The Aesthetics of Digital Art PDF
The Aesthetics of Digital Art PDF
The Aesthetics of Digital Art PDF
Birth of a Medium, published by Routledge in their Advances in Art and Visual Studies
series, 2019. In the book, the chapter is entitled ‘Introduction: The Possibility of Art’. If you
wish to cite this discussion please refer to the version as presented in the book .
Computer art, in general involves works whose creation and/or operation is dependent
upon computer technology. One might talk in more specific terms of digital art when
recognition of the role of the computer is, in some way, a part of the work’s meaning. There
are four basic idioms to such art. The still-image; the dynamic mode (involving temporally
positioned in relation to relevant features), and finally the interactive modes – where the
spectator has some active involvement in producing or accessing the work’s effects. Each of
these can, of course, be further subdivided. For example, the still-image can be projected on a
‘the notion of the “image” is not a sufficient category for understanding the current, digitally
spurred expansion of the perceptual field. The aesthetics of electronic or digital artwork
contemporary art that deploy digital technologies and that expand the categories of art-
theoretical reflection.3
However, all the supposedly ‘nonvisual’ aspects that Broeckmann cites can be
exemplified through sequences or selections of visual imagery (as we shall see in relation to
William Latham’s work in Chapter 3). Indeed, if these are to be regarded as visual artworks,
then the visual aspect must have some special character – if only because interactive uses
depend upon and are often directly structured by the character of the digital images or
units of light (pixels) whose positioning is determined by exact numerical values along
vertical and horizontal axes. By means of this positioning, gray-scale and color effects can be
created, and the illusion of depth. Digital images are the aesthetic subconscious in which all
modes of computer art operate. Even textual information itself takes on an image-character
Now, in the present study, greater emphasis will be given to still-images than to
as a hierarchical distinction. Visual narratives based on temporal succession have their own
aesthetic distinctiveness in directions that still-images do not. Indeed, we shall consider these
in detail in Chapter 6. However, in terms of the historical emergence of digital art in the
An emphasis on the still-image has philosophical ‘added value’. The experiential and
ontological significance of the still-image in general has scarcely been recognized, let alone
discussed. The digital artist David Em (whose work we shall consider in Chapter 3) observes
that
‘I came to understand that even though most of the information our brains process is visual,
the vast majority of people simply aren’t wired to cope with viewing more than a few minutes
of nonlinear moving imagery. I include myself in this group. For whatever reason, the human
mind processes moving pictures without a story line in an entirely different manner from
music, which can hold audiences rapt for long stretches of time’.4
‘I was aware that the images we hold our minds have a rich dynamic life of their own. As I
examined my own relationship to, and ever-changing associations with, key paintings and
photographs in my life, I came to understand that at a very deep level, those images are
always morphing and evolving in my consciousness, but on a very different time scale and in
a different way than a film or musical composition that has a beginning, middle, and an end,
does. These still images, as manifest in my mind over the course of my life, were in effect
profound “one-frame movies” with no limits at either end of the perceptual spectrum.’5
about still visual images. They are not inert, but highly active in terms of how they intervene
upon the spatio-temporal world. Reality is ever-changing, and never reaches any point of
consummation. However, the still image negotiates the elusiveness of the present in
fulfillment are never fixed in place completely. This, indeed, is the very essence of our
finitude. However, in the making of pictures or abstract works – in analogue and digital
through an artistic medium, the visual configuration is taken to a higher stage by refining the
experience of our own personal style of being. Indeed, the artist embodies this in a medium
whereby others can share his or her sense of what is visually important about the represented
experience. The very fact that the static image does not change when the rest of the world
does, allows it to focus feelings and associations that rise above – however slightly – the
This is why traditional modes of pictorial art have never been rendered obsolete by
subsequent visual art inventions such as photography, film, and digital media. Whatever
medium it is embodied in, the still-image has a unique aesthetic function that engages with
some of the deepest aspects of being finite, and which the different media present in ways
But, it might be objected, digital composition surely cannot have this felt
significance because it is based mainly on dry algorithmic creation. Of course, the aesthetic
worth and artistic status of digital works in general has long been controversial. In 1972, for
example, Jonathan Benthall suggested that the developing computer figuration was not
experimental in a true sense because it ‘merely explores the novel facilities offered by the
computer, chiefly its readiness to perform very easily…a large sequence of repetitative
Benthall’s point is one that many people (even nowadays) would still be sympathetic
to. It pinpoints, indeed, the main area of worry in regarding digital works as ‘real’ art.
