Anthropo-ecosophy
Artists
have always been among the first to reflect on the culture and technology of
their time. The so-called Ôdigital revolutionÕ that has transformed society since
the 1990s has been actively embraced by artists worldwide. While the digital
medium was considered peripheral at the end of the twentieth century, at the
beginning of the new millennium it has become an integral part of the
mainstream art world. Technological art forms (now known broadly as digital
art) ranging from interactive installation with or without network components,
Internet-based art, digital film, video and animation to sound and music have
become established media and museums and galleries around the world are
collecting and organising major exhibitions of digital work.
Emerging
from the breakthrough in the 1960s and 1970s of computer art, which led artists
such as Richard Hamilton and David Hockney to work interactively with displays
on screens in what amounted to relatively direct ÔpaintingÕ techniques, and then
multimedia art, digital art has now reached such a stage of development that it
offers entirely new possibilities for the creation and experience of a broad
range of work. Whether used as a tool for the making of photographs, prints or
music or as a medium being produced, stored and presented exclusively in the
digital format and utilising its own dynamic and interactive aspects, digital
art is by its nature extremely fluid and hybrid. Challenging traditional
notions of the artwork, audience and artist, digital technology collapses the boundaries
between the way we approach and understand art today. The aesthetic language
and manifestations of digital art expand and challenge contemporary artistic
practice even as the forms and themes of the medium still constantly evolve.
Melbourne
artist Steve Danzig has championed the use of digital media as a creative mode
since the late 1980s. During this period he began to experiment with the
interactive potential of new technologies. In particular, he became increasingly
interested in the intersections between art and technology. Danzig has employed digital
technologies as an artistic medium to address issues extending from Jungian
archetypal psychology to social and cultural matrices relating to religion,
sexuality and socio-political metaphor. In the seminal photo-media series Dark
Eros 2002-03,
the artistÕs interest in early European religious art is articulated in imagery
exploring sexual iconography within a perverse and poly-sexual fetishist
framework. The use of constructed sets provides a visual effect reminiscent of
early cinematography or operatic stage design. Danzig has also collaborated
with a number of artists working with computerised imaging including the
American digital artist Laurence Gartel and other leading contemporaries such
as Paul Brown, Stephen Jones, Leah King-Smith and Tony Robbin.
A
number of themes in digital art are in many ways specific to the digital
medium. That is not to say that these ideas do not appear in more conventional modes
or that digital media do not embrace issues that have been dealt with by
artists in the past. The theme of artificial life,[1]
including the developing Ôlife-formÕ, has become a prominent focus in the
digital realm and is addressed broadly by Danzig in his recent major work Anthropo-ecosophy 2004-05. The project consists
of digital prints, a soundscape/animation and an installation. The title is a
mix of two words: anthropomorphic and ecosophy. The artist has stated: ÔThe
term anthropomorphic is an attribution of human motivation, characteristics or
behaviour to inanimate objects, animals or natural phenomena. I am presenting
ecosophy as a point of reference that we might engage, assimilate or embody
over time. ÒAnthropo-ecosophyÓ within the digital aesthetic questions this
common thread of humankind versus nature via social, cultural, environmental
and political consequences. Its metempirical position juxtaposed by laws of
nature may direct humanityÕs destiny back to the early origins of lifeÕ.[2]
Anthropo-ecosophy
centres on
the complex interplay between nature and human existence. Through a series of
stills and video images, Danzig presents an arcane world of mutating life-forms,
some jelly-like in structure others more humanoid in form that becomes a study
of an evolutionary process. In this simulated environment, the connection
between the physical and virtual world remains purposely ambiguous. There is an
implicit sexual undertone throughout the work, intimated in the gestures and
movements of the digital organisms and reinforced through the sound of intermittent
and intense ÔbreathingÕ in the video. Here, luminiferous medusae ascend eternally
upwards towards some invisible surface or distant light. Swimming in an amniotic
sea of magenta and ashen-grey liquid, the soft flaccid forms evoke something
germinal even rudimentary, somewhat akin to motile cellular activity or
symbiotic interaction. This sense of a beginning or starting point is seemingly
analogous to the origins of life itself. The sea is where life is thought to
have developed and the source of human life. As the Sydney academic and digital
artist Stephen Jones has pointed out: ÔIt is the basis of the saltiness of our
blood, the very reason our tears and sweat taste saltyÕ.[3]
But in the context of the computer-generated, immersive world created by Danzig,
this theme assumes added meaning. Considered in an abstract, conceptual way, Anthropo-ecosophy can be seen as a matrix for
the development of new ideas and digital information (in this case the imagery
itself) and thus as an impetus for a social and cultural evolution. This
approach, which envisages ideas and cultural information as the focus of
artistic explorations of artificial life, relates to several of the concepts expounded
by early pioneers of computer technology like the American mathematician
Norbert Wiener (1894-1964) who, in the 1940s, undertook comparative study of
different communication and control systems in what is now commonly referred to
as the science of cybernetics.[4]
Like
a living system, DanzigÕs animated aquatic environment seems to create itself.
