Stephen Wilson, Professor Conceptual Information Arts, San Francisco State University.[1]
The arts
are searching for an appropriate role in an
era dominated by technological and scientific research.
Many artists are becoming active in
research areas but the approaches they take vary widely. One response
positions
artists as consumers of the new tools, using them to create new images,
sounds,
video, and events; another response sees artists emphasizing the
critical
functions of art to comment on the developments from the distance; a
final
approach urges artists to enter into the heart of research as core
participants, developing their own research agendas and undertaking
their own
investigations. My book Information Arts: Intersections of Art,
Science, and
Technology[2] surveys artists around the world working as
researchers in many areas of science and technology.
This essay explores that approach as it pertains
specifically to bioarts, seeking to enhance understanding of how
exactly
artists might contribute to research.
First it reviews the challenges of opportunities of artists
functioning
as researchers; next it reviews a few bioart projects from this
perspective;
and finally it considers one of my own installations, Protozoa Games. The bioarts are seen as especially
important because
of the revolutionary potential impact of this research in the next
decades.
Currently
there is great interest around the world in
exploring the value of artistsÕ involvement in the research
process. Several major policy studies have
promoted the idea Ð See for example Michael NaimarkÕs report
to the Rockefeller
Foundation ÒTruth, Beauty, Freedom, and Money
Technology-Based Art and the Dynamics of SustainabilityÓ[3]
and the U.S.
National Academy of ScienceÕs report ÒBeyond
Productivity: Information Technology, Innovation, and CreativityÓ[4]. In
addition governmental and private arrangements have offered support to
this
involvement of the arts in research Ð
for example the Canadian Research Council[5],
the Artists in the Lab Program[6]
(Switzerland), the Interactive
Institute[7]
(Sweden), Arts Catalyst[8]
and Wellcome Trust Competitions[9]
(UK), and Symbiotica[10]
(Australia). Some of the
rationales are pragmatic (artists will contribute valuable new ideas
that will
result in better research or development.) Some
are more global (the culture at large will be enriched
by the confluence of these ideas from diverse disciplines.)
Although
it focuses on Information Technology, the
National AcademyÕs "Beyond Productivity" document offers this
summary
of its findings that art and design can greatly enhance research.
Creativity plays a
crucial role
in culture; creative activities provide personal, social, and
educational benefit;
and creative inventions (Òbetter recipes, not just more
cookingÓ) are
increasingly recognized as key drivers of economic development. But
creativity
takes different forms at different times and in different places. This
report
argues that, at the beginning of the 21st century, information
technology (IT)
is forming a powerful alliance with creative practices in the arts and
design
to establish the exciting new domain of information technology and
creative
practicesÑITCP. There are major benefits to be gained from
encouraging,
supporting, and strategically investing in this domainÉ.
ITCP can constitute
an
important domain of research. It is inherently exploratory and
inherently
transdisciplinary. Concerned at its core with how people perceive,
experience,
and use information technology, ITCP has enormous potential for
sparking
reconceptualization and innovation in IT. In execution, it pushes on
the
boundaries of both IT and the arts and design. Computer science has
always been
stimulated by exposure to new points of view and new problems, which
are
ever-present in the arts and design. Because of the breadth of use to
which
artists and designers put different forms of IT, and because they
typically are
not steeped in conventional IT approaches, artistsÕ and
designersÕ perspectives
on tools and applications may provide valuable insights into the needs
of other
kinds of IT users. The needs and wants of artists and designers can
suggest new
ways of designing and implementing IT. Engaging their perspectives is a
logical
extension of recent trends in cross-disciplinary computer science
research.
Recently, for
example, artists
and designers have brought new concerns to the design and
implementation of
sensor systems, distributed control systems and actuators, generative
processes
and virtual reality, and the Internet and other networks. Their
interests in
performance and in engaging the public present challenges for system
interactivity; their interests in improvisation present new
opportunities for
exploring human-machine interaction. Although artists and computer
scientists
have long interacted in such spheres as computer graphics and music,
almost any
form of IT may be adopted or adapted for uses in the arts and design.
This
flexibility of purpose parallels the plasticity of the computer
itselfÑand that
helps to explain why artistsÕ concerns may motivate new
combinations as well as
new forms of IT...