However, the worry is ill-founded, and Benthall’s next point indirectly shows why. He
observes that Masau Komura’s and Kumio Yamanaka’s Return to a Square (included in the
key 1968 I.C.A. Cybernetic Serendipity exhibition) ‘has little artistic merit but is ingenious
and makes one feel that the computer has earned its keep.’8
However, this turns out to be great understatement. The digital images on which
Benthall based his initial judgment were (admittedly) relatively simplistic in compositional
terms, but Return to a Square points ahead - in its presentation of one shape morphing into
another – to an aspect of digital art that has since been taken to extraordinary levels of
complexity (in terms of both static and dynamic digital imagery). The images created might ,
in principle, be executable through traditional means, but the key point is that without
computer programmes, to even conceive final outcomes of this complexity would scarcely be
possible. In both conception and execution, digital images require programme designs with
corresponding experimental flexibility – a flexibility that goes far beyond the mere
Something of what is at issue here is brought out in the following remarks by Duane
Palyka (another artist whose work will be addressed in Chapter 3). In 1976, he wrote that
‘An emphasis on logically conscious thinking is required with this medium to a certain extent
since the computer works this way, but the computer artist's thought processes need not rest
solely on this level. Programming is a step-by-step process where the programmer must
understand what is happening at every step, but the images one makes using this process need
not be totally “understood.” The images themselves do not have a strict logical tie to the
images which follow. The creation of images must have some logical visual flow from one to
another to add order to the composition but, unlike the programming which generates it, the
system of images will not collapse from the slightest deviation from logical conscious order.
In fact, the deviations are what give emotion and tension to the piece. As in painting, with the
computer art medium subconscious “not-understood” constructions can co-exist with
expression that programme design often involves.10 This centers on the reciprocity between
what the artist suggests and what the developing program proposes back. In effect, the work
suggested by their working of the medium, but with the computer, the feedback comes as
direct suggestion rather than the artist just following a ‘hunch’ about where a particular
development is pointing. However, the artist can then chose whether or not to follow the
suggestion, or perhaps to modify it. The technological basis of digital composition means that
the artist/medium relation is a formalized reciprocity. This is just as creative as the ‘luck and
chance’ reciprocity of the artist working the traditional medium, but the decisive point is that
object produced, and response elicited in the spectator. When complete, the digital image
many of these latter cases, we will recognize that the lines, textures, and coloring is of such
precision or complexity (or both) that it can be assumed to have been created on a computer.
(In most cases, of course, the work will actually be presented in a broader context announcing
it as computer-generated.) Now, one might say, ‘so what?’ Surely, the thing of concern is the
visual outcome, and not the fact that it has been designed using a computer program.
effect. In this respect, mention is often made of the digital image’s ‘immateriality’.12 But this,
in itself, has little explanatory value as a term. With a painting, we know that the work has
gone through stages of making by hand and that – no matter what illusionistic properties it
has – it has been brought into existence at the level of material things through the artist’s
The digitally generated image in contrast, emphasizes finish. This is because the
picturing – no matter how intensely the latter is finished. In the case of painting and
sculpture, the autographic element is a potential distraction from reading the representational
content of the work. But digital virtual realization carries no such restrictions. It is possible
for the digital medium to project three-dimensional content so comprehensively that it can
even exceed the real three-dimensional effects of Super Realist sculpture. Indeed, even if it
presents less detailed visual information, the digital work’s program-based precision (in terms
of outline, texture, light, and coloring in the graphics) tends to conceal any manual artifice.
