many images are possible
and how many are considered as such.
Similarly, Color Panel v 1.0 is a time based color study.
Influenced by the Bauhaus movement,
Color Panel interprets color 'rules' into software.
The software iterates through color possibilities
explored in theories proposed by Bauhaus artists
The activation of these studies
results in a dynamic composition
of changing color pallets that never repeat.
Finally,
we have this 1996 piece titled "Every Icon".
which is presented as an early online installation,
a Palm Pilot application,
a wall projection,
and a self-contained wall hanging object.
The piece consists of a 32 x 32 square grid
where every square can be colored black or white.
The piece starts with an all-white image
and progresses through combinations of black and white squares
until every square is black.
By this process, the piece will show every possible image.
Even in this limited visual space,
there are more images than the human mind can experience
in many lifetimes.
Joan Truckenbrod -> | Jenny Sabin / Jessica Rosenkrantz
Next, I'd like to talk about
one of the first artists to work with computers
in the production of drawings.
Since the work of Joan Truckenbrod
spans a number of decades
and is expressed in different media,
I'll discuss her early computer drawing work
separately from her later textile work,
and will connect each of these
to a different contemporary practice.
Truckenbrod started making her computer drawings in the 1970s, using the programming language Fortran.
Truckenbrod started making her computer drawings
in the 1970s,
using the programming language Fortran.
She explains: "I saw that algorithms could be reconfigured, they were not a hard set of instructions but fluid, allowing me to transform ideas into new forms. There was a spontaneity that was related to this process, that then related back into the series of works."
She explains,
"I saw that algorithms could be reconfigured,
they were not a hard set of instructions but fluid,
allowing me to transform ideas into new forms.
There was a spontaneity that was related to this process,
that then related back into the series of works."
Truckenbrod would frequently incorporate algorithms that described natural phenomena, such as light or sound waves,
and give them physical substance through her projects.
(left) Color Xerox Transparencies Overlay (right) Coded Algorithmic Drawings, Ink on Paper Joan Truckenbrod, 1976 & 1975
Truckenbrod would frequently incorporate
algorithms that described natural phenomena,
such as light or sound waves,
and give them physical substance
through her projects.
Algorithmic drawing requires artsits to work at a distance: unlike today, artists working on computer drawings could not see the results of their code on a screen immediately after having written it.
Unlike today,
artists working on computer drawings at that time
could not see the results of their code on a screen
immediately after having written it.
They had to work with a machine
to punch their program onto a series of cards,
which then communicated with the mainframe computer
that guided plotters to draw the work.
-----
In 1967, Charles Csuri's Sine Curve Man, created at Ohio State University in collaboration with programmer James Shaffer, stood out as one of the most complex figurative computer-generated images. As Csuri and Shaffer explained, to make the work, "a picture of a man was placed in the memory of an IBM 7094. Mathematical strategies were then applied to the original data." Csuri and Shaffer's code transformed the line drawing of the man by repeatedly vertically shifting an X or Y value of the given curve and letting the resulting drawings accumulate on top of each other. Csuri felt that peer artists working with technology at the time had tended to place more emphasis on materials and technical processes than the underlying scientific concepts creating those products. For Csuri, the computer brought the artist closer to the scientist, allowing him to directly work with basic scientific concepts and examine the laws creating physical reality.
Many artists working today may be seen as following after this early work in algorithmic drawing. This is evidenced by the recent exhibition organized at CCA, titled "Drawing Codes".
Any number of artists
may be seen as following after this early work
in algorithmic drawing.
This is evidenced by the recent exhibition organized at CCA,
titled "Drawing Codes".
Fifty years after Truckenbrod,
interest is still apparently strong to
"explore the impact of emerging technologies
on the relationship between code and drawing:
how rules and constraints
inform the ways architects
document,
analyze,
represent,
and design the built environment.
To take just one example from this exhibit,
(one that some of you
may have read about in section this week)
consider this piece by Madeline Gannon,
in which we find echos of Truckenbrod's stated interest
in patterns drawn from nature.
Here, one of the classic examples
of mathematical emergence
is given form.
according to Gannon, the static drawing on the left depicts
"Thousands of agents race[ing] towards each other
only to be pushed apart by their internal desire
for equilibrium.
The lines you see here illustrate
these primal, spatial motives at play."
Although this abstract model of consciousness
has been computationally understood for over 30 years,
we are only just beginning
to embody intelligent, autonomous machines
with these spatial behaviors.
Finally,
any discussion of algorithmic depictions of growth
would not be complete without mentioning
the work of the design firm "Nervous System".
Recalling Truckenbrod's work,
this collaboration between
architect / computer scientist Jessica Rosenkrantz
and biologist Jesse Louis-Rosenburg
uses computational models of biological growth
to design functional objects inspired by natural forms.
To make the patchwork textile we see here, Joan Truckenbrod again implemented algorithms depicting natural phenomena.
I'll return briefly to Truckenbrod herself,
to pick back up on a thread of work
that built upon her algorithmic drawing series.
To make the patchwork textile we see here,
Joan Truckenbrod again implemented algorithms
depicting natural phenomena
(this time in the programming language BASIC)
to create a series of abstract sequential images
printed on heat-transfer material.
After superimposing a pattern,
and reconfiguring the image components,
she hand-irons them onto polyester fiber
to create the sort of compositions we see here.
Truckenbrod's digital fabrics connect early computational art with the feminist textile art practice of the 1970s that challenged the relegation of techniques such as quilting, sewing, and weaving to the realm of "women's crafts."