It is a
remarkable time. In spite of the great
conviction about the worth of such
arrangements there is not much concrete evidence. The
documentation that does exist (for example, Craig Harris
book Art and Innovation[11] which collected essays on the
artist-in-residency
program at Xerox PARC) is somewhat elusive. Almost
all participants acclaimed the value but there was
little concrete evidence of the payoff of the collaborations. Similarly the research for my book Information
Arts documented a great
amount of
fascinating involvement of artists in science and technology related
research
but was not able to investigate in depth the processes by which art
might
enrich the research process.
Perhaps we
must just live with this ambiguity for a
while. For example, the Bioart
artists working on the frontiers of biological research certainly seem
to be
doing culturally significant work.
Their contribution to art and to general cultural discourse
about the
research is easy to identify. They are questioning the conceptual
frameworks,
deconstructing the language used, and unveiling the web of connections
between
this research and larger cultural structures. Presumably any audience
that
encounters this work (including those who work as professional
researchers)
will become more thoughtful about the cultural implications of research. Art audiences applaud the
provocation and engagement their work produces. These
artistsÕ specific impact on scientific research and
technological development is less clear.
Indeed, what would constitute a contribution and by whose
definition? Maybe it is not
important that the art have an impact directly on the research world? But the claim of relevance is part of
the justifying rationales fueling the initiatives listed above. There
is not
room here for a definitive resolution of these questions.
Hopefully this essay and the others
included in this collection can advance the discussion.
This
essay, then, has a very limited scope. It does
not analyze the general impact of the art works in the larger culture.
Rather
it offers a preliminary investigation more specifically at how the
works might impact
the research world and its practitioners in a more concrete way. How
might art
enrich research? My book Information
Arts suggested several places
in the
classic research process that might benefit. Here
are few suggestive examples:
Artists might assign different priorities to various research agendas
Artists might ask different research questions
Artists might help deconstruct unacknowledged assumptions in the frameworks that guide research
Artists might challenge standard research procedures or invent new ones
Artists might discover new knowledge or invent new technologies
Artists might interpret results differently
Artists might invent new ways to extract understanding via information visualization
Artists might identify cultural implications of research results missed by other researchers
The next
section reviews a few examples of artists
working with biology in order to examine ways artists contribute to
research. Note that this is a very
small selection of artists and that it concentrates on those working
with
genetics, stem cells, and invertebrates.
It does not consider for example, artists working with larger
animals,
human bodies, medical technology, or ecology.
Imagining
New Creatures - Bioengineering: Several
artists have become intrigued with the challenge of envisioning life as
it
might be. Art has a long history
working with fantastic creatures and chimeras Ð see for example,
Hieronymus
Bosch and Salvador Dali. With the
advent of genetic engineering the old dream of inventing creatures
begins to
enter the realm of possible. At
this stage of technology development there are profound questions about
the
wisdom and ethics of pursuing these inquiries Ð for example, do we
know enough
about the biology or understand the unforeseen consequences of this
work? Still scientists and businesses are
rushing forward to initiate research in creation of modified species
for the
sake of increasing scientific knowledge, for noble causes such as
curing
disease or overcoming famine, or for economic reasons of creating new
products.
Let us
assume for a moment that the questions about
safety of bioengineering begin to be answered and that the trajectory
of
technological development continues to create more accessible and
economical
equipment for genetic engineering.
The society will face major questions of what it should do with
this
technology. What new creatures
should researchers create? Are
medicine and economics the only justifications? Already
a company in the United States is offering the
ÒGlofishÓ, a genetically modified luminescent fish as a
pet. Are not curiosity and art important
research rationales? Are genetically modified square tomatoes, created
in order
to facilitate shipping economics more worthwhile than creatures created
for
art? Artists may well have
critical roles in the definition of research agendas for investigating
new
creatures.
Artists,
like most outside the biological research
world, are not yet active in creating genetically modified creatures.
We are,
however, seeing the beginning of this work by artists.
French artist Louis Bec[12]
is famous for his long standing interest in Hypozoologie.
Even before genetic engineering had
reached is present stage of development, Bec felt artists had an
important role
in imagining life as it might be.
Using computer modeling he generated animals out of his
imagination.
