Produced by
Serpentine R&D Platform
Ben Vickers
Sophie Netchaef
and Victoria Ivanova
Rival Strategy
Marta Ferreira De Sá
and Benedict Singleton
Edited by Robin Mackay
Designed by Mark Hurrell
Set in Times New Roman
CSS Blue/Pantone Process Blue
Printed FSC certified paper using plant based
inks and renewable energy by Calverts.coop
Foreword
Introduction
1. Art x Advanced
Technologies
Dynamic Materials
Developing Networks
Constructing Narratives
Success in Adjacent Fields
Artworld as Medium
2. Infrastructure for AxAT
The Art Industry
Infrastructural Plays
3. Strategies for an
Art-Industrial Revolution
Tech Industry as Art Patron
The Art Stack
Twenty-first Century
Cultural Infrastructure
Afterword: Ben Vickers and
Hans Ulrich Obrist
in Conversation
Contributors
Carmen Aguilar y Wedge
Alexandra Daisy Ginsberg
Ece Tankal
Holly Herndon
Ian Cheng
Jakob Kudsk Steensen
Jonathan Ledgard
Julia Kaganskiy
Kenric McDowell
Liz Rosenthal
Noah Raford
Rachel Armstrong
Rebecca Allen
Refik Anadol
Takashi Kudo
Special thanks to
Heather Parry
Jay Springett
Mat Dryhurst
Suhail Malik
Serpentine Galleries
Hans Ulrich Obrist
Ben Vickers
Eva Jäger
Kay Watson
fae@serpentinegalleries.org
Sophie Netchaef
Victoria Ivanova
Foreword
The art world, as it is known today, can be
understood as an enormous ecosystem. Or,
more accurately, as a series of ecosystems,
incorporating artists, cultural institutions,
funders, collectors and many others.
This publication series is intended for
those with an interest in the development
of future art ecosystems. Each issue will
provide strategic analysis and recommendations in areas where new actors and
processes are emerging.
This inaugural issue of FAE focuses on
practices that artists are developing in their
work with advanced technologies and the
new infrastructure being built around these
practices. The view presented here is based
on the Serpentine’s experience working with
artists in the field, as well as ongoing
conversations across broader networks as
part of the organisation’s commitment to
sector-convening around art and technology.
As discussed in the Afterword to this
document, in a conversation between Ben
Vickers, the Serpentine’s Chief Technology
Officer, and Hans Ulrich Obrist, the
Serpentine’s Artistic Director, the broader
context of this work is the long tradition of
cross-connections between cultural
practitioners and organisations that develop
technology. But today, a new generation of
artists working directly with advanced
technologies is emerging, and analysis of their
activities and approaches suggests an urgent
need for a long-term strategic vision for art x
advanced technologies (AxAT).
Importantly, this must necessarily be a
shared vision, because the challenges and
opportunities in play are systemic; they
extend beyond the interests of any one
cultural institution, tech corporation,
government agency or other individual actor
in the sector.
This briefing is presented as a way to help
communicate and align appropriate responses.
Where intelligence reports, trend forecasting
documents and related formats are not
unknown in the sector, they have tended to
concentrate on art market investment; little of
a similar nature exists to provide strategic
recommendations intended to inform
organisational development. This document is
the product of many conversations, and deep
gratitude is extended to all those who shared
their views and insights.
The Serpentine thanks its partners Bloomberg
Philanthropies, advisors AECOM and Weil as
well as The Royal Parks for their ongoing
support. The public funding the Serpentine
receives through Arts Council England
provides an essential contribution towards all
of the organisation’s work and the Serpentine
remains grateful for this continued commitment. The Serpentine is also sincerely thankful
for the support of its Innovation Circle.
Introduction
This document is concerned with the future
art ecosystems emerging today, as artists
begin to devise new approaches to advanced
technologies, taking them up as materials
with which to work.2
Of course, artists may explore the implications of advanced technologies through
existing media. They will then do so as part
of a broader cultural ecosystem that is already
established, even if the subject matter and
the work itself may be new. The politics of
drone strikes, for example, may be approached
through the medium of painting; the industrial
manufacture and retail of paint is well
understood, as are the processes by which
paintings are hung, stored, moved, purchased
and restored. But when an artist works with
an advanced technology as a material, there
are no such established protocols to fall back
on, and the procedures for handling, installing
and conserving the work are not self-evident.
Artists working on art and advanced
technology (AxAT) projects are always
implicitly engaged in technological
innovation, albeit with different motivations,
approaches and outcomes than those of the
industries usually associated with this term.3
The skills and equipment needed for AxAT
projects are largely sourced from outside the
contemporary art world: from engineering
businesses, the scientific research arena or
certain sub-sectors of entertainment such as
videogames, the movie industry and theme
parks. Culturally speaking, these are all very
different spaces from the art world, meaning
that they present opportunities for engagement
and collaboration, but also the potential for
divergence and dissonance.
Institutional legitimacy comes
with reduced appetite for risk.
Kenric McDowell 4
In the resulting state of flux, with solutions
imported and improvised ad hoc to satisfy
the demands of each project, new artistic
ecosystems are currently beginning to take
shape. Many are taking on forms that are not
quite those of the art world or those of the tech
industry. It is the purpose of this document to
provide strategic analysis and guidance with
respect to these developments.
This document is largely focused on the
infrastructure of the art world; it is concerned
less with contemporary art discourse than with
what is referred to in this document as the art
industry—the set of ‘backstage’ processes
upon which the art world runs. The issues
discussed here, however, are not entirely
removed from the social and political concerns
articulated in contemporary art discourse—
for example, critical issues of class, colonialism and climate crisis, all of which present
urgent demands on both the development and
deployment of advanced technologies
globally.
But if those technologies are to be reconceived
and redesigned, such a project could not be
launched at a better time than when the
systems of the art industry are beginning
to be transformed in unanticipated ways.
Accordingly, the focus here is upon documenting this destabilisation, along with some
of the factors contributing to it (which are
often a matter of the relatively practical
everyday activities of artists, rather than
overt, theoretically articulated intentions),
and exploring the possibilities they open up
for the formulation of new strategies by a
variety of actors.
The Structure of the Document
This document is organised into a series of
chapters. Each addresses one aspect of AxAT.
The chapters are relatively self-contained and
may be approached in any order, although they
should be considered together to create a more
complete picture.
Chapter 1, Art x Advanced Technologies,
describes some of the core features of the
artistic practices emerging in this domain.
In particular, it identifies certain operational
adaptations that cut across many different
kinds of technology and types of project: the
ability to embrace dynamic materials which
change over time; developing new kinds of
networks in order to access and work with
these materials effectively, as well as
constructing narratives that assemble different
audiences and collaborators in order to make
this possible; the pursuit of success in adjacent
fields while maintaining artistic credibility;
and an understanding of the art world as a
medium—i.e. as one outlet among others
for AxAT work.
Chapter 2, Infrastructure for AxAT,
documents particular types of infrastructure
demanded by these practices, and cases in
which various actors—including artists
themselves—are now beginning to construct
it. Significantly, such moves are often being
set in motion by people who are not
traditionally responsible for the technical,
financial and operational infrastructure of the
art world, or what is referenced here as the art
industry. Finding both a lack of support from
the art industry as it stands and a new portfolio
of opportunities around technology, AxAT is
building out an alternative ecosystem through
a broad range of infrastructural plays.
To date, however, these plays have largely
been deployed in piecemeal fashion. Chapter
3, Strategies for an Art-Industrial Revolution,
documents potential ways in which they may
be integrated into much broader strategies that
will have far-ranging impacts on the art
industry. These strategies configure multiple
infrastructural plays into new emergent
ecosystems. Three are detailed: the tech industry as art patron; the development of art
stacks—artists’ studios operating at an
unprecedented scale, integrating functions like
digital R&D and provision of gallery spaces
into their operations; and twenty-first century
cultural infrastructure, strategic initiatives to
build future art-industrial platforms that
facilitate the societal impact of the AxAT
ecosystem as a whole.
Notes 1-4
1.
Takashi Kudo is the Tokyo-based Global Brand
Director for art collective teamLab.
2.
As used in this publication, advanced technologies
includes emerging technologies, which today might
include examples such as blockchains, gene editing
and machine learning. It also covers technologies that
are well established on a technical level and may be
culturally familiar to many, but whose long-term
implications are still largely unknown. Examples of
the latter include social networks, electric vehicles
and systems that allow humans to survive offworld.
3.
Needless to say, this has always been the case. The
work of artists has long been understood to involve
both pushing the possibilities of the materials they
use and expanding the range of what is seen as an
appropriate material—a line that connects traditions
of craft practice to the twentieth-century expansion of
their palette to include everything from computers to
social institutions.
4.
Kenric McDowell is Artist + Machine Intelligence
program lead, Google Research.
There is a vast range of advanced technologies
that might serve as artistic materials, and an
even vaster set of uses to which they might
be put. But the new practices appearing in
response to them have a number of features
that are surprisingly consistent. Five are
identified here: the embrace of Dynamic
Materials; the need to engage in Developing
Networks; a call to engage in Constructing
Narratives; the pursuit of Success in Adjacent
Fields; and the perception of the Art World as
a Medium. All of these have strong precedents
in prior artistic practices, but the challenges of
AxAT make them more salient today than
ever.
I watch my dog sleep. Sleeping is extremely
predictable. But every time he switches, or
he wakes up to change position, it's like a
miniature revelation. And I always wanted
to capture that energy in artwork.
Ian Cheng 6
Dynamic Materials
Advanced technologies are lively materials.
They often enable works that are interactive,
and that may also evolve, either by storing and
processing audience interactions or through
their own internal logic.7, 8 Such works may
also be connected to the external environment,
liable to change in response to events outside
the exhibition site.9 They will often have an
experimental quality, in that their momentto-moment behaviour is difficult to predict.
Anything might happen—or nothing at all. A
virtual world may transform unexpectedly. An
exhibited biological system could literally die.
The materials used may also be in a state
of flux. Technologies can often take decades
to reach their definitive shape, and it can be
safely assumed that fields such as VR will
continue to develop over a substantial period
of time, during which experimental cultural
projects will play a part in helping establish
their mature form. Meanwhile, they may also
be operating in a relatively undetermined
context, up to and including having a complex
or unclear regulatory or legal status, as with
synthetic biology, aerospace, blockchain
technology and autonomous organisations.10, 11,
12
This implies that the general instability of
these technologies also offers a moment
of opportunity.
I always start with the story about me
being in a garden trying to build worlds in jam
jars. I went out with my spoon and tried
to put things together in different ways. I was
trying to build environments that increase
livability, you know, with little worms and
spiders. And I was really fascinated by
what came out of the ground and that the
materials weren't still, they were doing stuff.
