Much has been said and debated about the craft of the web.artist, but I have
never found a paper that organizes or establishes standards for that craft.
Ever since I launched my project, “The Craft of the Web.Artist: Some
animated considerations,”
I have been trying to gather information on the subject. In a paper titled “The
craft of the ethnographer, sociological method” (1902) [1], Mauss informs
us that documents, witnesses and authentic facts abound, and that a scientist
must be a good observer, separating the wheat from the chaff. This is what
I have been trying to do, while using my personal experience as a guide. In
this article, I will attempt to give a critical interpretation of what I’ve
been feeling, reading and observing, in plain language.
To start with, it’s obvious that a web.artist needs to have skills in
several areas in order to single-handedly produce a web production along the
lines expected today:
The web artist commands an often-unruly band of internal and external
visual artists and photographers, animators of various kinds, musicians
and composers, and the techie who ties artistic inspiration to code. (Martha
Deed - http://www.sporkworld.org/Deed)
The Different Skills
1- Image skills
1.1 – Painting and Drawing
In my case, the craft of the web.artist involves painting with
electronic media. Given the kind of support medium I’ve chosen, whether
it’s the screen of my laptop or desktop, or the walls or floor of
the rooms, my procedure is no different from the one I use in my studio.
I don’t
design ideas in advance. I let them happen, and they arrange themselves
in the forms of support I’ve chosen, then, slowing down, the gestures
become deeper, as the creative process increasingly requires a profound
dialogue with what is taking place on the screen, whether it is electronic
or made from linen, cotton or paper. [Aloysio Novis – http://www.geocities.com/aloysionovis/]
As Giselle Beiguelman (http://www.desvirtual.com/)
aptly stated in a conversation in the Rhizome community (09 – 2005), ”a
mouse is not a paintbrush...” and although there is a pen-mouse
(which I’ve never used) that is different from an ordinary mouse, I don’t
believe it’s possible for an artist to work and feel their work in the
same way when using such different tools. When painting there is a tangible
medium – paint, which makes a sloppy mess in cyan, yellow and magenta.
In the case of computers, what we have is light and pixels, and red, green,
blue, a clean art and…a certain limitation due to the software. Before
I became a web.artist, I did some painting on canvas, and I can’t see
the similarity between these two artistic expressions. These processes require
completely different reasoning. The only similarities are the creative tension
that both of them cause: the pleasure of creation. The same occurs with digital
drawings: for me, drawing on a sheet of paper is not the same as drawing on
the computer screen.
1.2 - Photography / film
For web.artists, digital cameras and cell phones that take photographs and
shoot movies are like painters’ brushes and spatulas. At the moment,
these tools of the trade – together with image software, especially “Photoshop,” and,
of course, "Google Images" -- are responsible for most of the pictorial creation
on the web.
Working with photography and more recently with film on computers is guaranteed
entertainment due to the multiple resources available, and for now the possibilities
for this activity are boundless. Much has been created and much remains to
be done in this area.
In my case, what attracts me are layers, stacking them one after the other,
whether working just with images or working with film. I like to think that
my work is an archeological process of painting with pixels (often in
motion) where, after the work is finished, it is often impossible to identify
the deepest layers. And it is also a process of “sacrificing pixels” – because
before the image is completed, many pixels are sacrificed. That was the source
of the work / narrative that resulted in this article. [http://arteonline.arq.br/web_art_considerations/um.htm - “How
many pixels I sacrifice before finishing a work of “web.art’” – is
this the web.artist’s craft or a sacrifice?”]
2- Animation skills
It isn’t easy to create a perfect animation like those we see in the
animated films produced by studios like Disney and Pixar. It takes a large
team of people to create such perfect animations with computers or otherwise.
Doubters should take a look at the “making of” movies that accompany
some of these animated movies.
Artists creating web animations today generally use one of these three processes:
animated gifs, Macromedia Flash, or Macromedia Director. Both kinds of software
can be used to create animations frame-by-frame, using the traditional process,
or with more advanced techniques, although the more sophisticated methods involve
complex programming.