Each independent element demonstrates autonomous behaviour and charts the space
in a lifelike and improvisational manner. His role in shaping artificial life
is a complex one that addresses the inherent characteristics of digital
technologies themselves: the possibility of infinite replication in varying
combinations consistent with specified variables and the feasibility of
programming certain behaviours such as the ascendant flow and transformation of
the organisms. In this way DanzigÕs creative practice departs to some extent
from conventional artistic modes in that it employs a set of aesthetics
belonging exclusively to digital technology.
In the
quasi-anthropomorphous images included in the series of digital prints, Danzig
refers more explicitly to modes of generation and transformation. There is an
archaeological ÔfeelÕ about these works with veiled references to mummified
forms, primeval cultures, lost civilisations and cities. Buildings, streets and
urban scapes merge with primitive life-forms, reflecting an arcane and
ambiguous world. Viewed from a distance as if through an aperture, this world resembles
some subaquatic or interplanetary cosmos where organisms, beings and sites coalesce
to form something greater and more universal. It is territory which is simultaneously
familiar and unknown, where the viewer is invited to reflect on issues relating
to nature, life and human existence through referencing the past and also by
questioning contemporary cultureÕs actions and practices relative to its own
bionetwork. DanzigÕs virtual ecosystem is a reminder of the complexity of any
life-form (whether organic or artificial) and of our role in shaping life both
real and imaginary. By extension, his work visualises the process of evolution
through evolved virtual creatures and systems which, like a living system, have
the potential to replicate themselves.
DanzigÕs
work focuses on concepts and ideas as opposed to material objects. He creates
an artifice that results from the interplay of various digital media,
incorporating dynamic visual and aural components. His work reflects and
critically engages with present-day digital technologies. Referencing themes specific
to the digital medium but which also possess a deeper social and cultural
significance, Danzig constructs a virtual world of life-forms and structures
which evokes aspects of physical reality. His art is indicative of the
necessity to confront that reality as part of an intellectual and technological
process that challenges how we define ourselves and the world around us
currently and in the future. Anthropo-ecosophy might be seen as a pointer to
possible directions for a Ôtechnological futureÕ where the intersection of art,
technology and life is not only enhanced but shaped by multimedia elements and
the digital medium as an important part of the transformation of culture.
Stephen
Rainbird
Senior
Curatorial Consultant
QUT
Precincts, Brisbane
[1] Artificial life is the
reproduction of biological processes or organisms and their behaviours through
computer systems.
[2] ArtistÕs statement
quoted on the Anthropo-ecosophy website http://www.internationaldigitalart.com/
Danzig/anthro.html. The site includes
images, a soundscape/animation and an essay ÔAnthropo-
ecosophy AquaÕ by Laurence Gartel.
[3] Quoted in Stephen
JonesÕs unpublished article ÔSteve Danzig: Anthropo-ecosophyÕ, 31 January 2005.
[4] See Norbert Wiener, Cybernetics: Or Control and Communication in the Animal and the Machine
(second edition), MIT Press, Cambridge, Massachusetts, 1965.