Rachel Armstrong 13
Another significant indication of the
importance of dynamic materials is the
emergence of the ‘construction of worlds’
or ‘worlding’ as key terms in some artists’
descriptions of their works, where a previous
generation might have used the term
‘networks’. Although both terms connote
systems that are distributed, time-based and
evolving, ‘worlds’ adds to this a sense of the
work’s autonomy from the artist; the work
now comprises a consistent space which others
may ‘inhabit’ in ways they choose, as well as
a sense of narrative—the ability of these
worlds to capture attention by developing
through unanticipated plot twists.14
Developing Networks
We are an art and technology company
that’s focused on providing opportunities for
ourselves and for our communities to exercise
their voice, their ideas. We do that by fostering
a community and working with people who we
know have brilliant ideas, who are careful
about how technology is being deployed. And
we work with a lot of experts in the field in
order to bring our ideas to fruition.
Carmen Aguilar y Wedge 15
Advanced technologies tend to be complex
in both material and informational terms. It
is relatively rare for the required skill sets and
knowledge bases to be mastered by a single
individual artist. Collaboration with specialists
is often a necessity, whether on an individual
basis or, as is increasingly the case, ‘in-house’
as part of artists’ studios.16
Additionally, funding may come from
academic science programmes or tech
corporations as well as from cultural sector
sources. People from these non-art backgrounds will also become audiences for
the work, with a professional as much as
spectatorial interest in its outcomes.
Given the extensive networks required, it
is unsurprising that many artists working in
this way are from diverse backgrounds,
including, for example, training or professional work in design, architecture, coding
and other fields that involve both technical
skills development and extensive work with
non-art-world stakeholders.17 This kind of
background provides both specialised
knowledge and experience in working across
disciplines far removed from art contexts.
At present, an individual’s accumulation of
such multi-disciplinary skills is a matter of
personal happenstance; there exists no
educational provision, mentorship programmes or other support for building capacity
around these practices.
Constructing Narratives
So, essentially [my practice] started to
show that worlds could collide, and […] the
research I did was to navigate those, trying to
identify which language was appropriate. You
can’t take things for granted. And you can't
expect everything to be obedient.
Rachel Armstrong
The coordination of networks that involve
actors with diverse skills, backgrounds,
motivations and financial models commits the
artist to an ongoing effort to inform and
motivate a range of collaborators and/or
participants, and to integrate them effectively
in order to deliver the project.
This typically means being able to articulate a
central project (or area of exploration) in ways
that align with diverse expectations,
backgrounds and ways of understanding the
value of the work as a necessary precondition
to engaging with it. It also means expressing
an idea—in various stages of
completion—through words, numbers,
screens, sketches, prototypes and other media,
and in time frames ranging from ongoing deep
engagement with a project partner to
extremely fast assimilation in a display or
pitch environment.
By necessity, then, the artist ends up in part
adopting the traditional interpretive role of the
critic or curator, who must typically generate
variations on a central story about what the
work is and what it is ‘doing’—the difference
being that the range of disciplines involved
here falls outside most current curatorial
experience.
Success in Adjacent Fields
The fact that these emerging practices are
located on the edge of the art world opens up
the prospect of AxAT work gaining traction in
other fields and attaining success by their
standards—as an ambition, but also sometimes
as a necessity, particularly when collaborators
who provide resources (from funding to tech
access to specialist skills) also bring their own
standards of merit to the table. This does not
have to mean a direct quid pro quo, such as the
demand that an artist conform to the standards
of commercial product innovation in return for
access to early stage technology; more often
the project can be framed as part of a broader
public understanding of science or corporate
social responsibility programme, for example,
or as a learning opportunity for the scientists
and technologists involved.
Indeed, this type of coordination of a
distributed network will very often make it
necessary for a project to succeed in fields
outside of the art world. While individual
scientific collaborators, for example, may be
motivated by artistic merit or may simply be
curious, securing access to capital-intensive
resources for projects that don’t conform to
familiar paradigms of contemporary art often
requires broader coordination.
In many cases, these requirements may be
grasped as opportunities: beyond the need to
construct narratives that translate the work for
different participants, success across fields can
become a motivation and a goal in its own
right. Hence, artists working with advanced
technologies are looking beyond the immediate environment of contemporary art and
are pursuing tangible impacts elsewhere,
for example in setting new standards of
technological sophistication.
While, in a sense, this responds to the
ambitions of contemporary art to have a direct
impact upon society at large, it also raises
difficult questions for the art world.18 For a
work to be a success as art and as something
else might be more easily accepted in art and
in another field at the same time; the unveiling
of a mass-market product as part of an AxAT
project may prove less palatable than
achieving a social impact through, for
example, a legal ruling.
I think we fluctuate between the worlds of
design and art. I studied design. I’m firstly
an architect. I’m a designer maybe after that,
and if I practice art long enough,
I’ll become an artist.
Ece Tankal 19
Artworld as Medium
Is it art? We don’t know. Maybe it’s art. In
twenty years, we’ll find out whether it was art.
Takashi Kudo
Increasingly, artists working with advanced
technologies seem inclined to approach the
contemporary art world as one ‘medium’
among others, the artwork as a ‘format’ for
project outcomes that also exist in other forms
elsewhere and the exhibition space as just one
‘channel’ to present work to a subset of a
broader audience.
This is not to denigrate the social role played
by contemporary art, or to underestimate its
potential. Indeed, the contemporary art world
continues to be valued by practitioners as a
site for particular kinds of exploration, conversations and knowledge production. It does,
however, indicate an inevitable reckoning to
come, since proximity to adjacent fields
affords practitioners a new perspective from
which they can take stock of the contingent
nature of art world norms and mores in the
light of alternative approaches.20
All of these features of emerging AxAT
practices point toward a growing disparity
between established art world practices and
the attitudes and requirements of artists
working with advanced tech. However, the
most crucial significance of AxAT practices
lies in their potential impact upon the
infrastructure of the art world—the challenge
they pose to the art industry.
Notes 5-20
5.
Jakob Kudsk Steensen is a Danish artist and art
director, known for video and augmented/virtual
reality installations.
6.
Ian Cheng is a US-based artist known for
advanced work with simulations.
7.
It is common for AxAT artworks to change form
due to programmed or algorithmical responses to
uncontrolled stimuli, data or inputs.
8.
For example, a machine learning system in a gallery,
a microbial culture or an advanced simulation.
9.
For example, systems connected to a real-time sensor
network somewhere else in the world, or to online
events.
10.
Synthetic biology currently sits in a regulatory grey
space in the UK, where the government is concerned
about the field but doesn’t necessarily know if or how
it might intervene.
Link: bit.ly/3a3r22A
11.
In 2018 Trevor Paglen launching a sculpture into
near-earth orbit triggered a wave of criticism from
astronomers and other science professionals.
Link: bit.ly/2QJznAT
12.
Artworks exploring blockchain technology and
futures markets especially operate in uncertain
conditions with respect to global financial
regulations.
13.
Rachel Armstrong is Professor of Experimental
Architecture at Newcastle University.
14.
Worlds largely differ from networks as a creative
material by using a cast of synthetic actors as inputs
rather than external participants or data sources.
Link: bit.ly/2TfG9ju
15.
Carmen Aguilar y Wedge is a Co-founder and
Director of Experience Design at Hyphen-Labs.
16.
To create their AI music platform, Spawn, musician
Holly Herndon and producer Mat Dryhurst worked
extensively with developer Jules Laplace.
Link: bit.ly/2Rc1VlC
17.
Artist Ian Cheng studied cognitive science and
worked as an animator at Industrial Light and Magic
before moving into art. Hyphen-Labs was founded by
an architect and a civil engineer. Rachel Armstrong’s
synthetic biology projects build on her experience in
both medicine and architecture.
18.
As evidenced in the UK, for example, by the Arts
Council’s ongoing emphasis on the link between art,
mental health and wellbeing, or the prominence of
socially active groups such as Assemble and
Forensic Architecture on the Turner Prize shortlist
in recent years.
19.
Ece Tankal is a Co-founder and Creative Director
of Hyphen-Labs.
20.
In late 2019, music critic Simon Reynolds introduced
the term conceptronica to articulate a trend in the
previous decade for electronic musicians to
successfully diversify into the contemporary art field;
‘Fluent in the critical lingua franca used in art
institutions and academia worldwide, conceptronic
artists know how to self-curate: they can present
projects in terms that translate smoothly into
proposals and funding applications. Which is handy,
because what sustains these artists is not revenue
from record releases but performances on an
ever-growing international circuit of experimental
music festivals, along with subsidised concerts at
museums and universities. Often trained in the visual
arts rather than music theory, conceptronica artists
increasingly resemble a figure like Matthew Barney,
whose work involves multiple media and is staged on
a grand scale, more than IDM pioneers like Autechre,
whose focus has always been overwhelmingly on
sonic experimentation’
Link: bit.ly/30dp0Zp
The Art Industry
The term ‘art industry’ is used here to
designate that part of the art world in which
cultural projects are developed, produced and
financialised, and their outputs distributed,
stored and protected. The art industry thus
comprises the ‘backstage’ elements of the
existing contemporary art ecosystem. Artists,
curators and cultural institutions regularly
transit between the public facing aspects of the
art world—where art is presented and
discussed—and the art industry, but the latter
includes many practices that remain unseen by
audiences, such as insurance practices,
security arrangements and freight logistics.
The art industry can operate in ways that are
often quite different, indeed opposed, to the
stated intentions and interests of artists
themselves, even as it provides a matrix for
their work. As such, it has frequently attracted
critical commentary from artists and art
theorists, a tradition that shows no sign of
abating today.21, 22 The persistence of such
critique is due in large part to the fact that,
while the art industry continues to evolve, this
evolution is primarily shaped by factors
largely indifferent to calls for reform on the
part of the public-facing art establishment.23
Put bluntly, the art industry has proved far
more responsive to emergent investment
opportunities than it has to critique from artists
and others.24
AxAT practitioners often share these critiques
of the contemporary art industry, but in
addition they create connections into other
fields and require new kinds of infrastructural
support. As artists and their networks confront
the challenges of AxAT, then, they are coming
up against the existing limitations of the art
industry. And crucially, in response to these
limitations, they are not seeking to reform the
art industry, but to augment certain aspects of
it, to supplement it with entirely new functions
or to route around it entirely.25
Figure 2. Art-adjacent status of infrastructural plays (space
& time, products & services, skills & resources), partly
intersecting with the art world and art industry, partly
existing outside of them.
Infrastructural Plays
These initiatives by AxAT artists and the
networks around them can be understood as
new infrastructural plays, a selection of which
are described below.26 Many of these plays are
not entirely novel, but draw inspiration from
art and adjacent fields, in particular the tech
business, digital and product design and the
entertainment industry. This creates complications and risks, but also opportunities.
The plays described here comprise a loose
and informal ecosystem, involving many
different actors and agents around the world.27
The next chapter will discuss strategies that
might consolidate multiple plays into genuine
future art ecosystems, by building robust and
meaningful links between them. Initially,
however, this list contains a number of the
most significant infrastructural plays,
organised in terms of the needs they provide
for. Specifically, AxAT projects need the
appropriate Space & Time to both develop
work and share it; the Skills & Equipment
required to work with advanced technologies;
and the ability to devise Products & Services
that will enable AxAT practices to be
financially viable.