However, no matter how well crafted, a perfect animation of a human figure
that walks and moves on the screen may lack that special touch that gives us
the sense of true artistry – it just gives us the feeling that it’s
a well-made animation. On the other hand -- depending on their creator’s
ingeniousness -- three colored blotches could be animated with fascinating
results. I think that this is the solution for the web.artist who works alone…or
perhaps not…as Isabel Aranda Yto.Cl’s statement aptly demonstrates:
The truth is that I use several programs. I made the mosaic backgrounds
with Arkaos (http://www.arkaos.net/)
and created the texts of the backgrounds with Resolume (http://www.resolume.com/index.php).
The figure was born from some small animations that I downloaded from
the Internet and converted into a "series of images" that captured
the movements frame-by-frame. I then selected some of these “frames" using
my own criteria and enlarged them considerably, fixing each one with Photoshop,
because the picture was very pixelly and distorted. After that I converted
each frame into ASCII using Ascgen software (http://ascgendotnet.jmsoftware.co.uk/ *3).
I tested the animation several times with Arkaos. Then I saved it with the
highest resolution possible and edited it using Adobe Premiere. I made a
video from that animation which is called "Art Dance". From that
video I selected the sequences that seemed most interesting to me and exported
them in a smaller size. Then I separated them frame-by-frame: a total of
32 sequences altogether. I once again fixed some of these series of images
using Photoshop. And then I put each mini-animation together frame-by-frame
using Flash. Then I added sound, which is a little hard to synchronize with
the image. The results of that last flash can be seen in mini art dance,
and after that I put together the final work in HTML.
It’s a little long, but I was obsessed with the idea of what I
wanted to create - tiny beings dancing before those moving backgrounds -
and I had to think up the best way to achieve this. That is why I worked gradually, bit
by bit, because I had no idea what was going to happen next. One idea led
to another, like a scientist in a lab. The order is not very precise because
often I went back and created other things and started mixing it all up.
It was a work of time. Several months of experimentation .
A web artist is some one that dares to try and to occupy his / her time
with Internet language and tools”. [Isabel Aranda – YTO.CL
- http://www.yto.cl ]
Animations can also be obtained by filming with digital cameras and using
software like Adobe Premiere to work with video/film. Here is an example of
the craft of web.artist Millie Niss, who produces her artworks this way.
We did the movie using Adobe Premiere video software. We
took the still photos on our cameras and got a few of them on the web,
and we took most of the video with a video camera and some with the Elph*. We
recorded the narration. We used some sounds from the videos
we took as well, and also the sound a goose makes from a CD of sound effects. The
whole thing was put together in Premiere, where you can arrange sounds
and video much more easily than in Flash. (You can also adjust the
video images much as in Photoshop and add transitions like dissolves (when
one video melts into another), and you can make video on layers with alpha
channels.) The
main disadvantage of using video software rather than Flash is that the
video comes out GIGANTIC in byte size (although the resolution in 728x480
which is better than US television). To put the video on the web,
you have
to use a compression program -- we used Apple Quicktime Pro which is very,
very cheap and works well. [Millie Niss – http://www.sporkworld.org ]
We mustn’t forget that an image in motion – the “time-image” – is
what attracts the eye these days. It is the legacy of a previous age, where
our eyes became adapted to cinema and television. But “web.art” is
neither cinema nor television. Its language shares points in common with both
these media, but is different in other ways. These points are part of the craft
of the web.artist.
3- Writing skills
Digital Writing is the inscribing of characters on an interface,
with the intention of moving concepts from mind to mind, through a network
of coded variations of elements once understood as text, image, sound and
video, etc. [Marcus Bastos - https://mail.cofa.unsw.edu.au/pipermail/empyre/2005-October/msg00008.html]
Today we find three different ways of working with texts on the web. The
first involves written texts that may or may not make sense, but are produced
by a writer/artist.
Type a word or a sentence, and click on "go".
The epiphany generator randomly collects pieces of sentences related to the
chosen words on the Internet and reconstitutes the skeleton of a new text.
In the third there is no written text, but there is a narrative obtained
through images and/or unique effects – is this a return to the past,
to a pictorial culture?
This means that even if a work of “web.art” does not contain
a text in the strict sense of the term, it will always contain a visual narrative – a
text that can be read or interpreted or understood by those who decipher
its signs. Art is language.
4- Audio skills
Audio is half of audiovisual.