Others
have actually arranged to engineer new
organisms. Eduardo KacÕs Alba project[13]
embedded florescent genes in a rabbit.
The Critical Art EnsembleÕs New Eve[14] project embedded human gene sequence in the
bacteria
that produced beer and then invited audience members to drink it. Laura CintiÕs transgenic cactus[15]
project modified a cactus so it grew human hair.
Many
audiences consider these kinds of projects
objectionable or frivolous. Since
the art agendas are well documented elsewhere, this essay focuses on
the
implications for the research world.
It is not likely a biological researcher would dream up these
projects. This stretching of the
conceptualization of kinds of creatures that can be generated is itself
a
service. It induces researchers to
think beyond utilitarian goals that dominate their disciplines. Also,
unanticipated
insights might be generated from the process of pursuing such
unorthodox goals.
The usefulness of this kind of incidental knowledge is discussed below
in the
summary.
Artists
might be able to contribute even more if they
can overcome the obstacle of access.
Genetic engineering is still an esoteric research area with
limitations
on who is qualified to do it. Most
artists have not yet acquired that knowledge and certification
necessary to
become independent researchers.
Those who have worked with bioengineering often have had to
contract
researchers to do the actual work. Artists such as Cinti and Kac have
indicated
that this alienation was unfortunate; they felt they lost a certain
critical
control and access. At this early stage, these arrangements may be
inevitable.
Historically intimate contact of artists with the materials being
worked with
has enhanced artistic productivity and creativity - especially in new
technology based art..
Eventually, artists will need to arrange to get certified so
they can
have the hands-on involvement that is key to stimulating the artistic
imagination and tinnovation.
Embedding
Messages in Genetic Sequences: DNA is
tremendously
effective for storing genetic information. Furthermore
mitosis (cell splitting) provides a natural
process for creation of copies.
Starting early on, several artists imagined using genetic
engineering to
embed messages into gene sequences.
For example, Joe Davis' Microvenus[16] developed a mapping scheme for encoding the
graphics
representing a Germanic rune representing the female Earth into a
bacteria's
genetic sequence of bases. He
called these infogenes. Eduardo
Kac's Genesis[17] project encoded the some lines from the
biblical
story of Genesis into bacterial sequences.
These
projects explore interesting issues of ways
genetics can be used to carry other messages. They
also illustrate artistsÕ abilities to envision and work
on new possibilities. Fifteen
years ago DavisÕ first proposals were considered strange and did
not have many
precedents. Now the research world is developing related inquiries. For example, researchers are working on
bacterial memory and biological computing which will use gene sequence
encoding
as a method of emulating digital computing functions.
It is possible that researchers and artists working in these
fields might enrich each other's investigations.
Breeding
and Selection: Humans
engaged a form of genetic engineering long before the current research
era as
breeders of animals and plants.
Some analysts critique contemporary biology for not paying
sufficient
attention to this storehouse of folk knowledge. Breeders
accumulated significant information about genetic
potential within particular species and the limitations and
possibilities of
particular cross breeding. They
also have knowledge about the way context can affect the expression of
particular genes.
A few
artists have worked with breeding as a
focus. For example, George
GessertÕs many-year Iris projects[18]
(for example, Scatter)
have
produced extraordinary varieties of this flower and information about
how these
effects can be achieved and the limitations of what can be done. Christopher Ebener & Uli Winters Byte[19] project attempted to breed mice with a
proclivity for
chewing on computer cables. Andrea
ZettlÕs Breeding[20] series explores various breeding sculptures
including
one that bred chickens with a proclivity for flying.
Each of these projects were undertaken for primarily
artistic reasons, not to study the biology of inheritance, yet they
might well
have produced information useful to the scientific community.
Experiments:
Experiments are a core in the sciences. Typically
they seek to understand the effects of various
"treatments" on classes of subjects. For
example, organisms are systematically subjected to
chemical or environmental manipulations in order to determine the
effects. Several artists are working
within this
paradigm.
For
example, Adam Zaretsky created events in which he
tested the effects of different kinds of music on the antibiotic
production of
selected strains of E. coli bacteria[21]. He found that Engleberk Humperdinck
music caused the bacteria to produce the most antibiotic.