There are about two days a week I say I wish I
was a painter; [with galleries and museums]
as soon as you have to plug something in, it
becomes complicated.
Alexandra Daisy Ginsberg 28
Dedicated display spaces
Architectural environments designed to
exhibit AxAT projects
AxAT projects can present non-trivial
challenges with regard to display in the space
of a gallery, museum or other public setting.
For example, immersive digitally-controlled
environments may require UHD displays and
projectors, dynamic lighting, bandwidth,
computational power, robotics and interactive
interfaces. All are resource-intensive in terms
of capital outlay and the skills required for
installation and maintenance. Evidently, not
all AxAT projects require this level of
investment, and one workaround is to use
more conventional formats such as film or
other pre-recorded media, although this can
restrict the more interactive and dynamic
aspects of the work.
Deep use of online spaces
New, increasingly sophisticated engagements
with the potential of digital works to inhabit
online spaces
While there is already a substantial history
of individual works and ‘exhibitions’ being
presented online, with or without interactivity,
AxAT projects are pushing the envelope of
what the online presence of an artwork or
exhibition can be.
One example is the Åzone exhibition curated
by Troy Conrad Therrien for Guggenheim NY
(2015), which took the form of an online
prediction market in which plausible future
scenarios, devised by a large group of artists,
writers and others could be traded for a virtual
currency, with the intention to crowdsource
the likelihood of their future occurrence.29
This exhibition enabled the active
participation of an anonymous global public,
and is significant less for its erasure of
boundaries between exhibition and piece, or
its delocation of the art work across a global
landscape through online distribution (both
familiar themes from earlier online art) than
for its blurring of art, speculative financial
markets and policymaking systems.
When I started the Design Media Arts
department at UCLA, the idea was not to just
use technology that was out there but to try to
create new generations of artists who could
think about technology more deeply and were
familiar with the use of it. The more I felt that
more artists were in that position, the more
technology could be defined and the ideas
could be explored and enhanced.
Rebecca Allen 30
Collective spaces
Sites that enable AxAT practitioners, whether
as individuals, collectives or companies, to
work alongside one another.
Examples include Trust in Berlin
(2017–present), organised by Strelka alumni,
and the NEW INC incubator at the New
Museum, New York (2014–present).31 Such
spaces enable AxAT artists to be exposed to
and to create connections with others working
in related domains, and to join with them in
facing shared challenges at the level of the
common features of emerging practices
outlined in Chapter 1.32
Multidisciplinary courses
Settings for skill acquisition, network
development and teaching engagements for
AxAT practitioners.
Historically, university departments such as
MIT Media Lab (1985–present) and courses
such as the Design Interactions MA at the
Royal College of Art, London (2006–2015)
have provided fertile ground for this type of
work.33 Often founded within a design context
rather than a Fine Art tradition, these ventures
have aimed to integrate design, science, tech
and art together with societal questions about
the implications of advanced technologies.
The New Normal (2016–2019) and
Terraforming programmes (2019–present) at
Strelka Institute, Moscow, are exemplary of
how transformative this infrastructural play
can be. Hosted by the think tank branch of a
large-scale urbanism consultancy, and offering
a five-month fully funded diploma rather than
an accredited degree, programmes such as
Strelka’s sit between research fellowship,
postgraduate course and arts residency.
NEW INC., for me at least, was envisioned as
a community-led inquiry into how we could
find ways to build either individual or group
organisations around creative work that
would be consistent with our values. We were
playing with this idea of the incubator model,
which is so prominent these days in Silicon
Valley, and being exported all over the
world—to think about how the incubator
might be repurposed or reimagined in a
cultural context. And with a different
definition of success that allowed for more
multiplicity than does the typical
growth-oriented model of startups.
Julia Kaganskiy 34
Tech residencies
Schemes to undertake an artistic
residency with a technology company.
A number of residency programmes operated
by tech companies offer artists access to
advanced technology and the skills and
experience of engineers and researchers. An
established example includes the artist
residencies hosted by Google Arts & Culture,
including the Artists and Machine Intelligence
group.35, 36
AxAT projects frequently require artists to
work with technologies that have high barriers
to access—equipment that may be some
combination of complex, expensive and highly
specialised—and to acquire the skills with
which to use it.
This group of infrastructural plays involve
bringing artists together with the appropriate
materials for their work.
Right now I’m going to be using a grant
from Google AMI so I don’t have to build a
whole graphics engine, because I just use
something like Unity and some other software
they can provide, dealing with machine
learning and behaviours.
Rebecca Allen
Technology provision
Arrangements to provide support and
equipment for a specific project.
An example would be Refik Anadol’s
Machine Hallucination project (2019), first
shown at ARTECHOUSE in New York
City. The project involved downloading 213
million publicly available images of the city
and distilling from this set into nearly 10
million images without human beings, before
processing them using the artist’s adaptation
of the NVIDIA StyleGAN algorithm.37
The requisite processing power was
provided by an NVIDIA DGX workstation,
a piece of hardware well beyond the typical
budget for an artwork.38
When we were working with VR, the
computers and headsets were inaccessible. But
now the technology is becoming cheap enough
that people can develop their own. And also
the free software is usable, and people are
able to design in it.
Carmen Aguilar y Wedge
I made a decision early on in my
simulations to work in a videogame platform
called Unity. It’s really beautiful, in part
because it's such an all purpose videogame
engine that can be supported by many
different platforms—iOS, PlayStation, Xbox
PC, Mac. And when doing these exhibitions,
typically it’s just hardware like an iMac.
Ian Cheng
DIY approaches
Development of capabilities to work with
advanced technologies without mediation
from other parties.
Technological equipment and technical skills
relevant to AxAT may be concentrated in tech
companies, but they are also found outside of
the tech industry. Increasingly sophisticated
technologies have matured to the point of
being accessible through consumer markets;
the corresponding skills are also widely
available, as is support for skills acquisition.39
It is possible to create conceptually advanced
AxAT projects with such resources. There is
also a large pool of technologies that may be
accessed at low or no cost that represent
cutting-edge applications of emerging tech,
albeit with a relatively high amount of skill
required to use them.40 These both enable
artistic practices and provide a basis for
bottom-up collaborations with developers,
engineers and other specialists outside of
‘formal’ tech development organisations.
[My studio’s work] is about crafting
machine intelligence. So we have
neuroscientists, an AI engineer, a data
scientist and an architect. This model
is very fresh, I believe, in the arts.
Refik Anadol 41
Integrated studios
The predominance of the studio model and its
incorporation of new skill sets.
As indicated in Chapter 1, distributed
networks are immanent to the AxAT model,
as few people will possess all of the skills to
work with advanced technologies alone. In
many cases, the requisite expertise is being
brought ‘in-house’, formalising collaborations
into studio models.42 While artists’ studios are
hardly a new phenomenon, these studios are
incorporating a wider range of skill sets than
in the past, including, for example,
programmers and scientists without a
background in the arts. These studios may be
organised according to different legal and
operational models, depending on the
motivations, ambitions and revenue streams
underlying them.43 Rather than associating
AxAT with an individual artist, they present
an emerging standard of collective action, as
indexed by their common adoption of impersonal labels rather than individual names.
New patterns of communication
Development of a new way of speaking about
artistic work and avenues to communicate it.
The contemporary art world has a particular
kind of dialect when it comes to describing,
contextualising and promoting work.44 Some
AxAT practices, with their strong multidisciplinary focus, have sought to craft new
concepts to articulate what is at stake in these
artistic projects in accessible language, rather
than drawing on the historical language of ‘art
writing’ or restricting themselves to
technological, academic or scientific
vocabulary or styles.45
AxAT projects can be capital-intensive to a
degree that places them beyond the reach of
all but the most heavily-funded current
practices.
But artists engaged in them can—through
their deployment of technology—place
themselves in a position to access means
of funding quite different from their
contemporary art peers.46
Ticketed experiences
The development of ticketing models
for specific art ‘experiences’.
The spectacular nature of some advanced
technology projects, especially those based
around immersive digital installations,
synchronises well with direct payment
mechanisms.47 Extremely popular installations
by artist studios such as Random International, teamLab and Studio Drift are
testimony to the compatibility of this model
with touring exhibitions hosted by existing
cultural institutions, as well as their existence
in dedicated display spaces.48, 49, 50
Many artists in this field come from a
background where mass distribution creates
value. Value in digital media is created
through mass distribution and shareability,
the antithesis of how value is recognised in the
art world, through a model of scarcity. We’re
seeing a variety of emerging models using
different platforms and venues that experiment
with these two different value systems.
Liz Rosenthal 51
Building tools
The creation of tools for others to use.
As part of working with advanced
technologies, artists are developing tools
for themselves. But these tools are being
developed in the course of specific artistic
projects rather than being designed with a
broader selection of users in mind, and
what works within one practitioner’s
technical set-up may not be easily
integrated into another’s.
However, there are exceptions—for example,
the artist James George’s co-creation of
Depthkit, now the most widely used
volumetric capture system for AR and VR, or
Burak Arikan’s Graph Commons platform for
the mapping and analysis, and publishing of
data networks.52, 53 Such plays may attract
funding directly from investors and in
principle may scale hugely, but at present
they remain rare.54, 55, 56
Byproducts as assets
The derivation of revenue from other parts
of the AxAT project development process.
The development of advanced tools is a
special case of a more general phenomenon:
the production of saleable byproducts of
advanced-tech practices. This is starting to be
deployed as an advanced-technology play in
neighbouring fields.
For example, in 2017, film director Neill
Blomkamp created Oats Studios, an
experimental movie studio that created short,
high-budget films with a strong visual FX
presence. These were to be released for free,
with the revenue stream coming not from
ticket sales, distribution deals or marketing
opportunities (e.g. YouTube advertising
revenue), but rather from the sale of CGI
assets to games developers via the Valve
platform.
In this case, a byproduct of the creative project
process was identified and financialised,
creating a mechanism to route around existing
actors (e.g. movie production houses, financial
backers) that dominate the Hollywood
ecosystem. Analogous situations may emerge
in many kinds of AxAT art.
Art products
The mass-marketable product as
a format for artistic work.
Editions, show-related merchandise and
other spin-offs from artistic production have
become a familiar revenue stream, especially
for established artists (and especially in collaboration with galleries and museums, for whom
gift shops may provide a substantial source of
revenue).57 However, advanced technologies
have the potential to more directly link
technical expertise and thematic content
developed in an arts setting with a product
design cycle. An example is Studio Olafur
Eliasson’s Little Sun, which as of December
2019 has sold over a million units.58 Little Sun
was designed by artist Olafur Eliasson and
engineer Frederik Ottesen, and was launched
at London’s Tate Modern, with revenue
funnelled through a social business model
whereby for each sale in a museum or online,
another unit is delivered to an off-grid
location, most of which are in Sub-Saharan
Africa.
Art as research
AxAT’s integration into academic
research funding.
