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Digital Creativity: A Reader

Edited by Colin Beardon and Lone Malmborg Sweets and Zeitlinger
Lisse, Amsterdam, 2002 ISBN 90-265-1939-7 http://www.szp.swets.nl 

and

Digital Media Revisited
Edited by Gunnar Liestol, Andrew Morrison, and Terje Rasmussen
Cambridge, MA; MIT Press. 2003, $42.95 cloth ISBN 0-262-12256-1
http://mitpress.mit.edu 

Reviewed by Michael R. (Mike) Mosher <mosher@svsu.edu>, Saginaw Valley State University, University Center MI USA 48710 

This reviewer had wondered what had happened to the wide-ranging and optimistic creativity of the Cyberpunk era, the late 1980s and early 1990s.  Artists were making creative use of poetic hypertexts, Hypercard stacks and CD-ROMs.  Virtual Reality, however creaky its visuals and screen refresh time, was the greatest thing since psychedelic ergot on bread (pay no attention to the multiple workstations behind the curtain)!  Everybody read of bleeding-edge technology, realized or lushly theorized, in Mondo 2000 and Boing Boing magazines.  The recession that distinguished the first George Bush's U.S. presidency put a stop to it, and attention soon turned to building the components--usually commercial--of the World Wide Web. 

Many artists evidently kept the fires of creativity burning by publishing in the journal Digital Creativity, which sprang from the Computers in Art and Design Education (CADE) conference in Brighton, England in 1995.  Colin Beardon of Great Britain and Lone Malmborg of Sweden have edited a reader from seven year’s of the publication, and their book offers an agreeable collection of digital artists and their friends from around the world.  Carol Gigliotti asks "What is consciousness for?" in her essay of that title, and Pierre Levy of Canada welcomes us to today's virtuality.  It is useful to have at hand essays by Johanna Drucker on the body and Char Davies on her OSMOSE immersive virtual space.  Pelle Ehn calls for a "digital Bauhaus" teaching digital craft and fomenting inspiration.  We are given a Polish view of virtual bodies, a Malaysian view of augmentation by prosthetics, a British view of digital agents, a Japanese view on artificial life, a Brazilian view of the "technological soul", a Swedish view of the virtual self.  Other essays examine new works or tendencies of dance, poetry, game aesthetics, "voice ghosts" and performance, and essays on virtual architecture by architects and scholars from France, the U.S., Italy and Austria. 

The anthology Digital Creativity can be contrasted with the somewhat more dour collection Digital Media Revisited.  This book lacks some of the excitement of the Digital Creativity contributors' primary discoveries and encounters with the process of creating their own artistic works.  The authors collected in Digital Media Revisited seek theoretical innovation in new digital media, even where those theoretical principles may not yet be readily apparent. 

There are some useful and valuable contributions to be found here.  George P. Landow ponders academic sites and their effects upon literature and the arts in "The Paradigm is More Important than the Purchase: Educational Innovation and Hypertext Theory".   Anders Fagerjord's essay "Rhetorical Convergence" analyzes online coverage by both CNN and a Norwegian paper for their coverage of grisly crime, and how the respective websites' interfaces each shaped the greater story.  Lars Qvortrup ("Digital Art and Design Poetics") cites the Oncotype art collective's installation "Recoil", where words spoken into a microphone design the specifics of the participant's experience of the work's technology-enabled environment.   

Several essays in Digital Media Revisited make good use of lessons from gameplay, an arena of cyberspatial experience too often ignored as a subject of serious study.  May a spirit of play and creative enthusiasm leaven all our encounters with--and construction of theories about--technology, for the contrary only fosters market-driven shortsightedness, overwork and drudgery.  Many of us still believe cyberspace remains too promising to allow that. 

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Updated 1st January 2004


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