(left) Particle Warp, 2019 (middle) Light Through the Trees, 2018 (right) The Fire of Blue, 2018 Woven Mercerized Cotton Joan Truckenbrod
The textile work is shown suspended
so that its display becomes fluid--affected
by light and air movement
and part of the "natural" world.
Truckenbrod's digital fabrics
connect early computational art
with the feminist textile art practice of the 1970s
that challenged the relegation of techniques
such as quilting, sewing, and weaving
to the realm of "women's crafts."
Truckenbrod's fabric work is contemporary,
but we can find those inspired by it,
and who seek to extend it,
in the contemporary design world as well.
The Fourier Carpet Series,
by architect Jenny Sabin,
is a line of algorithmically-generated rugs.
The patterns we see here are based on the Fourier Series,
a binary mathematical sequence
often used for the analysis of sound and color.
According to Sabin:
"This combination of advanced technologies
for the production of craft-based industrial products
confounds traditional emphasis
on the hand-made ...
and raises provocative questions
about self-generating patterning processes
afforded by novel combinations
of historical and contemporary technologies.
Sol Le Witt -> | Casey Reas
Encapsulating the idea that "the idea or concept is the most important aspect of the work," Sol LeWitt's wall drawings are actually sets of instructions that others execute when the work is to be exhibited.
(left) Proposal for Wall Drawing, Information Show (MoMA, 1970) (middle) Wall drawing installation at Dia Beacon (right) Wall Drawing #273, 1975, installed at Dia Beacon in 2007
Encapsulating the idea that
"the idea or concept
is the most important aspect
of the work,"
Sol LeWitt's wall drawings
are actually sets of instructions
that others execute
when the work is to be exhibited.
For example, the instructions here read:
Proposal for Wall Drawing, Information Show
Within four adjacent squares,
each 4' by 4',
four draftsmen will be employed
at $4.00/hour
for four hours a day
and for four days to draw straight lines
4 inches long
using four different colored pencils;
9H black, red, yellow, and blue.
Each draftsmen will use the same color throughout
the four day period,
working on a different square each day.
The exact angle and length of the lines in any piece may be, to some extent, determined by those who draw them, and the work may be adapted to fit a variety of architectural contexts.
Sol LeWitt, 4th wall: 24 lines from the center, 12 lines from the midpoint of each of the sides, 12 lines from each corner, 1976, from Wall Drawing #289
The exact angle and length of the lines in any piece
may be, to some extent,
determined by those who draw them,
and the work may be adapted to fit
a variety of architectural contexts.
for example, called for here is simply
twenty-four lines from the center,
twelve from the midpoint of each of the sides,
and twelve from each corner
Consequently, any given wall drawing is scalable and can differ significantly with each realization. The instructions for the piece we see here are incredibly site-specific, and open to interpretation. They simply read: "All architectural points connected by straight lines."
Consequently, any given wall drawing is scalable
and can differ significantly with each realization.
The instructions for the piece we see here
are incredibly site-specific, and open to interpretation
They simply read:
"All architectural points
connected by straight lines."
Although these instructions are executed by humans rather than a computer, its language-based instructions function as a program would in a digital work of art.
Although these instructions
are executed by humans
rather than a computer,
its language-based instructions
function as a program would
in a digital work of art.
In 2004, just as in our previous stories the artist Casey Reas built upon LeWitt's work, extending it to its logical end, and adapting it to a new computational media. His re-interpretation of LeWitt begins with a literal adaptation. Here, for example, we see LeWitt's Wall Drawing 106 interpreted by software.
In 2004,
just as in our previous stories
the artist Casey Reas built upon LeWitt's work,
extending it to its logical end,
and adapting it to a new computational media.
His re-interpretation of LeWitt
begins with a literal adaptation.
Here, for example,
we see LeWitt's Wall Drawing 106
interpreted by software.
On the left, a static image,
and on the right,
the logical extension of LeWitt's idea
expressed as an interactive media,
in which the agency afforded to LeWitt's draftsmen
is now extended to the viewer of the work.
Casey writes: "The catalyst for this project is the work of Sol LeWitt. I had a simple question: "Is the history of conceptual art relevant to the idea of software as art?". "I began to answer the question by implementing three of LeWitt's drawings in software."
In his writing about this series,
Casey writes:
The catalyst for this project
is the work of Sol LeWitt.
I had a simple question:
"Is the history of conceptual art
relevant to the idea of software as art?"
"I began to answer the question
by implementing three of LeWitt's drawings
in software."
[Implementations with permission of Sol LeWitt.]
Here we see wall drawing #85
in pencil on the right and in software on the left.
The instructions for this wall drawing read:
"A wall is divided into four horizontal parts.
In the top row are four equal divisions,
each with lines in a different direction.
In the second row, six double combinations;
in the third row, four triple combinations;
in the bottom row,
all four combinations superimposed."
Casey Reas futher expands Sol LeWitt's concept that the idea is "a machine that makes art" by demonstrating that it is always true for works of software art.
Casey Reas futher expands
Sol LeWitt's concept
that the idea is "a machine that makes art"
by demonstrating that
it is always true for works of software art.
Reas generates and executes the drawing
through programming,
but,
as with LeWitt's early wall drawings,
starts with a description
in natural language:
A surface filled with one hundred
medium to small circles.
Each circle has a different size and direction,
but moves at the same slow rate.
Display:
A. The instantaneous intersections of the circles
B. The aggregate intersections of the circles
In Structure #003A,
the points moving on the screen
are the center of each circle,
while the lines connect
the intersections of overlapping circles.
Structure #003B
gives viewers a different view of the structure
by compressing changes over time
into the same visual space;
it is created using a process similar to
taking a long-exposure photograph of Structure #003A
and is continually changing, erasing, and redrawing
while never repeating.