There is a longstanding connection between
the art world and the academy, especially in
the humanities, and various ‘practice as
research’ frameworks enable artists to situate
their work in this context as a generator of
research outputs. The utilisation of advanced
technology as a material, however, means that
art practices are also able to resituate themselves with respect to science and engineering
departments, and to broker engagements by
those departments and other fields. This can,
however, happen in multiple ways—for
example, as part of ‘public understanding of
science’ initiatives attached to highly-funded
scientific programmes.59 More directly, the
work of AxAT artists can directly draw on
funding for scientific research and technological innovation, for example Rachel
Armstrong’s co-ordination of the €3.2m Living
Architecture project.60
Cross-connections
The deployment of work in adjacent
fields, with corresponding alignment to
non-art-world financial mechanisms.
The possibility of success in adjacent
fields when working with advanced technologies creates opportunities to fund and
distribute work directly, through non-artworld mechanisms. One example would be
the showing of VR and AR work at film
festivals, or its online distribution through
dedicated consumer platforms.61
New purchase mechanisms
Artist-initiated innovations in how art
is bought and sold.
AxAT practitioners tend to have a great
deal of familiarity with the commercial
models prevalent in the other fields with
which advanced technology connects them.
A number of AxAT practitioners have
experimented with developing systems to
buy and sell art in new ways, particularly
digital art. Blockchain projects occupy much
of this space at present. Among many others,
examples of these initiatives include Left
Gallery, co-founded by artist Harm van den
Dorpel, which sells ‘downloadable objects’
with ownership registered on a distributed
ledger, and the Crypto Certs fundraising
programme by artist Ed Fornieles.62, 63
Notably, many of these examples disintermediate gallery representation and
collectors, and instead express an interest
in collective ownership, but also maintain
a focus on a singular artwork or limitededition run.
Notes 21-63
21.
Tate define Institutional Critique as work which
attacks art institutions aesthetically, politically and
theoretically.
Link: bit.ly/3b7S6yf
22.
A recent analysis of this tendency is Beti Žerovc’s
research on the conflicting agendas managed by, and
embodied in, contemporary curators.
Link: bit.ly/2RUdjEx
23.
For more detail, read Andrea Phillips and Suhail
Malik’s Tainted Love; Art’s Ethos and
Capitalization.
Link: bit.ly/2R5jbcp
24.
On e-flux journal, Nika Dubrovsky and
David Graeber summarised;
‘The easiest way to measure the stubborn centrality
of such structures, perhaps, is to consider how
difficult it is to get rid of them. Attempts are always
being made. There always seems to be someone in the
art world trying to create participatory programs,
explode the boundaries between high and low genres,
include members of marginalised groups as
producers or audiences or even patrons. Sometimes,
they draw a lot of attention. Always in the end they
fade away and die, leaving things more or less
exactly as they were before.’
Link: bit.ly/2NfyQEK
25.
While this is a quality of AxAT generally, it has
perhaps been made most explicit with respect to
artistic blockchain projects, given their proximity to
financial engineering, proof of provenance and other
phenomena highly relevant to the art industry. See,
for example, the first report from the DAOWO
programme:
Link: bit.ly/36UFV4E
26.
In sports, especially in the US, the term play
describes a coordinated set of moves by members of a
team. Typically, a portfolio of plays will be designed
and rehearsed in advance and then deployed
opportunistically, where and when circumstances are
favourable to it. The play is therefore both more than
a purely tactical improvisation, yet less than a
full-fledged strategy intended to win the game.
27.
The infrastructural plays contained in this publication
do not provide a comprehensive survey—a difficult
task in a field that is still very much in development.
They do, however, aim to articulate some of the
major categories of play in this landscape, and to
furnish them with concrete examples.
28.
Alexandra Daisy Ginsberg is a London-based artist
known for pioneering work in emerging technologies.
29.
Prediction markets are ‘exchange-traded markets
created for the purpose of trading the outcome of
events. The market prices can indicate what the
crowd thinks the probability of the event is’.
Link: bit.ly/35Nb61c
30.
Rebecca Allen is a US-based digital art pioneer.
31.
Trust is a Berlin-based incubator for artists,
designers, technologists, ecologists and thinkers.
Link: bit.ly/2tPJviN
32.
Collective spaces give a certain degree of
geographical grounding to distributed networks,
which is desirable despite appearing counter-intuitive
given the digital focus and expertise of many AxAT
practices.
33.
Prior to being renamed Design Interactions, the
Royal College of Art course was known as the
Interaction Design Department, and before that
Computer-Related Design.
34.
Julia Kaganskiy is a curator, editor and producer,
and the Founding Director of NEW INC at the New
Museum, NYC.
35.
Google describe Arts & Culture as
‘an artist-in-residency exploring synergies
between technology, art and fashion’.
Link: bit.ly/2FGIvQM
36.
Google’s Artist and Machine Intelligence programme
supports artists with training, mentorship and funding
to create artwork relating to machine learning.
Link: bit.ly/35M9Zic
37.
StyleGAN is an open-source machine learning
project from NVIDIA for generating images.
Link: bit.ly/2QLgrSq
38.
At the time of writing, the NVIDIA DGX-1
workstation retails for around $150,000, the
state-of-the-art DGX-2 for $400,000.
39.
Low-cost online courses and free support
are available for learning most programming
languages, graphics applications, etc.
40.
Google freely provides the open-source TensorFlow
programming language and learning resources for
machine learning applications for anyone to use.
Link: bit.ly/30mBzln
41.
Refik Anadol is a US-based artist, known for
extremely large-scale and sophisticated uses of
machine learning.
42. teamLab, Studio Drift, Random International
and Forensic Architecture are all examples within this
publication of collaborative processes being
formalised into studio models.
43.
Alternative art studio models are starting to
encompass partnerships, limited liability companies
and various species of non-profits or social interest
organisations, depending on location.
44.
Critical analyses of how the art world describes
and contextualises work include Alix Rule and David
Levine’s description of International Art English as
the distinctive style of the art-world press release; and
the linguistics work of Martin Turpin and team at the
University of Waterloo, Bullshit Makes the Art Grow
Profounder.
Links bit.ly/2FIIdZz and bit.ly/2TcnF3o
45.
AxAT art projects that reject the stylings
of art writing in favour of accessible language
include: Synthetic Aesthetics,
edited by Alexandra Daisy Ginsberg, Jane Calvert,
Pablo Schyfter, Alistair Elfick and Drew Endy
Link: bit.ly/2uGJlur
Forensic Architecture
by Eyal Weizman
Link: bit.ly/37YIl3i
Emissary’s Guide to Worlding
by Ian Cheng
Link: bit.ly/2uI8cOF
46.
The cost of AxAT projects has particular relevance
given that the art industry, as it stands, does an
extremely poor job of funding artists directly.
One recent survey suggests only 10% of artists
can afford to treat making art as a full-time job.
Link: bit.ly/36Rbjly
47.
Marc Glimcher, CEO of Pace Gallery, describes
the marketability of AxAT works as a direct
challenge to the art industry:
‘Right now, the general public is not permitted
to pay the artists. They pay institutions, which are
supported by ultra-high-net-worth individuals, and
those institutions bring wealthy people’s art to a
place where everyone can visit it in exchange for
making a small donation. There are no connections
between the artist and the public’.
Link: bit.ly/35K0b8z
48.
Random International’s Rain Room was shown
at the Barbican, MoMA New York, Yuz Museum
and LACMA, where the work was praised as wildly
successful and a blockbuster.
Link: bit.ly/2Rb8Taq
49.
Studio Drift’s work is held in permanent collections
of the LACMA, Stedelijk Museum and the V&A
Museum.
Link: bit.ly/2tP9iHJ
50.
After touring galleries around the world, Rain Room
is now permanently on display in a specially
constructed building in Sharjah.
Link: bit.ly/2tMA3g6
51.
Liz Rosenthal is Founder and CEO of Power to the
Pixel, Executive Producer of CreativeXR, VR
Programmer of Venice Film Festival.
52.
Depthkit is a volumetric filmmaking software tool
that allows the user to capture full motion video and
depth information to use in interactive 3D
environments.
Link: bit.ly/381h4gG
53.
Graph Commons is a collaborative platform for
mapping, analysing and publishing data-networks.
Link: bit.ly/36Qkv8H
54.
Depthkit, though created by an artist, is paid for
through substantial seed funding via its parent
company Scatter.
Link: bit.ly/36IMBni
55.
Another example, digital audio workstation Ableton
Live was created by Berlin techno duo Monolake as
a patch created in the audio-oriented programming
environment Max/MSP in the late 1990s. Intended as
a performance tool, it was launched as a separate
product in 2001 and is now one of the most widely
used pieces of music software in the world.
Link: bit.ly/2TlPoi6
56.
Some governments, including the UK, also offer tax
breaks for work by commercial companies that can be
categorised as research and development, for example
the creation of new hardware or software.
57.
By some accounts artist editions, show-related
merchandise and other spin-offs make up to 25% of
established artists revenue.
Link: bit.ly/3a0st1Y
58.
Little Sun is a compact solar lamp designed for
communities with limited access to electrical
infrastructure. Buyers in more affluent countries pay
more for the lamp as an artist designed product,
which subsidises the cost for those in developing
regions who would otherwise be unable to afford
lighting.
Link: bit.ly/3a34Gys
59.
There is some debate as to whether ‘art-science’ is
a more useful vehicle for communicating scientific
advances, or for exploring the potential of new
scientific breakthroughs in the public domain.
Regardless, both modes of practice are relevant to
AxAT.
Link: bit.ly/2QINfeU
60.
Rachel Armstrong’s work investigates a new
approach to building materials called living
architecture, which explores making buildings that
share the properties of living systems.
Link: bit.ly/2tPZKwh
61.
Showing VR and AR artworks at film festivals is
common practice and supported by organisations
such as Power to the Pixel.
Link: bit.ly/2tQbY7Y
62.
Left Gallery produces and sells downloadable
objects and merchandise, using blockchain tokens
to register ownership.
Link: bit.ly/2QMcAV2
63.
Crypto Certs attempts, in Fornieles’ words
’to combine financial tools of the art world
with the creativity of the financial sector’.
Link: bit.ly/37X6SFF
For many years I thought technology was
trying to catch up to the ideas. And more
recently, I feel that the ideas are trying to
catch up to the technology.
Rebecca Allen
The infrastructural plays detailed in the
previous chapter tend to be undertaken in
relatively local and ad hoc ways. A museum
may buy equipment to host an AI project, a
tech company may put out an open call for
artistic collaborations or an artists’ studio may
launch a digital product.
This chapter outlines strategies that more
overtly draw together multiple infrastructural
plays into broader configurations. They
involve building substantial ecosystems that
support AxAT projects more broadly,
providing integrated ways to fund, produce
and distribute them. As such, they have both
the intention and the potential to create
revolutionary shifts, generating new ecosystems of activity that only partially
intersect with the current landscape of
the art industry.
The strategies outlined here offer frameworks
for articulation and cooperation between art,
artists and advanced technologies. Each also
implies a certain conception of the place and
function of art, with implications for how
artists access technology, the spaces in which
they present their work, the financial models
available to them and the risks involved for
those participating in them. The general
description of each strategy is followed by a
summary of its strategic significance for the
various actors involved.
