retro computer art and the aesthetic of the shift: 1. Dan Graham

A previous post discussed the use of recently outmoded technology to critique technology.
This post and the next delve more into theories that might support such a practice.

In thinking about "contradictions in the computer aesthetic" back in the 2000s, I wasn't aware of Marc Augé's writing [1] (cited by Pierre-Luc Verville in his essay on my artwork). I came to Augé's idea of the "aesthetic of the shift" (more about that in a later post) by way of artist Dan Graham, whose essay in a Dia Foundation symposium, "Legacies of Critical Practice in the 1980s," made a strong impression:

I believe now that the task of the artist is in part to resuscitate the just-past -- that period in time made amnesiac by commodity culture -- and to apply it as an "anti-aphrodisiac" (Walter Benjamin's phrase). The Rolling Stones song "Yesterday's Papers" -- "Who wants yesterday's papers? Who wants yesterday's girl? No one in the world" -- makes this anti-aphrodisiac aspect of the just-past clear. [2]

Like Augé, Graham wasn't talking about computers per se. He gave two examples. One was Walter Benjamin's Paris Arcades research. The arcades were glass-covered walkways that turned city streets into indoor shopping malls.

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These were an early-1800s idea of modernity that were mostly torn down in a later-1800s renovation of Paris by Baron Haussman.

haussmann_paris

Some arcades still lingered, jarring the traveler out of the dream of the "renovation" by exposing a substrate that was actually more modern.

About this, Dan Graham wrote:

According to Benjamin, "progress," the 19th-century scientific and ultimately capitalist myth, is expressed in commodities, fashion goods which "produce a sense of eternal newness." This makes progress a mythical goal, never to be reached, for there is always the new and it is always superseded by the next new. For Benjamin, then, progress is actually a state of stasis. And yet it is the very stasis that makes the recovery of the just-past potentially subversive.

Graham also mentions Gordon Matta-Clark, [3] who famously chainsawed out sections of buildings to expose their inner structures. Often this revealed a tree-ring-like history of the building's renovations, including design assumptions of earlier eras. Once again, the presence of this older, perhaps better-constructed, world jars us out of the eternal now of our modern cities.

matta-clark650w

The Arcades Project is a bit of a critical tabula rasa. Benjamin never finished the work so people project meaning into it. It has led to at least one awful-looking New York exhibit. Graham doesn't explain well how the arcades of the past critique the present (in the absence of a focused artwork). He mentions dreams, as if dreaming of the Arcades would jolt anyone out of the static continuum of present-day Paris. Graham's evocation of Matta-Clark better buttresses his argument: here at least is a physical thing an artist did to force recognition. In the next post, we'll discuss Marc Augé, who articulates "the aesthetic of the shift" bringing the past into the present, with reference to a contemporary artwork, Antoni Muntadas' pavilion in the 2005 Venice Biennale.

NOTES

1. Marc Augé, L'art du décalage, Multitudes, vol. 25, no 2, 2006, p. 139-147.

2. Dan Graham, "Legacies of Critical Practice in the 1980s," Discussions in Contemporary Culture, Hal Foster, ed., Dia Art Foundation, 1987

3. Frances Richard, Spacism: Gordon Matta-Clark and the Politics of Shared Space Places Journal, March 2019

annoying autobiographical post (3) - "retro" computer art

When I started making drawings on an office computer with Microsoft Paintbrush (mid '90s), and music on a Mac SE with Music Works software (late '80s), they weren't retro. My hope at that time was to demystify "computer art" by using everyday programs that people might have come into contact with. The key word wasn't outmoded, it was "simple." I was dismayed by the bad programmer art I was seeing, which was starting to appear in museums. I thought the best way for a fine art trained artist to use a PC was in the most straightforward, transparent way. For example, to make a hand painted portrait that was clearly done with a paint program and no accompanying narrative about the means of production. This turned out to be harder than I thought -- viewers assume anything made on a PC uses algorithms or software "cheats." Hand skill is effectively overwhelmed by the medium.

By the mid-2000s, I was stubbornly clinging to MSPaint and 8-Bit music as they became retro styles. In 2004 I began experimenting with animated GIFs, applying some of the pixelly MS Paint ideas I had been working with. At that time GIFs were definitely retro and seen as a '90s, dot com era phenomenon. I thought about Richard Phillips' use of dated fashion photography to make large scale oil paintings and remembered this 1987 quote from Dan Graham:

According to [Walter] Benjamin, "progress," the 19th-century scientific and ultimately capitalist myth, is expressed in commodities, fashion goods which "produce a sense of eternal newness." This makes progress a mythical goal, never to be reached, for there is always the new and it is always superseded by the next new. For Benjamin, then, progress is actually a state of stasis. And yet it is the very stasis that makes the recovery of the just-past potentially subversive.