Although Zaretsky undertook this
project for artistic reasons, it potentially has value to biologists. The wacky idea that performer might influence
E.coli behavior is a fresh idea some might want to pursue although they
would
no doubt want to create more controlled experiments to understand what
specifically the effect came from.
Joe Davis
has a many year project where the sound goes
the other way. His Audio
Microscope[22] listens to the movements of single celled
animals. He claims that he can
almost identify species based on their sound signatures.
Again the idea is provocative and
waiting for follow-up.
Paul
VanouseÕs Relative Velocity Inscription Device[23] provides another example of an artist
breaking new
research ground. Vanouse created
this project to comment on the assumptions that underlie much genetics
research. Using his familyÕs
multi-racial background as a source, he extracted DNA samples from
different
members and subjected them to electrophoresis. This
standard genetics research technique is typically used
to differentially separate DNA segments by subjecting them to
electrostatic fields
to which different kinds base sequences move to different degrees. In this metaphoric art event Vanouse
created a horserace like event in viewers could see which family
membersÕ DNA
moved furthest and fastest when subjected to electrophoresis. The demands of the art
installation required Vanouse to invent new kind of electrophoresis
equipment
which worked more quickly and which was bigger than any available from
standard
lab supply sources. Thus the
artist functioned as technological innovator creating an unprecedented
device,
which may one day have value in other research.
Natalie JeremijenkoÕs One Tree[24] project is another art experiment with
potentially
useful information. In a
multi-faceted project she arranged for 1000 genetically identical trees
to be
cloned of the species Paradox Walnut.
The seedlings were then subjected to identical environmental
conditions
(light, water, nutrients, etc) as they were growing.
When the seedlings reached a certain level of maturity they
were given to volunteers who each proposed to plant them in some
specific
location(s) they had selected.
These locations, situated throughout the San Francisco Bay Area,
varied
tremendously in environmental qualities - for example, microclimate,
soil
qualities, topography, sunlight situation, and human environment. The project proposed to document the
conditions and progress of the seedlings.
For some of the plantings the project proposed to collect
information
about variables such as sunlight and carbon dioxide in the seedlings'
environments and provide for real time webcam monitoring.
The
relative importance of genetics and environmental
influences is of course a contested issue in critiques of science. One Tree is unusual in that it proposes to address
this debate
through a quasi-experiment. All
the seedlings have identical genetic pedigrees. Presumably
any ultimate variations can be attributable to
environmental conditions. I was
present at one of the early shows of the project at the Yerba Buena Art
Center. An array of seedlings were
presented systematically arranged on tables under apparently identical
grow
lights. Even at this early stage the genetically identical siblings
were
already showing significant variability in size, leafing, robustness,
and the
like. This 'experiment' provided a
striking commentary on the nature/nurture controversy and its power
came in
part from the willingness of the artist to adopt some of the protocols
of
science to investigate the issue.
Stem-cell
and Near-life Research:
Oron Catts and Ionat Zurr have undertaken to
investigate stem cells as part of the artistic work of their group
Symbiotica[25]. The artists work with animal stem cells
(multipotent cells that can develop in a variety of tissue directions
depending
on conditions) to create 'sculptures'.
They use these cells to grow tissue into forms they selected for
artistic and conceptual reasons.
This work requires them to confront unprecedented scientific
challenges
addressed only by a few biological researchers. For
example, they had to figure out ways to provide
nourishment to growing cells and new ways of providing lattices to
guide growth
in the patterns they wanted.
These
investigations are another example of artists
undertaking work that typically would be conducted by engineers or
scientists
in more conventional settings. The
artistic agenda demanded they develop unorthodox skills and
understandings
necessary to complete the work. In
doing so, they potentially add to the knowledge in this emerging field
similarly to the way other researchers might.
Furthermore,
the unorthodox demands of artistic
production and exhibition can result in unexpected knowledge. Symbiotica has shown the tissue culture
work at Ars Electronica and in museums around the world.
Typically stem cell research is
conducted in clean lab conditions (as is called for by the scientific
canon). Although Symbiotica
typically constructs lab-like settings as part of their installations,
they
rarely can control all factors.
Catts tells amusing stories about the cigarette smoke that fills
the
environment in art shows in a way that would horrify traditional lab
technicians. Interestingly, Catts
notes that there is some evidence that the smoke encourages growth in
some
tissue cells. This unexpected
finding is another example of the potential for incidental learning in
art
research settings.