This strategy builds on a substantial history
of large corporations working with artists,
especially in the US, and notably centred on
the electronics industry and its transformation
into the Silicon Valley model.64 Famous
historical examples extend from Bell Labs to
Xerox PARC, and have frequently taken the
form of programmes that give artists on-site
access to technological equipment, technical
support and expertise.
Under the terms of this strategy, there is
an exchange primarily between the artist
and a team working under the auspices of a
corporation, typically through tech residencies
and tech provision. Other actors from the
existing art industry ecosystem may also be
involved, for example museums or galleries.
It’s important [with these engagements]
that it’s not just presenting the approachable,
acceptable face of a new technology, where
there's no criticality towards [the technology],
it's just kind of like a demo. It's like demo art
of someone else’s tech.
Holly Herndon 65
A common argument from cultural institutions
for brokering these relationships is that artists
are working ‘upstream’ of developments in
consumer technologies, with the implication
that their work explores opportunities for the
application of these technologies.66 There is a
strong historical tradition of tech companies
engaging with artists in this way.67 However,
there is no necessary linear relation between
these experiments and later product development, and the tech industry as art patron
strategy boasts a more sophisticated
conception of the role of art in relation to
industrial concerns. Indeed, it is relatively
common knowledge in the tech business that
there is no solid relationship between providing spaces for the free exploration of new
technology and product development—even
when these spaces come in the form of internal
‘innovation labs’ that do not involve artists
whose values may clash with those of the
business.68
More complex motivations for tech
companies to engage with artists can be
understood as a portfolio of potential
advantages:
1.
Organisational learning, from the level
of individual employees and teams
working with artists, to divisions and
global governance. This is effectively
the ‘product innovation’ model, but
without a linear conception of product
development—rather, it places a general
value on exposing organisational culture
to alternative perspectives on technology
and its application, thus challenging
2.
assumptions rather than straightforwardly
providing ‘solutions’.
Domain-specific knowledge and
expertise benefiting the usability of
emerging technologies. As one example,
spatial technologies expanding into areas
that have historically been the domain of
fields such as architecture or theatre
—there are specific techniques,
processes and insights that can be
translated to advance the usability of
3.
new technologies such as VR, AR
and AR cloud.
Providing public-facing PR and CSR
opportunities, through the exhibiting
of specific groundbreaking projects and
4.
general ‘support of the arts’.69
Signalling a commitment to innovation
to external investors and internal
5.
stakeholders.
Signalling a commitment to creativity
and innovation to prospective (younger)
employees in talent pools where hiring is
increasingly competitive and for whom
workplace values/culture plays an
6.
important role in attracting such talent.
Providing space for employees to
engage in temporary (i.e. full-time but
not permanent) or part-time pursuit of
their own projects in collaboration with
artists, for the purposes of professional
development and staff retention.
7.
Leveraging the art world, broadly
understood as an epicentre of creativity
with deep cultural import, as a place to
secure a boost for organisational
reputations as actors of fundamental
importance in contemporary society
for a public audience.70
Given the diversity of these potential benefits,
the tech industry as art patron strategy may
be seen more as an ‘experiment’ for the tech
company than as a bid for the pursuit of any
specific, stated, long-term objectives. Hence,
some companies that adopt this strategy do
so in the form of an open platform.71
It is conceivable that this strategy could extend
into creating new venues for commissioned
work.72 However, it also aligns with a policy
of drawing on the expertise, reputation and
audience of established cultural institutions
(an inversion of the ‘success in adjacent fields’
principle that is one aspect of the common
features of emerging practices described in
Chapter 1). This suggests a deepened
relationship between existing art industry
actors and tech companies. However, this
strategy also introduces a swathe of new
tensions in the interactions between art and
tech cultures.
In the first case, it may be that given the fringe
relationship of art to its core mission, a tech
company may only provide ongoing support
to a small number of arts institutions within
the same region. Secondly, this support is not
necessarily long-term, being subject to shifts
in corporate governance and changes in
overall company strategy.73 These factors
introduce a degree of turbulence into the art
industry, as large-scale economic actors from
elsewhere move in and out of the field.
Lastly, this strategy creates complexity in
the ambitions and objectives native to the art
world and those of corporate policy. The wider
actions of large commercial companies may
adversely interact with the arts ventures they
support on many levels, providing new twists
on the ongoing scandals around corporate
sponsorship of artistic programmes.74 The
contradiction between economies of scarcity
and the value placed on large-scale operations
in industry also creates structural problems,
and indeed there are discrepancies at the
general level between the cultures of tech
and art.75, 76 It may also be that the low-level
operations of these collaborations foster
uncomfortable conditions for some artists.77
Strategic Significance
For AxAT artists:
access to skills, equipment, and expertise;
potential ethical and political risks.
For the tech industry:
exposure to alternative ways of thinking
about their technological development
pathway, deep historical knowledge and
domain expertise in areas that are
undergoing technological change—
implying a range of associated benefits
and risks.
For cultural institutions:
technically sophisticated work to present
to the public; a potential collaborator or
competitor; potential ethical and
political risks.
For private sector investment:
tech industry itself displaces some
channels of private sector investment
(e.g. collectors), and lowers market
circulation; potential investment in
spin-offs from larger companies; real
estate development and public-private
partnership access points for urban
regeneration projects through supporting
tech sector/cultural sector interactions.
For public sector investment:
city- or national-level branding/soft
power; state role supporting early stage
innovation; ability to cross-over tech
innovation and cultural sector funding.
Open questions
●
●
●
●
What would a museum fully owned and
operated by a technology company look
like and who would be its audience?
How far can AxAT projects ultimately
impact the development pathway of
products, services and platforms within
a tech corporation?
How can much smaller tech
organisations be involved?
What role do governmental or academic
science and engineering programmes
have to play in the configuration,
regulation and nurturing of these
new relationships?
I think artists in general are actually
quite bad at imagining how to make their
dreams come true at a bigger scale.
Bigger not necessarily in terms of
grandness, but more complexity.
Ian Cheng
A second strategy is based on the consolidation of both AxAT infrastructural plays
and existing aspects of the art ecosystem into
a new format: the art stack.
Art stacks are artist-led organisations that
progressively bring together in-house
functions currently distributed between artists,
curators, galleries, museums, tech companies
and others involved in AxAT projects. The
seed of the art stack strategy lies in the need
for AxAT artist studios to develop integrated
studios around DIY approaches to tech. The
art stack builds on this position by locating a
revenue stream —one that gives it autonomy
from common funding sources in the art
industry (e.g. sales to collectors, or
project-specific funding from a company or
governmental body). In turn, this creates
opportunities for the art stack to invest in
itself, and to build and control its own versions
of other features currently provided by the art
industry, such as places to show work.78
Artist-led companies such as teamLab present
one vision of the art stack strategy, combining
integrated studios, DIY approaches and
well-equipped collective spaces with
dedicated display spaces and funding through
ticketed experiences.79
At the time of writing,
teamLab has over 650 personnel ranging
across art, architecture, animation, coding,
marketing, robotics and other disciplines. It
has also built its own site in Tokyo—teamLab
Borderless, operated in collaboration with the
Mori Building—to host its large-scale
immersive digital works. Borderless opened in
2018
and attracted 2.3 million visitors in its first
year, making it the most popular single-artist
museum in the world as measured by
footfall.80
This demonstrates the potential of art stacks
to expand to a larger scale than many wellknown current museums—an observation that
has precedent in the power-law distributions
that have emerged in other media across the
cultural sector, accompanying a shift from a
craft-based model to an industrialised one:
Hollywood movie studios, major record labels,
the Italian development of the fashion house
system, videogames and social media.
Where reliant on ticketed experiences, the art
stack operates in proximity to the financial
models of circuses and theme parks:
mass-market models organised around ticketed
access. For some actors in the art world, this
may raise the question of whether they are
indeed ‘art spaces’ or just a variation on
existing entertainment typologies. More
generally, a direct-to-consumer, mass-market
model organised around ticketed events (or
in future, perhaps product design, digital
services, etc.) may raise the question of
minimal viable art for those who remain
attached to older models of the cultural
institution and art industry more generally
—i.e. What is required for these initiatives
to be understood as ‘art’ at all? 81
Seen from a different point of view,
‘minimum viable art’ challenges preconceptions around the anticipated scale (of
team-size, turnover, physical dimensions, etc.)
of existing art practices; and it may be that it
invites connection to quite other art histories
which are not always obvious to the current
generation of Western critics (or other
audiences).82 This demonstrates the possibility
of a successful art-industrial phenomenon that
publicises an alternative conceptual engagement with what art is and could be—one that
diversifies away from the existing narratives
of the mainstream contemporary art world.
The art stack holds the promise of a much
richer engagement between artists and
technology, within dedicated environments
(physical, technical, presentational and
commercial). Art stacks may be modelled
around quite a different financial core, such
as building tools or selling art products, and
may explore other routes to the public, such as
deep use of online spaces.83 But they also offer
a model of artistic practice that is substantially
different from what is widely valorised in the
art world at present.
‘Minimum viable art’ aside, two factors
in particular stand out. The first is that the
operational model of ‘the artist’ becomes
something almost entirely team-based. This
diverges from the ‘individual artist’ model
preferred by the existing art world (and often
presumed by the art industry), to a much
greater extent than ‘a collective’ or the kinds
of approaches favoured by integrated studios.
Although it is possible that a relatively flat
hierarchy might be adopted inside some art
stacks, the contrast in expectations from
current art training and professional life are
nonetheless very substantial, placing an
emphasis on skills for negotiating complex,
ongoing work relationships within common
projects where personal or small-group
authorship is diminished.
The second factor is the uneasy relationship
between many extant artistic practices,
including those involving advanced technologies, and the kinds of commercialisation
necessary to fund an art stack. The possibility
of generating art stacks has been refused many
times in the past, including by pioneering
AxAT artists.84 Art stacks require a very
particular negotiation of the relationship
between commerce and art, and this may filter
both the practitioners and the practices that are
able and willing to generate them.
Strategic Significance
For AxAT artists:
a new, art-led structure for those whose
work fits with it, capable of operating at a
new level of artistic ambition; lowered
reliance on contemporary models of
artistic funding (i.e. existing channels of
private and public investment).
For the tech industry:
potentially new high-level collaborative
or competitive relationships; a
sophisticated content pool that can be
ported to emerging platforms.
For cultural institutions:
source of technically sophisticated work;
a potential collaborator but also
competitor.
For private sector investment:
lower influence of collectors and
auctions; potentially profitable
early-stage investment, art stack IPOs;
potential real estate development and
public-private partnership access points
for urban regeneration projects through
supporting tech sector/cultural sector
interactions.
For public sector investment:
city- or nation-level branding/soft power;
potential for standout tourist destinations,
state role supporting early stage
innovation.
Open questions
●
●
Over the mid-term, how far will art stacks
be distinguishable from organisations in
entertainment or product design?