Images remain in memory, sound is more secret and insidious. You can
make a picture mean anything just by changing its soundtrack. Any music fits
any picture, but the meaning might radically change, and it's my role to
control it and to propose the right one. I use sound as a counterpoint, trying
never to be illustrative unless it is needed. I often use it to widen the
scene with stereo or to materialize things you don't need to show, with off-screen.
It might be cheaper by the way. I've found a few nice things like rising
up the volume when you approach to the right place to click on, calling you
on one side or another, avoiding repetitive feeling by using three almost
similar sounds for the same action, letting you know that the gestures you've
made are efficient, and so on. [Jean-Jacques Birgé (FR) – http://arteonline.arq.br/Paris/birgeenglish.htm]
I fully agree with this statement, which comes from an experienced professional
who is highly regarded in his field. He has made me think that working with
audio may be one of the hardest parts of a work of web.art. Can an artist who
knows nothing of music or can’t play a musical instrument create an excellent
audiovisual production for the Web by using sophisticated software like “Sound
Forge,” for example?
5- Interactive skills
Interactivity in art is not unique to “web.art.” For example,
artists had already discovered it long before “web.art” came into
existence. Here in Brazil, since 1959 it has appeared in the works of artists
who are now known around the world: Lygia Clark and Hélio Oiticica.
The web (which has done so much to facilitate communications) and web.artists
have made interactivity a virtually essential characteristic of any work of “web.art”.
When visiting a “web.art” work for the first time, we always want
to discover what it can offer us and find the surprises awaiting us when we
click on certain areas or buttons with a mouse. I believe that interactivity
is a very important characteristic of this kind of artwork. When I see a conventional
video created for the web, even if it is of the highest quality, it somehow
disappoints me because I can’t make something different happen, and I
always wonder if I’m seeing “web.art” or watching a film
in miniature. But I must admit that this may not be true for everyone watching
the same work, and I’m sure that it suffices to achieve interactivity
through the cognitive dialogue with the work that arises from the flow of eye>screen>brain.
Another question has to do with what interactivity really is, and if it truly
exists, because the changes we make by clicking with a mouse are never permanent.
Anyone else who visits the same interactive page will find the work just as
it was when we found it, and not as the last visitor left it – in other
words, it always starts out in the form designed by the artist who created
that work.
I see a future in which a multitude of victorious unknowns will
step over the artist’s dead body. This is not about me but about
all of us. This dissolution of the artist in life, letting unknowns create,
is our own death, and how many of us will withstand this dissection, this
identification with the collective whole? (Lygia Clark)
Can such complete interactivity be achieved? Would it be good for artists,
or would it mean their death?
There are projects like the “Big Sheep”, by Regina Célia
Pinto and Isabel Saij (http://bigsheep.blogspot.com ),
which is related to the problem of copyright on the web, where the works really
are changed by anyone who wants to, but the original file is always preserved,
no matter how many other files are generated from it.
Not all artists working on the web today are good programmers, but programming
is part of the set of necessary skills and makes a work of “web.art” function
at its best. Anyone who can create a program and make it work exactly as they’d
visualized it is an artist too – an artist of the programming language
or code. I believe that the act of creating new programming
code produces the same creative tension as any other act of creation, such
as painting, drawing, writing poetry or literature or composing music… Well-crafted
code is a work of art. If it is art, is it to be shown?
Showing the code of my programmed artworks is something that I
never do. If I was a painter, I would not show my studio, my paint and
my paintbrushes: I would show my paintings. I believe that in programmed
art, the produced artwork is the execution of the program, not the text
(the code) that it is made out of.
Of course, an artist-programmer can show his code alongside his artwork; it
is the artist's choice, just like showing the scenario and the script notes
alongside a finished movie can be an artistic posture in itself. This is what
Alex McLean did with forkbomb.pl:
it was confrontation of the simplicity of the program to its dramatic results
that was the artwork. If the code had not been shown, it would not have been
interesting at all. This is also what Alex
Galloway did in CODeDOC I: it was showing the dangerous code and *not*
executing it that created the artwork.