Description
of Installation: I
created an interactive installation called Protozoa Games[26]. A
series of events allowed humans and protozoa to engage together. A digital microscope tracked the activities
of live single celled animals called Stentor and projected the images
on a
large screen. At the same time
humans were invited to engage in various movement 'games' in the space
in front
of the screen.
Motion
detection technology tracked the movements of
the protozoa and the humans. The computer orchestrated a series of
events in
which protozoa actions influenced the humans and others where humans
tried to
influence the protozoa. With
success at synchronization, lights flashed, electornic sound, and
computer
animations were composed that simulated the media environment of
pinball
machines.
The
installation investigated a variety of themes:
Human relationships with animals, the ethics of animal and human
experimentation, the nature of intelligence and consciousness, and
reflections
on the essence of life. Protozoa,
as highly evolved single-celled animals allow a unique perspective on
these
issues. The game setup
structurally emulated typical animal experimentation forms.
Protozoa
Games and Research: Protozoa Games explores
several issues relevant to thinking about artistsÕ relationship
to research Ð
in areas such as observation and experimentation. Science
highly values observation of nature. Some
consider that care of observation
and thinking about what is observed as its essential core.
I was concerned that as we entered the
era of biology, few outside of biology had experiences of careful
observation
of other life forms - especially those outside of normal everyday human
encounters such as pets.
New
inexpensive digital microscopes were becoming
available which made the microworlds, which were usually the domain of
biologists, available to the larger public. For
example, Intel had introduced a surprisingly functional
QX3 microscope as part of its thinking toys series.
I saw this technology as an opportunity and challenge. How could I build an art installation
that incorporated observation of microorganisms as one of its focuses?
Observation
of
colonies of protozoa going about their lives, revealed the
remarkable
complexity and variety of their behaviors. Like
many others, I considered them 'simple' animals. I
was amazed at the different
characteristics of movement they manifested. My
preconceptions were challenged as individuals in the sample
showed very different reactions to each other and to objects in their
environment. It was easy to anthropomorphize them.
They varied in how curious, aggressive, shy or lethargic
they seemed. In spite of
being single-celled, these protozoa were quite sophisticated. I imagined that this process of
observing protozoa and considering their behaviors was not very
different from
the way a biologist might approach them.
Like a scientist studying a species, I tried to focus on what I
was
seeing and theorized about its causes and implications.
I wondered if I could understand them
well enough to predict their behavior.
Humanity
is notorious for its demeaning attitudes
toward animals. I wondered if an
art work focused on appreciation of the protozoa life forms (as
symbolic for
animals in general) might have some impact.
How was I going to get the visitors to engage in
processes of observation similar to what I had done?
I devised an interactive game called 'Follow Me'.
I projected live video of the protozoa
world from the microscope into the installation space.
I set up a movement space in front of
the microscope. Using motion
detection technology, the installation tracked the movements of the
protozoa
and the visitors. The pinball-like
game rewarded the interactor with points, flashing lights, animations
and
sounds to the extent their movements mimicked the movements of the
protozoa. Those who observed the
protozoa carefully in order to understand and predict their behavior
did better
than those who didn't.
I suspect it was the first time many of the audience had ever
looked at
protozoa and noted the complexity of their motion.
A second
game called 'Control-Me' invited the audience
to devise simple experiments that tested methods of influencing the
behavior of
the protozoa. In this event the
computer superimposed a target over the live video of the protozoa. Interactors could get points, turn on
lights, etc to the extent the protozoa went into the target area. The installation provided a set of
simple tools for trying to coax protozoa motion. Visitors
could turn on red or green lights located on either
side of the microscope slide where the protozoa lived.
Also there were voice-transmitting
plastic tubes on either side of the slide into which visitors could
speak to
influence the protozoa - for example by singing or yelling. Some visitors became very intent on
experimenting with various strategies to influence the protozoa.