Over the long-term, to what extent can
the art stack model be expected to disrupt
and undermine traditional models of
singular authorship, both from a symbolic
perspective and the operational reality of
offering a more attractive context for
specialists to contribute their skills?
●
●
What would an art stack for services look
like?
What will be the impact of the art stack
model on arts education?
The strategies of the tech industry as art
patron and the art stack represent major
disruptive vectors in the existing art industry.
They represent new movements poised to
redistribute the balance of power in the
contemporary art world landscape.
They clearly demonstrate the potential for
certain strands of AxAT to scale up their
operations substantially. But the particular
modes of scaling they offer are ultimately
constrained by the financial, operational and
strategic demands of very particular kinds of
large-scale private-sector organisations, be
they tech firms operating as patrons or
sponsors, or art stacks themselves.
In contrast, the third strategy described
here involves the conscious development
of a twenty-first century cultural infrastructure. This strategy entails the construction
of systems designed to support the AxAT
ecosystem as a whole, and which are aligned
with and responsive to a broad societal
agenda.
A lot of questions that aren’t being
asked by artificial intelligence scientists
and investors are being asked, and have
been asked for quite a long time, by
some kinds of artist…
In a very hard, pragmatic way,
this art is becoming relevant to the
moment we are about to live through.
Jonathan Ledgard 85
As described in the introduction to this
document, AxAT can be understood as a form
of technological innovation that is conditioned
by a very different approach to technology
—how it is developed, deployed, used and
valued. AxAT practitioners frequently work
with technologies that may have major societal
benefits, but as yet do not synchronise well
with existing funding regimes.
●
Working with very early stage
technologies with no clear pathway to
immediate application, or those that
have potential for application but do not
readily fit with either consumer-focused
retail or existing major infrastructural
plans, and therefore are yet to find a
●
pathway out of the laboratory.86, 87
Operating to actively critique existing
means of technological development,
e.g. artist Trevor Paglen and AI engineer
Kate Crawford’s ImageNet Roulette,
which identified racist patterns in the AI
encoding of the ImageNet public image
database, leading to the withdrawal of
over 600,000 images.88
●
Using technology to provide alternative
approaches to non-technological
domains, extending AxAT’s principle of
success in adjacent fields into a tangible,
quantifiable impact on systems of
collective decision-making such as
government and law. An example is
Forensic Architecture’s Grenfell Tower
Fire project, which draws data from
smartphone footage taken by members of
the public of the devastating fire at the
London apartment block in 2017, in order
to reconstruct the order of events—an
operation that enters into the legally
charged context of determining
accountability for the disaster.89
The twenty-first century cultural infrastructure
strategy is responsive to the value provided by
such projects, while acknowledging that their
widespread development requires an approach
not easily reconciled with the strategies
detailed previously. The art industry capabilities necessary to effect this strategy vary
widely, and it is unlikely that a single actor
at less than national government scale could
adopt them all. This strategy is therefore best
represented through a federation of efforts to
bring infrastructural plays into alignment, at
different levels and scales.90 The central
components of the strategy include:
Alternative routes to access tech.
The development of systems that lower
the barrier to access of advanced
technology, in ways less dependent on
patronage or the ongoing negotiation of
sponsorship, and enabling a maximally
diverse set of practitioners and perspectives to engage with technologies at all
stages of development. These can be
envisioned as third-party systems that
enable AxAT practitioners working in
specific subfields (e.g. VR, synthetic
biology) to develop and display work in
environments, such as existing galleries
or museums, that cannot on their own
contribute sufficient capital investment
to develop in-house skills, equipment
and capabilities to host this work.91
Legal arrangements.
Building on the tradition of experiments
with artist’s contracts, the development of
new ways to enable engagement between
partners on AxAT projects.92 On one
level, this means finding alternatives to
the common three-month residency
arrangement which are better suited to the
cost, time frame and collective nature of
serious AxAT projects. On another, it
means broaching imminent legal
questions spurred by AxAT technologies
themselves, such as the legally complex
debate about whether the person who
provides data used to train a machine
learning system has a claim to its
products.93 Additionally, existing means
of representation for artists, an essential
art-industrial function of galleries, may
be inadequate to the demands of AxAT
practice, and may both require and
reward serious innovation.94
Learning and insight.
The generation of new knowledge by
AxAT practices is an asset in its own
right, and not purely in terms of
intellectual property. A logical
development of AxAT skill-sharing (a
semi-official feature of multidisciplinary
courses and collective spaces) is the
development of new kinds of venues
in which to share what has been learned.95
This also extends to the strategic
deployment of AxAT practices as sources
of collective insight into unfolding
conditions, and accordingly suggests a
place for government departments, legal
bodies and other ‘non-technological’
agencies in the commissioning and
development of such work.96
Distribution systems.
Current experiments from within AxAT
such as building tools, art products and
byproducts as assets have, to date, largely
conformed to models widely adopted
within the tech industry—for example,
retail of designed products to individual
consumers, or seeking venture capital
investment. On the other hand, while
there has been innovation around
designing purchase mechanisms, they
have not (or not yet) achieved widespread
adoption.97
While not per se exclusive of input from either
the tech industry as art patron or art stacks,
this strategic approach is more closely aligned
with the mission of cultural institutions and
the various bodies that support them (such as
foundations, funding councils and government
departments). It represents an extension of
these bodies’ mission to maximise the audience of cultural projects on the grounds of
their significance to broader society—albeit
also constituting a series of breaks with how
this role tends to be understood at present.
Cultural institutions should play a role in
helping point public attention to the things
that we should be paying attention to. And
those are usually things which are not in the
top headlines, which are not beholden to the
advertising industry and not necessarily
responding to political talking points. They
should play a beacon or spotlight role.
Noah Raford 98
The most obvious infrastructural plays
available to existing cultural institutions such
as museums and galleries are those that enable
them to retrofit AxAT into current systems.
For example, a new or existing museum might
build dedicated display spaces to host AxAT
work. This is a major capital investment, with
particular risks.99 But while valuable in its own
right, this only treats one aspect of the AxAT
ecosystem, and deeper shifts in operations
would be necessary to engage fully in the
project of building twenty-first century
cultural infrastructure. Likewise, this strategy
would be expected to align with national- or
international-level governmental policies
around the support of both the arts and
innovation, but bring them together in
historically new ways.100
Strategic Significance
For AxAT artists:
greater autonomy with respect to tech
industry; lower barriers to access to
advanced technologies; other ways to
scale impact of projects, outside of
traditional art, tech or entertainment
industry channels.
For the tech industry:
opportunities for small-scale and/or
emerging-technology developers.
For cultural institutions:
a pathway to alternative operational
models.
For private sector investment:
opportunities to be involved in emerging
technologies not married to conventional
startup pathways.
For public sector investment:
production of insight and intellectual
property as strategic assets at societal
level; alternative system to develop
genuinely innovative ideas.
Open questions
●
●
●
●
●
●
What would a major public art institution
look like without physical exhibition or
performance spaces?
What type of metrics would be needed to
evaluate the impact of work that exists
within art and also outside art?
How can cultural institutions support the
development of technologies that do not
satisfy the contemporary funding
conditions of the tech industry?
How can AxAT be a part of national
or international industrial strategy, and
what would be the impact of this on the
cultural sector?
At what point does this strategy constitute
the incorporation of an ‘alternative tech
industry’?
Is it possible that such a large-scale
initiative could separate from the art
world as currently understood and
becomes autonomous, with its own
funding mechanisms, institutions and
discourse—a hard fork in the art world?
Notes 64-100
64.
There are historical examples of artists placing
themselves in social and commercial partnerships,
for example John Latham’s Artist Placement Group.
Link: bit.ly/2Tfu6mh
65.
Holly Herndon is a Berlin-based American composer,
known for sophisticated integration of digital systems
and especially artificial intelligence with the human
voice and live performers.
66.
Paris Innovation Review argues that placing artists
within cutting-edge research programmes helps with
decompartmentalisation, helping researchers to
innovate and learn from other fields.
Link: bit.ly/2NiTBzt
67.
Natalie Jeremijenko’s Live Wire installation,
designed at Xerox PARC, is an early example of
physical interfaces to networks being deployed
as a ubiquitous computing experiment.
Link: bit.ly/2FH0oyU
68.
Simone Bhan Ahuja recently argued in Harvard
Business Review that 90% of innovation labs fail
because placing research in a laboratory setting
isolates it from meaningfully engaging with the goals
of organisation.
Link: bit.ly/2FDblBv
That said, the approach has produced some
significant successes over the years, most famously
at Xerox PARC.
Link: bit.ly/30aBWPA
69.
Corporations frequently engage with the arts as
part of their corporate social responsibility work, i.e.,
business commitments to reinvest a fraction of profits
into projects of social benefit.
70.
The prevailing art world discourse may position art as
critically reflective on the broader culture; but it may
be this asserted criticality itself that makes art an
attractive vehicle to corporations keen to present
themselves as culturally sophisticated.
Link: bit.ly/2TiRgs3
71.
Primer is an arts platform based in the headquarters
of Danish biotech company Aquaporin, which
describes itself as being ‘intended as a platform for
production, development and support for artists and
the field of art in general, exploring its introduction
into new spaces and professions.’
Link: bit.ly/2RcpGdi
72.
Apple have recently launched several augmented
reality programmes, developed with artists and
educators in collaboration with the New Museum.
These include in-store events under the rubric of
Apple AR[t] Labs and related AR[t] Walks through
public urban spaces.
Link: apple.co/2tU1nJ3
73.
A userful warning about the limited attention span
of corporations investing in art programmes is the
closure of the Interactive Design Institute Ivrea in
2005, after only four years of operation.
Link: bit.ly/30cBVur
74.
As a thought experiment, it is entirely possible given
the possibility of nation-state and supra-national legal
moves against social media networks (e.g. antimonopoly legislation, media regulation)—plus
scandals such as Cambridge Analytica’s involvement
with Facebook—that the support of artists by such
companies could trigger a backlash and become
branded as ‘trustwashing’.
75.
As Mike Pepi summarises
‘Christie’s thrives on scarcity. Google does not.’
Link: bit.ly/2TeR8d7
76.
For example, see Lucy Sollitt's 2019 report for
Creative United on The Future of the Art Market,
which highlights some of the urgent challenges faced
across the arts in adapting to new forms of
techno-economic infrastructure.
Link: bit.ly/3b5QPXw
Note further that, while hard data is difficult to
acquire, there are many accounts of tech industry
figures being favourably disposed toward art and
artists but being extremely skeptical of the art
industry's systems of valuation.
Link: bloom.bg/2yyK9DZ
77.
‘If you were working with a developer and coming up
with idiosyncratic approaches towards a specific
machine learning architecture, then another artist
comes into that residency and the developer takes
some of those ideas and applies that to the next
person—that’s something that can be really
problematic in an arts context. Likewise, if you have
the same developers working with a large pool of
artists and you have one specific approach towards
technology that is then funnelled into different
practices rather than having dramatically
different approaches’.