But this is not my artistic position. I am interested in this very specific
feature of programmed artworks: they act on the world. As an artist-programmer,
this is what I do: I create actions and I show them. I don't show the material
that helped me create them. I dont think that it is of artistic interest”. [fragment
of message from Antoine Schmitt - http://www.aec.at/de/festival2003/programm/codedoc/schmitt/comments.html to
the community http://www.rhizome.org/]
I would like to make the code of http://vispo.com/kearns available.
why?
Well, with the exception of one part of it, the logic is not circuitous; it
is readable to a relatively casual reader programmer. also, parts of the code
do interesting things fairly simply. and it is a literary work; if possible
and the code is conceivably of interest--and use—to some people, It would
be nice to make the source code available. and there are some code ideas in
it. and some code themes and techniques that run through it.
There's one part of the code, though, that presents several problems inmaking
it public. it contains behaviors that i wrote and sell. it also contains programming
work of other people. and it is client server oriented; there's PHP involved
also, besides the Lingo. so i can't really make that particular little part
of the code public. it won't be difficult to take that part out. the code written
by other people is code that was publicly available, but if I release it as
part of a work by me, then they need to be properly credited (as they have
been in the credits) and I would need their
permission to release it publicly . [fragment of message from Jim Andrews – http://vispo.com to
the community http://www.rhizome.org/ ]
Artists who are good programmers as well as experts in all the other skills
are privileged members of the “web.art” world. They often do their
work exactly as they want to and often produce high-quality art.
However, many artists have not mastered this science. For them there are
other solutions, such as using software that does the programming, using ready-made
programs found in books or the web, paying someone to do the programming for
your art works, or working as a team. I believe that the last solution is the
best – a collaborative effort with a tightly knit team where each person
gives the best possible performance in his or her area. Nevertheless, there
are other ways, and they often result in excellent artworks.
7- Web skills
Web artists create art (combining visual images, animation,
sound, video, and interactivity) which are viewed on the web, most often
in a standard web browser window. [Millie Niss – http://www.sporkworld.org/]
After web.artists have either mastered all these skills or joined a team
of experts in each field, they also need web skills, because their work will
be viewed in a browser. They have to know how to take part in chat lists and
discussion groups – after all, the web is all about communication! They
need to know how to present their works in those groups, how to register them
for festivals and submit them to organizations, academic or otherwise.
And if by some chance the artist manages to get feedback from their peers,
a critique is something to celebrate…and having a web.art work accepted
by a festival or a major organization will send them wild with joy! But if
that doesn’t happen, the artist can also frequently visit the hit counter
for their website to have the glorious feeling that the work they strove so
hard to create is being appreciated – that feeling is only surpassed
by the moment of creation.
Web.artist: A human or a machine that pours out his/her/its soul on
the internet. [David Daniels – http://www.thegatesofparadise.com ]
And only then will the question so frequently discussed on the web today
arise for most – how can a web.artist make money from their craft? That
is a question that is still unanswered…
Conclusion?...
Deleuze [2] has said that the great film directors are like the great painters
and musicians: they are the best at talking about what they do. But when talking
about it, they become something else – philosophers or theoreticians…
I have written this as a web.artist, and at no time have I intended to theorize
or philosophize. I am still a web.artist, and the thing that most enchants
me about my craft are the following poems:
Web artists reach into the ether toward a dream of global sharing
and understanding” [Jim Andrews – http://vispo.com]
And it is precisely because of this that I keep thinking that creating a
work of web.art does not require all the skills I’ve described here.
All the “web.artwork” has to do is move the people who visit it.
In conclusion, to parody Deleuze’s observation on film [3]:
Web.art is a new practice of images and signs whose philosophy must turn
theory into conceptual practice. For neither a technical, nor an applied (in
psychoanalysis or linguistics), nor a reflexive determination suffices to constitute
the concepts of web.art itself.
My most special thanks to everyone who has sent me their definitions for
the expression “web.artist.” All of them will be an animated page
of my e.book “The Web.artist’s Craft, some animated considerations” at: http://arteonline.arq.br/web_art_considerations/
References:
[1] MAUSS, Marcel, O ofício do etnógrafo. In: OLIVEIRA, Roberto
Cardoso de. Mauss, Antropologia. São Paulo, Ática, 1976, pp.
53-59.,
[2-3] Deleuze, Gilles. Imagem Tempo (“L’ Image-temps”).
São Paulo, Brasiliense, 1990, p. 332