This setup
replicates some of the classic components
of an experiment that might be set up to test sensitivity of protozoa
to
various stimuli. Although it was
undertaken for artistic purposes (for example, stimulating thought
about animal
experimentation in general and about the relative importance of human
will in
the lives of animals), it might well have generated some valid insights
about
the sensitivities of this protozoa species. A
preliminary search of the literature found no articles
with results from experiments testing sensitivity to these stimuli
except a few
testing general photo sensitivity.
As described for other art installations above, it is possible
new
understandings about protozoa life could result from this event.
The next
project in this series, tentatively called Guests
Parasites, and Symbiants,
confronts a
serious technological challenge.
It seeks to allow visitors to play games with live protozoa
immediately
acquired from their bodies at the time of their visit.
It seeks an automated, safe,
non-invasive way to get the sample without the intervention of a lab
assistant.
Preliminary research indicates that such a technology does not yet
exist, and I
will be required to invent it in order to realize the event. I will have to act as a technology
innovator.
Summary:
Artists as
Contributors to Research
This essay
explores the assertion that artists working
in the confluence of art and science/technology can beneficially
influence
research - for example, by introducing new research questions,
inventing new
technologies, undertaking experiments, or gathering new knowledge. It
has
concentrated on artists actually engaging research processes in their
work.
Of course
all art can have an indirect impact on
research. For example, artists working conceptually with critiques of
science
or biology can create works that lead viewers to new insights about the
position of science in culture or the meta-narratives shaping research. It would be hoped that those in the
audience who work in science or technology might be moved to
incorporate
something from the encounters into their professional life.
This brief
survey, however, has looked at potentially
more direct influences. The
projects described raise a variety of issues about just how this
influence
might work. The research for my book Information Arts suggested that technological innovators were
more
willing to accept ideas and work from outsiders than the scientists
were. Anyone who has a good idea or can
solve
a problem of interest is welcome to technology developers.
Scientists seemed more concerned with
certification and fit within conventional paradigms. They seemed quick
to deny
the value of contributions from those outside their disciplines.
Out
of Control Ð the Paradoxical Value of
Violating Conventions: I suspect many scientists would
be aghast at the projects described.
They would deny the scientific value of the work. They would
note the
violation of sound scientific practice and the
ÒamateurishÓ quality. The
experimental situations would be
seen as insufficiently controlled.
They would protest that there were too many contaminating
variables, not
enough care in setting up the treatments, and not sufficient
documentation to
allow others to replicate or make judgments about the protocols. They would decry the lack of systematic
theoretical framework for design of the events or for evaluating their
results.
For example, before any scientist could accept data from ÔProtozoa GamesÕ about the effect of stimuli on protozoa they would need much more specific information about the nature and condition of the test protozoa used (for example, their exact species, their age, their living conditions, etc.) Also they would need details about the stimuli (for example, what intensity of the lights, what color temperature, and how they were positioned.)
Protozoa
Games (like all the other
projects described) was never intended as
a scientific experiment; it had
other purposes Nonetheless, there
might well be information that would be suggestive for scientific
follow-up. The art experiments
described in this essay were undertaken by people who had taken the
time to
acquire varying levels of literacy in scientific areas of interest. Amateurish is an interesting term. It comes from the latin root amo (love).
It originally referred to people who undertook activities
because they
loved them; only later did the term acquire connotations of inferior. European science of the 18th
and 19th century depended greatly on the accomplishments of
amateurs. Contemporary science
could benefit from finding a way to accommodate and utilize the
activities of
the art researchers.
Paradoxically, their violation of the canon and their wackiness
may be
part of their contribution by asking unorthodox questions and utilizing
non-standard
procedures.
In some
ways this failure of Western Science to find
ways to incorporate research outside the canon is part of a larger
multicultural critique. Some
sociologists and philosophers of science have noted Western science's
blindness
to the folk expertise available in many cultures. See
for example Science and
Other Cultures: Diversity in the Philosophy of Science and Technology [27]edited
by Robert Figueroa and Sandra Harding. In traditional societies
practitioners have centuries of observation and practice in fields such
as
biology, medicine, geology, and agriculture. Western science is too
quick to
dismiss and devalue this knowledge and lacks ways to integrate it with
its own
practice.
Incidental
Knowledge: Increasing
scientific knowledge
is not one of the prime goals for these projects. Similarly,
commercial viability is often not a goal for
those artists who invent new technologies. These
accomplishments are incidental to the artistic goals.