Holly Herndon
78.
It should be noted that large-scale studios are not
themselves unheard of in the history of art. For
example, Rubens was famous for his huge workshop
filled with students and apprentices, whilst at one
point Damien Hirst employed 250 people, worked
with high budgets and opened a museum. Such
ventures, however, typically have been lacking some
of the features of AxAT practice itemised in Chapter
1, and represent a continuation of conventional art
industry models under new ownership, as it were,
rather than a break with the status quo as indicated by
the kinds of infrastructural plays documented in
Chapter 2.
Link: bit.ly/2FFDM1J
79.
teamLab run their own 10,000-square-metre
digital art museum in Tokyo.
Link: bit.ly/37PI6HE
80.
Tickets to teamLab’s Borderless cost approximately
$30 in 2018, when they attracted 2.3 million visitors.
81.
An alternative conceptualisation might be that art
stacks exceed maximum viable art, given that they
operate beyond the financial and organisational
models that have predominated in the art world
to date.
82.
teamLab locate reference points for its expansive
immersive environments in premodern Japanese art,
specifically what it calls ultrasubjective space, which
offers an alternative conception of the optical relation
of viewer to artwork, based in premodern Japanese
pictorial traditions rather than Western linear
perspective. The viewer imagines themselves as a
component of a depicted scene, rather than observing
it from the periphery.
Link: bit.ly/2Tqedd9
83.
As in the case of pop artist KAWS, the output of
whose work spans limited edition vinyl toys available
to the mass market, large-scale sculptures positioned
within the contemporary art milieu, and
collaborations with fashion brands such as Supreme
and Nike.
84.
Pioneering biotech artist Oron Catts worked with
early stage tissue culture technologies. Despite the
evident art stack potential—via an art product or
building tools modelling his early work developing
victimless meat and victimless leather—Catts sees the
commercial development of these ideas as symptoms
of consumerism and antithetical to the deeper
concerns of his practice.
Link: bit.ly/37Y7eMg
85.
Jonathan Ledgard collaborates with artists on
technology and nature, is a novelist, expert on AI and
robots particularly in Africa, foreign and war
correspondent for The Economist.
86.
Protocells are an example of an early-stage
technology with no clear pathway to immediate
application.
Link: bit.ly/2slv05W
87.
Neighbourhood-level electricity generation is an
example of a potentially significant technology that
does not readily fit with either consumer focused
retail, nor existing major infrastructural plans.
88.
Trevor Paglen and Kate Crawford:
‘We created ImageNet Roulette as a provocation:
it acts as a window into some of the racist,
misogynist, cruel and simply absurd categorisations
embedded within ImageNet. It lets the training ‘speak
for itself’, and in doing so highlights why classifying
people in this way is unscientific at best, and deeply
harmful at worst.’
Link: bit.ly/37V4Fuu
89.
At the time of writing, Forensic Architecture are
crowdsourcing video footage of the Grenfell Tower
fire in order to projection map an accurate 3D video
of how the fire progressed through the building.
Link: bit.ly/2taLhL9
90.
Federation is used here to mean something similar
to interdependence, as advocated by Holly Herndon
and Mat Dryhurst as a principle for an alternative to
the independent music scene, focused on complex
ecosystems of new organisations and financial
models, and evolving relationships to audiences and
tools.
Link: bit.ly/2t8Nqak
91.
One mechanism for opening up routes of access
to technology would be the provision of platforms
to enable consortia to be built around AxAT-related
capital investment from cultural institutions, much
as is the case on major academic science and
engineering projects like CERN.
92.
W.A.G.E. is an activist organisation working to
establish sustainable economic relationships between
artists and the institutions that control the art world.
Link: bit.ly/2RbUMSB
93.
Property rights over personal data has evolved into
a heated debate, and the knock-on debate over who
owns the intellectual property of technologies created
from that data is likely to become even more
contentious as those products become more valuable.
Link: bit.ly/2FDhEFb
94.
One could make a comparison to the growth of label
services in the music industry. Traditional record
labels provide artists with a portfolio of services
(management of publishing rights, making
arrangements with stream services, pressing records,
tour organisation) in return for a contract that is
usually exclusive and long-term. Label services
disaggregate these functions into individual services
that artists can opt into and out of, as and when
needed.
Link: bit.ly/2tTN3AE
95.
As part of a recent retrospective at London’s
Institute for Contemporary Art, Forensic Architecture
ran a series of skill-sharing short courses in forensic
architecture, offering the public training in techniques
they had developed.
Link: bit.ly/30h6Oya
96.
Relatively small-scale initiatives like the UK
government’s Policy Lab currently take a version of
this approach, although largely without engagement
of the kinds of technology with which AxAT
practitioners are working.
Link: bit.ly/2TfWfKg
The most serious investment in this strategy to date
is arguably the Dubai Future Foundation and the
related Museum of the Future.
Link: bit.ly/2NjSAXM
97.
Attempts at building AxAT distribution systems have
tended toward a degree of conformity with legacy art
industry practices, such as aligning with a model of
value as being produced by scarcity.
98.
Noah Raford is Futurist in Chief and Chief of
Global Affairs at the Dubai Future Foundation.
99.
The high cost of systems needed to display AxAT
works, which include both technology and the
expertise to deploy and maintain it, is itself
prohibitive, and represents a major investment in a
new capability for existing gallery or museum
models. ROI for existing galleries or museums is
further complicated by the tendency to rotate
exhibitions—a dedicated display space not in
continuous use offers a relatively poor return.
100. Government investment supporting arts and
innovation might be understood as a reanimation
of the frequently unrecognised role played by
governments in the original development of many
contemporary technologies during the twentieth
century.
Link: bit.ly/2RaqJdM
Ben Vickers
It's almost seven years ago today that we met
for the first time, through the very fortuitous
introduction from my late mentor and great
mathematician, John Nash. At that time, I was
involved in developing complex networks, and
I think it was the P2P Art Collection that
initially brought us into dialogue about how
emerging complexity theory, networks and
technology could have a transformative effect
on the art world. It was you who posed the
question, ‘What could the art institution of the
twenty-first century be?’, which led us to begin
working together—and it seems that today,
what we had discussed then as only a set of
possibilities that must be responded to is
entering a state of maturity across the art
world.
This realisation, and the fact that so much of
what previously appeared certain is now in a
state of flux, has been the rationale for
pausing, so to comprehend what might come
next, and to share those insights more broadly
in this strategic briefing with the art world.
And so it feels salient to reflect together on the
worlds, thinkers, threads, objects and carriers
that brought us here. For you, what was the
moment—or the occasion—when it became
evident that engagement with technology is
critical to art?
Hans Ulrich Obrist
I think there were a few crucial moments.
One of them was with Philippe Parreno. I
met Philippe in the 1990s, and together
we did his first major institutional
retrospective in 2002, in Paris. At that
time, we were both obsessed with the
work of Jaron Lanier, who is very much
at the origin of virtual reality, so we
worked with Jaron Lanier on an
exhibition for the Musee d’Art Moderne.
In his first ever retrospective, called Alien
Season, Philippe had an exhibition which
could be reinterpreted in many different
ways: lights would fade in and out,
images would appear and disappear. It
was very much the exhibition as a
programme, the exhibition being alive.
Lanier came to Paris and worked with
Philippe and me, and he suggested that a
giant cuttlefish should actually be the
trigger for all of these events. The
cuttlefish is an extraordinary animal,
which has a language of animation to
communicate with each other; the
cuttlefish projects what it thinks onto its
skin, so its skin is like a screen of its
thoughts. This hugely intelligent being
became more than a guide; it became
really the trigger of this programme,
which was the beginning of Philippe
making these exhibitions alive. I thought
this was interesting and particularly
relevant to the current discussions about
virtual reality and artificial intelligence
but also these technologies’ still open
relationships to ecology and the
environment. Philippe also referred to
Rauschenberg in Alien Season, which is
not a coincidence, because Rauschenberg
was one of the protagonists of Billy
Klüver’s ‘Experiments in Art and
Technology’—another crucial figure and
reference point for me. So, in his show,
Philippe projected onto seven panels of
Rauschenberg, a film lasting four minutes
and thirty-three seconds, which was of
course also an homage to Cage’s 4’33.
Circling back to Billy Klüver—he was an
acquaintance of mine; I went to see him
regularly and did long interviews with
him. ‘Experiments in Art and Technology’ from the 1960s was a fascinating
project where he wanted to bring artists
together with engineers, and create
collaborations. What drove his project
was not only the question of how new
technology and science could be impacting art, and vice versa, but how a new
type of relationship between art, science
and technology could be opening up
something entirely new and generative
for society.
B V
That’s certainly a concern that we all
share. In the last seven years, we have worked
with art and technology as an emergent
discrete field, which has offered a novel way
of operating and allowed us to see beyond ‘art
and technology’ as a historical relationship
between two entirely distinct models of
practice and cosmological perspectives. The
interstitial mode—where we lose the
disjunctive logic—is opening up a space that
was not easily imagined previously, to the
extent that our current understanding of what
art could be and our general perception of
consensus reality is challenged on a daily
basis. In respect to this clouding and
complication of vision, what role is simulation
playing in this disruption of perspective? Do
you ever get the feeling that we are living in a
simulation?
H U O
There is definitely a new art form
emerging from visual media. Moving
image has often been trapped in this idea
of a loop; whenever you show a film or
video installation there are moments
where it repeats. This has been disrupted
by the emergence of simulations. Two
experiences standout here: Jakob Kudsk
Steensen’s Catharsis and Ian Cheng’s
BOB or Emissaries trilogy, all of which
share the potential of never being the
same twice. They are not moving images
that have a loop, like where the video
reboots or restarts, but they are cybernetic
open systems at their core: digital living
organisms more similar to a tree than to a
film. I think that produces a completely
new art form.
However, there is also a more historical
connection between technology, science
and art as noted by the late Heinz von
Foerster, one of the architects of
Cybernetics, who worked with Wiener
from the mid-1940s, and, in the 1960s,
founded the field of 2nd Order
Cybernetics, in which the observer is
understood as part of the system itself
and not as an external position. I had
known Foerster well in the 1990s, and in
one of our many conversations, he often
expressed his views on the relationship
between art and science: ‘I’ve always
perceived art and science as
complementary fields’, he said. ‘One
shouldn’t forget that a scientist is in some
respect also an artist. He invents a new
technique and he describes it. He uses
language like a poet, or the author of a
detective novel, and describes his
findings. In my view, a scientist must
work in an artistic way if he wants to
communicate his research. He obviously
wants to communicate and talk to others.
A scientist invents new objects, and the
question is how to describe them. In all of
these aspects, science is not very different
from art’.
