Computers
and Art
by Stuart
Mealing, Ed.
Intellect, Bristol, UK, 2002
192 pp., illus. Paper, $29.95
ISBN: 1841500623.
Reviewed by John Knight
User-Lab
Birmingham Institute of Art and Design
John.knight@uce.ac.uk
This book was originally published in
1997. This second edition has three new
chapters. Since the first edition, the
area of computers and art has widened
in scope. In addition, there have also
been many more quality (glossier) books
published on the subject. Rather than
gloss, 'Computers and Art' offers very
and provocative insights into the subject.
Stuart Mealing has collected 12 chapters
from 'artists, scientists, critics, philosophers
[and] educators (pp 006). Most authors
make art as well as critiquing it.
The book succinctly covers all the topics
and issues in computers and art. Three
authors (Mealing, Whale and Burton) deal
with the creative act and drawing. In
these chapters computers are considered
mainly as tools. Five chapters widen the
focus. Diggle, Rieser, Buick, King and
Brown investigate the qualities of computer
art and consider interactivity, virtuality,
and artificial creativity. Landsdown and
Noble look at graphical art. Brian Reffin-Smith
brings all of these strands together in
one exciting chapter about his own practise.
Ed Burton's chapter is called 'Representing
representation: artificial intelligence
and drawing. In combining practical application
with philosophical currents, it is perhaps
typical of the book and suggests it may
be a useful aid in teaching. Burton begins
his chapter with Harold Cohen. Burton
goes on to describe his own work in developing
software that makes art. This chapter
crystallizes the 'threat' of computers
but also their possible limitations beyond
being tools.
John Landsdown's 'Some trends in computer
graphic art' offers a brief history of
the subject and his vision of the future.
This vision includes 'Algorithmic and
mathematical art' of the type of work
produced by Harold Cohen as well as 'New
Forms of Representation' and 'Interactivity'.
Jim Noble's chapter, 'Fatal Attraction:
print meets computer,' takes a historical
approach that links back to Marshall McLuhan.
Jeremy Diggle describes 'A Year and A
Day'. This is a piece of 'computer art'
created by the author that evolves through
the interaction with the user over time.
Stuart Mealing has his own chapter, which
is called 'On drawing a Circle'. Mealing
notes the qualities of traditional medium
including the physicality of making marks,
in contrast to the elusiveness of the
virtual. George Whale's chapter suggests
that computers offer new tools for doing
different kinds of work including 'remote
collaboration' (pp 026). Mike King takes
a more philosophical approach and looks
to quantum theory and considers the nature
of creativity.
Brian Reffin-Smith offers a very accessible,
personal and idiosyncratic chapter.
He is passionate about the medium and
'won the first Prix Ars Electronica' (pp
130) in 1987 using an ancient BBC computer.
This chapter is refreshing for its lo-fi
approach, enthusiasm and firsthand account
of an artist using computers. This connection
to practise is perhaps where Computers
and Art has an edge over its competitors.
Martin Reiser's chapter is very good and
starts by looking at distance and draws
on the work of Paul Virilio. This chapter
considers a range of artistic possibilities
enabled by computers. These promises include
haptic interfaces, virtual reality, and
telematics. Reiser makes an important
point about the potential of computer
art to create a more publicly accessible
art form than was previously possible
through galleries and museums.
Joanna Buick's chapter is called 'Virtual
Reality and Art'. Buick does a good job
in identifying (and critiquing) all of
the issues in this area. She also offers
a reasoned and critical perspective to
the new technology and points to some
ethical issues. Like many contributors,
she notes the potential for technology
rather than human need to drive innovation.
I was won over by this book, despite its
age and approach. Unfortunately, despite
being a second edition there are a number
of typos (e.g. pp 123) and no index. In
addition, the UK focus underplays the
international character of the computer
art community. Some non-traditional practitioners
are excluded. For example, hacker communities
and festivals such as ReadMe are left
out. Margot Lovejoy's 'Digital currents:
art in the electronic age' is a more
contemporary, complete and vivid treatment
of the subject. However, 'Computers and
Art' offers a personal thought provoking
perspective for practitioners than its
glossier counterparts.