It affirms, rather, the look of the technological – a lucidity of appearance that connotes things
being under control, and made more efficient. In this sense, it is the perfect expression of that
However, there is a deeper and more paradoxical level based on the relation between
this look and how we reflect upon it. The digitally generated work can involve an aesthetics
information processing. However, the fact that an image of such sensory precision or
complexity (or combinations thereof) has these abstract informational origins is all the more
extraordinary. This connects to something deep. A finite rational being knows its endeavours
are limited by bodily constraints. Yet we often yearn to escape those constraints – to find a
means to create material things through thought alone. Now, the digital artist designs
programs at the level of information but which are realized at the level of sensory presence.
He or she, in effect seeks abstract formulae to cast the spell that will conjure up sensible
configurations. Of course, this is not literally magic, but the transition from electronic data to
final work leaves a gap – it is something that cannot be exactly followed in perceptual
terms; we cannot see how the information transforms into visual configuration. Indeed, we
cannot ever explain why the universe – out of all the forms it might have taken – should
allow such generations of sensible structure from mere electronically processed information.
The gap between information and digital visual realization is, accordingly filled with
mystery, and it is this which gives the digital imprimatur its unique aesthetic fascination.
There is a felt harmony between the power of creative thought and the world of the senses
through the quasi-magical leap from one to the other – as focussed in the particularity of the
work. (This is actually amplified even more in interactive pieces, where the user is linked
simultaneously to views of different times and places, or to myriad options in terms of how
It might be asked why similar effects do not arise from photography. The answer is
that photography also is technologically-based, but in a way that merely preserves a trace of
sensory presence. It is causally rigid – dependent on the direct impact of light from its object.
Photography has its own unique aesthetic characteristics, but they are different from those of
photographic material or, like Patrick Tresset’s drawing machines, copies something present
before it, this material is converted into a different order of being – electronically and
this.
impact akin to a childhood story – known to be no more than a well told ‘yarn’, but which is,
nevertheless, imaginatively transporting and something we want to be told again and again..
Indeed, since, in digital art one is transported via a real sensory simulacrum rather than by
imagination alone, the effect is all the more aesthetically complete. Of course, generally
speaking, the gap between what any artwork is, as a human creation, and the imaginative
world it opens up, is always aesthetically significant – in distinctive and positive ways (on the
basis of the medium involved). In the case of digital art, the gap between identity and effect is
Let us consider an example, Georg Nees’ Plastik 1.14 < insert Figure 1 here -
Georg Nees, Plastik 1, 1970 screenprint after a computer-directed milled aluminium plate,
1965-1968, 75.5 cm x 68.7 cm, © Victoria and Albert Museum, London >
The image is of an offset lithograph taken from a photograph of wood sculpture. The image
was created in 1970, but the sculpture itself was generated between 1965 and 1968 through a
program on a Siemens computer directing a Sinumerik milling machine. The work consists of
a field of squares grouped in three columns of six in the upper left quadrant, complex
diagonals that join contiguous squares umbilically, and descend into horizontal layers with
some slight disordering. This is one aspect of a broader disordering factor spread across
much of the field. It arises from variations in the distribution and sizes of the squares, and
their having shadowed edging on two sides –which gives them a strong three-dimensional
appearance. The digital origins of this work are visually manifest in the precise optical push-
pull effects that arise from the features just described. In concert, they do not give the
impression of being drawn, or sculpted, or even of being machine-made. Rather they suggest
the precision arising from digital composition. They have a ‘techno’look – the digital
imprimatur.
The visual upshot of all this is a configuration that, in visual terms, shifts to and
fro - from the appearance of a mere static pattern to that of an insistently physical field of
units, where the units are striving to change their positions. Although the squares occupy
places that we know to have been allocated to them rigidly by a program, at the same time
many of them seem visually animated and resistant to such placing. Electronically processed
information here issues in forms that seem palpable and living. Through this, broader
associations with physical changes in nature are suggested - specifically, the decomposition
and recomposition of granular bodies at a microscopic level. And all this from mere equations
and formulae…
Let us also consider a second example – this time from a mode that combines
temporal realization and digital mediation of an environment. One of the most important
exponents of the latter in the Postmodern era is Erwin Redl. His environmental remodeling is
based on visual effects produced by installations of LED lights. Here the viewer’s awareness
transformation.