Science and technological development
have a long history of accidental discovery. Artistic research can
contribute
to this kind of discovery. For
example, those working to realize new creatures will likely need to
overcome
procedural obstacles different from peers pursuing more mainstream
inquiries. This knowledge can be a
valuable resource.
There is a
problem, however, in harvesting this
information. In the sciences, documentation of the research process is
a part
of the canon. Research papers go
to great pains to describe the details of how activities were
undertaken and
what was observed. These details
are seen as essential for colleagues who seek to learn from the
activities. They also review
previous related research to place the current work in context.
This kind
of documentation is often not generated in
the arts. Artists are typically
quite generous in sharing insights, solutions to problems, new tools
they
developed, technical information, etc on an ad hoc basis but
documentation of
these details is typically not part of the documentation of art events. Should it be? Might not this kind of
information become an important part of exchange among artists as they
move
into technical and scientific investigations? Might it not become part
of the
exchange between the arts and science/technology? For many years the
Journal Leonardo has
served as an archive for this kind of information
and now many artistsÕ web sites include these details. The future of art as an independent
zone of research may depend on development of ways of sharing and
archiving
this information.
What
is Required to Maximize ArtistsÕ
Contributions : This paper has surveyed some bioart
projects in which artists directly engaged in technology or scientific
research. In some of them artists
needed to invent new technologies or research procedures which might
have
application in other settings. In
others artists pursued unorthodox research agendas, gathered
information about
phenomena, or initiated research studies that might ultimately be of
interest
to scientists working in related fields. The
survey demonstrated that both the arts and
sciences would need to make changes to maximize the potential of this
cross
fertilization. The details of how
these processes might work still require much investigation.
Artists
would need to continue to educate themselves
about the scientific literature in fields of interest and to acquire
high level
skills and knowledge necessary to become active practitioners in
research. They would need to at least
consider
classic techniques scientists use for design of experiments, which
allow for
clarity about results. Also,
artists would need to consider more careful documentation of their
research so
it might be useful for others outside the arts.
Scientists would need to find a way to open themselves to contributions by researchers outside their disciplines. They would need to find a way to temporarily suspend the rigidity of their expectations about following protocol in order to entertain the value of unorthodox research questions, practices, findings and technologies coming from outside. They would need to consider the value of a parallel art research community composed of individuals with active creativity, high levels of literacy in related fields, and a willingness to engage actively in research even though it might be pursing questions which seem wacky, irrelevant, frivolous or in bad taste and might be conducted in ways considered strange or careless. Indeed a radical self doubt and appetite for alternatives is supposed to be a core value of science. The parallel world art research could be seen as and institutionalized way of filling this function.
[1] For more details about Stephen Wilson writings, art works, and contact information, see the website http://userwww.sfsu.edu/~swilson/
[2] Wilson, Stephen. Information Arts: Intersections of Art, Science, and Technology MIT Press, 2002
[5] http://www.canadacouncil.ca/grants/interarts/ccsh01-e.asp
[6] http://www.artistsinlabs.ch.
[7] http://www.interactiveinstitute.se/
[8] http://www.artscatalyst.org/
[9] http://www.wellcome.ac.uk/en/1/sci.html
[10] http://www.symbiotica.uwa.edu.au
[11] Harris, Craig ed. Art and Innovation. MIT Press, Cambridge, Mass., 1997
[14] http://mitpress.mit.edu/journals/DRAM/44-4/pdf/cae_cult.pdf
[15] http://www.geocities.com/transgenicart
[16] http://www.thegatesofparadise.com/joe_davis.htm
[18] http://indigo.ie/~circa/c90/supple/8.html
[19] http://home.t-online.de/home/uli.winters/
[20] http://www.zittel.org/
[21] http://www.emutagen.com
[22] http://www.thegatesofparadise.com/joe_davis.htm
[23] http://www.gene-sis.net/artists_vanouse.html
[24] http://www.onetrees.org/
[25] http://www.tca.uwa.edu.au
[26] http://userwww.sfsu.edu/%7Eswilson/art/protozoagames/protogames10.html
[27] Figueroa, Robert and Sandra Harding Science and Other Cultures: Diversity in the Philosophy of Science and Technology. Routledge. London, 2002