B V
In this respect, we could say that engineers
and scientists are among some of the most
impactful artists given the capacity and scale
for world-building as exhibited by the
infrastructure and invention they bring to
society. In fact, as Benjamin Bratton argues in
The Stack: On Software and Sovereignty,
technological infrastructure and invention are
transforming geopolitics into stack-politics,
thus requiring that sovereignty is considered
outside of its relationship to territory, and
platform governance outside of the narrow
lens of corporate interest. The question then
arises as to how the role of culture and the
role of art more generally, are shifting in the
face of the seismic shifts wrought by the
engineering of large scale technology stacks,
such as Google, Amazon, Apple, Tencent,
Alibaba, etc?
H U O
In the 1960s, Marshall McLuhan
noted the ability of art to ‘anticipate the
future’. In the foreword to his book
Understanding Media he calls art ‘an
early alarm system’, which is pointing us
to new developments in times ahead and
allowing us ‘to prepare to cope with
them’. He says: ‘Art as a radar
environment takes on the function of
indispensable perceptual training’. In
1964, when his book was first published,
the artist Nam June Paik was just
building his robot ‘K-456’ to experiment
with the technologies that subsequently
would start to influence society. He had
worked with television earlier in an
attempt to disrupt the straightforward
mode of consumption by a growing
global audience, and later made art with
global live satellite broadcasts to use the
new media less for entertainment but to
point us to their poetic and intercultural
capacities. Their works and thoughts
again are an ‘early alarm system’ for the
developments ahead of us. A collaborator
of Paik was the artist Rebecca Allen, who
also was far ahead in her creation of the
Aspen Movie Map in 1978 which laid the
ground for Google Street Map decades
later, as well as developing complex
simulations of living ecosystems long
before other artists approached this area,
and developed an early precursor to
Google glass, MyoPhone, which directly
influenced Google’s creation. The Allens
and Paiks of our time are of course now
working with aerospace, artificial
intelligence and synthetic biology.
Another kind of visionary from the 1960s
was Jack Burnham who understood
something profound about the
relationship between cultural shifts and
changes in computational infrastructure,
and although he wasn’t heard as widely
as he should have been by his
contemporaries, his insights still carry a
lot of traction and power for our day and
age. Burnham articulated the birth of
systems aesthetics as an indispensable
part of the new cybernetic culture, where
change no longer emanates from things
but how things are done, thereby
positioning protocol-building as art that
has the power to influence society at
large.
On this note of ‘how things are done’, it
may be worth mentioning the work that is
currently being done by Tobias Rees at
the Berggruen Institute. Rees is leading
the Transformations of the Human
programme, which places teams of artists
and philosophers into technological and
scientific settings. That leads us to the
APG, the Artists Placement Group from
Barbara Steveni and John Latham—who
I should have mentioned at the very start.
If we want to understand complex
transformations and their effects on the
world, we need artists in the mix, and that
means we don’t only need artists in
galleries, museums, art fairs and
biennales but, as Latham and Steveni say,
we need artists out there in the world.
That is why every company, every
corporation and every ministry should
have an artist on the board of their
organisation or as contributors at early
development stages of new technologies.
And similarly, if you think about the
Artist Placement Group’s idea of art
going outside the museums and migrating
into society, it’s a great possibility that
exhibitions can migrate into non-art
contexts: educational curricula, closed
R&D labs, governmental departments.
I am therefore really excited that, at the
Serpentine, we are experimenting with
the age-old lab format as part of the R&D
Platform that you are spearheading to
further support daring artistic
engagements with advanced technologies.
In some ways, I am reminded of the
Laboratorium project that I curated with
Bruno Latour and Barbara Vanderlinden
in 1999 in Antwerp. It was a unique
exhibition paradigm that engaged with
the early Renaissance ‘school of
production’ studio model used by very
well-known artists such as Rubens and
van Dyck, and connected that history
with the possibility of using the
exhibition space as a node in a larger
network of activity spread across the city
and involving artists, scientists and the
general public.
Speaking of much more direct forms of
art’s impact on the world, it's interesting
because at the moment, Edi Rama is
Prime Minister of Albania. So Albania
continues to be an artist-run country, but
we've always had artists who have run for
office. At the same time, we have lots of
Latin American writers—from Octavio
Paz to Carlos Fuentes—who entered
diplomacy and were either ambassadors
or cultural secretaries. Eileen Myles, the
poet, ran a presidential campaign. She ran
with her dog for office in the US. And
more recently, Tania Bruguera
announced that she's going to run against
Raul Castro in Cuba.
But the Artist Placement Group is not
only about that kind of direct
intervention. The Artist Placement Group
is much more than having artists enter
political office. It's really about how art
can co-produce reality at different scales.
And it's fascinating, I mean, if you look at
projects like Niddrie Woman or Five
Sisters today, these appear to be Land Art
projects, which happened in Scotland,
and they came out of this idea of Latham
and Steveni of the placement. Latham
and Steveni placed Latham himself into a
Scottish government office where he
would show up regularly for meetings. At
that time, the idea was to remove these
coal heaps at great cost, and Latham said
it was a monument/anti-monument in
terms of the coal age, making clear that
this polluting energy of coal was the past
and that we needed to find new energy. It
was an ecological statement to actually
keep these coal heaps, to stay as a sign of
a bygone age. And he convinced the
government to save this money, to use it
for a social purpose rather than spend
millions to take these piles of coal away,
and they became Land Art monuments in
their own right. By actually placing
himself in Scottish office, Latham
co-produced a reality that was
consequential at different levels.
B V
This was very much a catalyst and
inspiration for us in rethinking the future of
the arts institution on the advent of our fiftieth
anniversary, in forming a rationale for new
modes which could contribute to a
reorientation of the art field and its core
operations towards the creation of active
forms, to reference Keller Easterling, and
thus, active work. We are also introducing
what we call ‘Slow Programming’—long
durational projects which expand beyond the
conventional limits of a museum or a finite
exhibition—works will be in the galleries,
outside in the park, offsite in London and
internationally, online and within the web of
ideas and relationships spun from encounters
among collaborators, projects and the public
of the Back to Earth exhibition that will open
this summer.
This shift towards a proactive durational form
of cultural production dovetails very much
with a more expanded understanding of
technology—as ‘the active human interface
with the material world’, to quote Ursula K.
Le Guin. Such interfaces require adequate
time and space for construction, both in
narrative and technically, an idealistic but
important trajectory to explore at the heart of
the art and technology experiments. What are
your thoughts and feelings on this?
H U O
You and I have discussed in many of
our recent text collaborations for Wired,
Spike and other publications that the key
theme underlying many new experiments
in art and technology is the relationship
between technology and spirituality. How
can we go beyond the body/mind
division? How can we work on
spirituality, neuroscience and technology
simultaneously?
We had conversations with Yuk Hui,
Hito Steyerl, Shuddhabrata Sengupta
from Raqs Media Collective, Kenric
McDowell and Wolf Singer addressing
the question of how Euro-centric
modernity is still marked by various
regimes of separation that have produced
binary categories and questionable
monocultures in large scale tech
infrastructure, which find their root in
epistemologies borne from unexamined
assumptions made in the construction of
the enlightenment project. As Yuk Hui
has said, it is vital that we consider
alternative cosmotechnics and work
towards a plurality in the first principles
that drive the construction of technology
today. Nature and culture, body and
spirit, secular and spiritual; these
dualisms have remained dominant and
are inscribed firmly in the institutions of
our time but many artists, thinkers and
discoveries are challenging these
assumptions today, and it has become a
common thread that ‘technology’ serves
as a discursive gathering point for this
new enquiry, and the fresh attitude that
offers so much hope today.
So, as we think about the ‘new’
Serpentine, we need to think about how
an institution can go beyond these
dualisms, how we can become a place
that welcomes this new enquiry. Of
course, any new institution for the arts
that aims to cut across these dualisms and
invent new formats that cultivate a more
integrated idea of culture has to be tested
on a smaller scale, before it has
something to offer on a larger scale. In
this sense, Edouard Glissant shares an
inspiring vision for artists and art
institutions to work in our extremely
complex and difficult age. Glissant
understood early on that we live in an age
of globalisation, and he understood that
the homogenising forces of globalisation
are also at stake in the art world. A lot of
people understand that homogenising
globalisation needs to be resisted, but
what makes Glissant unique is that he
understood already in the 1960s that the
counter-reaction to globalisation would
lead to a new form of localism, to a new
form of nationalism, to a new form of
racism—which we can see now in many
parts of the world. Glissant said that’s
why we need to resist both. He instead
teaches us, coming from an island, that
we should think like an archipelago rather
than a continent. Continental logic is
homogenising, and archipelago logic is
much more generous and open; it is
symbiotic.
B V
I think it’s interesting that this
briefing—which is really a piece of collective
intelligence as it is sewn from many insights
delivered by collaborators, colleagues, peers
and friends—signals neither a utopian nor a
dystopian future, unlike most narratives about
art and technology. Instead, what we see is
that the ossification of certain normative
aspects of the traditional art institutional
approach and critically—infrastructure—is
freeing up space for a more diverse and, as
you like to say, living field with a multiplicity
of approaches and infrastructural turns. In
fact, there is a sense in which the more varied
the strategic and plural the approach, the
more interesting and multilayered this world
will become. This allows us to chart a pathway
for the Serpentine that can explicitly build on
what we have been able to construct thus
far—the creation of tailor-made production
and narrative structures that render
speculative artistic projects with advanced
technologies a reality, thereby providing a
space for the first prototype of something that
may go on to have multiple unexpected lives
and reality versions. When we first initiated
this work, did you anticipate that we would
find ourselves here today?
H U O
Well, I certainly did not foresee
HUO9000—a neural network trained on
my archive of interviews and curatorial
projects. But I am excited that it’s not
only you who thinks it’s a good idea but
also the Department of Digital
Humanities at King’s College, with
whom we are collaborating on the
Creative AI Lab. The questions that
HUO9000 as an entity raises are very
compelling, both existentially but also in
terms of how one can see the shifting
landscape of the art world beginning to
transmute in the years ahead. You and the
team have said that you have ‘grand
ambitions for the potential of
democratising and automating curatorial
knowledge, as well as questioning how
we handle IP, governance and authorship
in an age of automation’; it feels that this
type of experimentation, and the
playfulness with which it is approached
are urgent in this moment. It reminds me
very much of AnnLee, the fictional
character initially devised by Pierre
Huyghe and Philippe Parreno who
ultimately became a sign, offered up to
different artists to read and interpret
successively and separately, each
following his or her own inclinations.
Gradually the world of AnnLee began to
take shape and the numerous questions
raised by its authors slowly linked
together—questions on the status of the
image, of representation, of beings in the
world of the character and on the very
polyphony of the work. Perhaps above
all, the question for these artists became,
‘How can a community constitute itself
on the basis of the same sign, identifiable
to all, yet peculiar to each person?’
It seems to me that what you are building
with the R&D Platform is not too
dissimilar from AnnLee, but with greater
reference to sci-fi. I am very intrigued to
see how this process could lead to a place
after, or beyond, art and technology,
something that could in its maturity even
resemble the Glass Bead Game. Perhaps,
to a place where it is finally confirmed
that, ‘in reality, plants are actually
farming us, by giving us oxygen daily,
until we all eventually decompose, so that
they can consume us’.
I really love that meme.