I believe now that the task of the artist is in part to resuscitate the just-past -- that period in time made amnesiac by commodity culture -- and to apply it as an "anti-aphrodisiac" (Benjamin's phrase). The Rolling Stones song "Yesterday's Papers" -- "Who wants yesterday's papers? Who wants yesterday's girl? No one in the world" -- makes this anti-aphrodisiac aspect of the just-past clear. [1]

I never articulated my "program" the way artist and musician Pierre-Luc Verville does below but I think he gives a compelling reason for all those MS Paint drawings and animated GIFs:

What is contradictory in the computer aesthetic is between what we expect from computer tools and what they do. Moody exploits this paradox by turning the fundamental elements of the perceptual system of computer environments into expressive elements that refer directly to the history of art. By exaggerating what the computer may or may not be expected to produce aesthetically, Moody reveals a world whose conditions of aesthetic possibility are constantly being transformed by the machine.

The appropriation of obsolete devices is thus the occasion for a critique of the obsolescence of the various aesthetic stages of the computer, for a re-reading of the horizon of expectation which frames the experience of it. [2]

Just as the "simple" had been used to critique the overly complex, the "old" can be used to critique the seamless world of the so-called 4th Industrial Revolution: the interconnected virtual reality of smartphones and platforms -- the latest incarnation of Benjamin's stasis of eternal newness. A pixelated sphere was the best a drawing program could do in 1984. What limitations (or assumptions) might a super-duper slick iPad be putting on something made right now? I also appreciate Verville's implication that art history can be used as a gauge or measuring device. Unlike my attempts at portraiture, everyone can see that the pattern of concentric circles (Kenneth Noland target) is made up of pixels in my OptiDisc gif. What similar soon-to-be-dated constituent part might the seductive iPhone be hiding? In future posts, I'll be comparing my theorist of choice, Dan Graham, with Verville's, Marc Augé, on the topic of past-as-critique. (They are saying very similar things.)

pause_prelude_optidisc

Tom Moody, OptiDisc, projection of animated GIF file, "PAUSE (Prelude)" exhibit, Haus der Kunst, Munich, Germany, 2018

NOTES

1. Dan Graham, "Legacies of Critical Practice in the 1980s," Discussions in Contemporary Culture, Hal Foster, ed., Dia Art Foundation, 1987

2. https://leparergon.org/index.php?title=Tom_Moody (French) https://www.tommoody.us/archives/2021/06/08/le-parergon-tom-moody-bio/ (English)

Le Parergon: Tom Moody bio

Thanks to artist and musician Pierre-Luc Verville for including me as a topic on his website Le Parergon. The writing is in French; below is a machine-translated version. I added the hyperlinks for additional background.

Tom Moody

Tom Moody is an American musician, visual artist, and art critic. His work is characterized by the détournement [diversion, hijacking] of digital means of expression in order to subvert or sublimate their contradictions.

Biography

...Moody studied literature and art in Charlottesville [VA] and then in Washington, D.C., before moving to New York City...

Course of work

Banality and technical obsolescence are two important leitmotifs in Moody's work. Both embracing the limitations of the tools he uses and developing his art within the corporate world he infiltrates, he creates a body of work that can be said to explore the aesthetic and social ramifications of postmodern computing. His music explores the sonic aesthetics of the computer retroactively, as well as the aesthetic peculiarities of telecommunications and computer technologies and the social fantasies attached to them (Generic PC, 2017; Hypercylinder, 2019). In the visual arts, he is interested in optical effects, the dialectic between economy of means and maximalist aesthetics, and the changes brought about by new techniques in pictorial production (Kevin, Les, Steve, Kerry, oil on canvas, 1979-80; Advil Box, 1994, acrylic on promotional display box).

An aesthetic of the shift

From a technical point of view, Moody's art exploits the extreme limits, even paradoxes, of digital forms of expression. The audiovisual and minimal computer environment of the late 1990s (Microsoft Paintbrush and Paint, Windows 95 and 98, Sound Blaster, etc.) is reused by the artist in a way that subverts the corporate logic of the computer.

What is contradictory in the computer aesthetic is between what we expect from computer tools and what they do. Moody exploits this paradox by turning the fundamental elements of the perceptual system of computer environments into expressive elements that refer directly to the history of art. By exaggerating what the computer may or may not be expected to produce aesthetically, Moody reveals a world whose conditions of aesthetic possibility are constantly being transformed by the machine.

The appropriation of obsolete devices is thus the occasion for a critique of the obsolescence of the various aesthetic stages of the computer, for a re-reading of the horizon of expectation which frames the experience of it. In other words, his appropriation of computing is an art of the shift, which consists in shaping the contradictions of the aesthetic language of the cybersphere in order to question them [1].

References

1. Marc Augé, L'art du décalage, Multitudes, vol. 25, no 2, 2006, p. 139-147.

We Have Always Lived in Whose Castle? (Illustrations)

Below is a memorable paperback cover for Shirley Jackson's 1962 comic horror novel, discussed in previous posts:

we-have-always-lived-in-the-castle_450w

So memorable, in fact, that it was stolen for a 1977 Mario Bava film:

shock

"Your honor, the replacement of the poisonous berries with a boxcutter makes this non-infringing, or in the alternative, permissible under the Fair Use doctrine."