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If you are
interested in numeric or
digital arts, the following texts, allow
to understand better...

Gratin.org - Été 2003
For the use
of curators, juries, commis-
sionners, collectors, critics, of digital
art, of art on computers, of new
technology art, of net art.
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"Digital" art is still struggling to get into
Contem-
porary Art, that is in Art History. Why is it
so
difficult ? Because the worse stands
alongside
the best indistinctively. Cause or
consequence,
critique is scarce. Confronted to this
void, the
task of curators, juries, commissionners is
difficult, though crucial.
This vademecum gathers some precepts to keep
in mind in order to avoid the worse in terms
of
"digital" artwork or "digital" art project
description.
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--- Vade-mecum of digital art ---
1) Notice that 'digital' does not mean much
anymore when everything is digital, from the telephone to
the camera, from the
videocamera to the audio CD, from the car to the DVD. Forget the
'digital' word
when looking at,
listening to or experimenting a "digital" artwork.
2) If you don't understand anything to the
technical terms used in the description of the artwork or the
project, wonder if the
artist understands more, and if most of his or her energy did not
go into the
comprehension of the
technologies used, and that his work does not deal mainly with this
learning,
which has the
interest that it has.
3) If an artist claims to deal with the dangers
or the benefit of technology, put this work in relationship
with the XXth century
Art History (Constructivism, Futurism, Modernism, etc...) and
wonder what he
or she brings that is
new or personnal.
4) In the case of a conceptual project,
consisting mainly in its description on paper, check that, as it
is
often the case, a
similar project has not been realized already in Art History
(digital or not), and if yes,
wonder what the new
project brings that is new or personnal.
5) If a project consists in a transcoding, that
is if it can be described by "this is transformed into that",
where this and that are
: an audio shape (voice, music, etc...), a visual shape (image,
video flux,
performer image,
drawing in the sand, etc...), an internet-based traffic pattern
(emails, search engine
requests, low level
traffic, etc...), sensors (cerebral wave, temperature, stock quote,
movement of a
dancer, etc...) or
anything that is digitalizable (what is not ?), don't forget that
every digital coding is
arbitrary because it
is determined by technical contraints preexisting to the
artwork. Transcoding is
thus mere "found
object". Wonder if the artist brings a shape, a meaning, a
style or an approach to
this arbitrary
trancoding, and which.
6) If in front of an artwork you wonder "But how
did she do it ?" or "How does it work ?", wonder if
there is more to the
work than technical virtuosity or ingeniosity.
7) If you find an artwork nice, cute, fun or
amusing, wonder if it is anything more than decorative or
entertaining. (This is
true for any artwork but it seems there are much more in the world
of "digital" art).
8) If the description of an artwork looks like
the catalog of a computer reseller, check if the artwork
contains more than mere
fascination for technology.
9) If the description of a project centers
around a particular technology, especially if it is recent,
trendy
or commercial, whether
to use it or to revisit it, wonder if the project is not about
prolongating more or
less consciously the
ambiant commercial proselytism. Don't forget that most technologies
have nothing
revolutionnary,
especially for the artistic world.
10) If an artwork consists mainly in its description
on paper, wonder if it is really necessary to produce at
high cost its real size
version.
11) If you like a project description, check out the
previous realizations of the artist to see whether he or
she is not a better
writer than an artist.
12) Don't forget that the most important is to look,
listen and experiment the work. And if you like it,
risk it. There is an Art
History to build.
----- Gratin.org - Summer 2003
See
also : Digital Art by
Kent
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