This is apparent even in an early work such as Erwin Redl’s Corner Study II (1996-
2002) an installation comprising a series of monitors arranged next to one another.15 < insert
Figure 2 here - Erwin Redl, Corner Study II, 1996-2002 , computer installation with sound,
variable sizes,Vienna, Austria > The visual information on the monitors is simple – gray
static grids of vertical lines. These are traversed by a second circular grid that appears to
move slowly through each of the monitors from left to right, and a duplicate one that
performs a similar movement from right to left. In the course of these motions the contrast
between the lighter and darker lines in the grid is gradually diminished, until the monitors
become a uniform gray. When this monochrome saturation is reached, all visual motion
ceases. It recommences only when the contrast levels are once more increased. This cycle of
motion and diminution is correlated with sound effects. Short acoustic signals accompany the
movement of the grids only to diminish into uniform gray noise with the arrival of the total
monochrome. The sound process recommences in correlation with the relaunch of the grid
motion.
The key to the work is that the monitors generate visual transformations without having
to create any depth illusion. Even a grid, of course, will involve some elements of depth-
illusion, but, this does not play any role in the process that Redl’s installation presents.
Corner Study II involves, rather, a visual process with overtones of metaphysical narrative.
and intensive magnitude of sensation. Extensive magnitude is our sensation of how much
space a thing occupies in itself or moves through. Intensive magnitude is the sensation of
diminution or increase that arises from changes in how perceptual and/or physical stimuli
These sensations are basic to our cognition of the world. They are implicit in almost
everything we experience – from things moving close to us, or away from us; to different
degrees of emotional feeling and feelings of pleasure or pain. In effect, they are one of those
factors in cognition that act as an horizon – a cognitive capacity that allows diverse stimuli to
In this respect, we often explicitly remark on big something is, or on the spatial path it
has followed. Even more, we report on how intense or weak the effect of such a stimulus has
been upon us. But what we hardly ever remark upon is the horizon of extensive and intensive
magnitude that is embodied in such judgments. Corner Study II in effect, presents these as an
horizon by using an iconic idiom of digitality, namely the monitor. This becomes a vehicle
that models the horizon of magnitude. In effect, it is a phenomenological reduction to essence
with the horizon of magnitude concerns fundamentals of Being in any sense – how things
become strong – through occupying space; and how they weaken through dissipation of the
form that has allowed them to occupy space in just way. From a finite embodied perspective,
the same time, of course, the distinctive things about humans is that they are self-conscious
rational beings who can comprehend such processes and make them into something
understood, rather than something one is just the victim of, or deals with as best one can.
Corner Study II engages with all the aforementioned factors. It models an horizon of
human cognition with a perspicacity and, indeed, aesthetic presence that is not available
through understanding alone; it also models the more metaphysical context which this
horizon makes intelligible, namely, growth, movement, and dissolution as a cycle of Being.
Of course, one might film processes of change with a view to evoking this context. One
might even do it through the computer animation of abstract forms. However, the particular
idiom employed by Redl in this work has a digital imprimatur that is ruthlessly minimal.
There are no figurative distractions. The relation between extensive and intensive magnitude
The main point to gather, then, is surprisingly simple. Digital configurations that
visually affirm the imprimatur of their digitality, have an intrinsic aesthetic fascination. This
information processing - and what they appear to be, namely realistic and/or visually intense
or lucid manifolds imbued with strong avenues of association. The realm of technology here
conjures up the sensory in terms that sometimes seem more real than reality itself.
Paradoxically, to recognize the image’s digital origins is to enhance our wonder at its
projection of a striking sensible configuration. This creates a unique aesthetic space that
speaking, this does not require any recognition or wonder at the origins of the image or at
how we interact with the computer. For example, in the case of ordinary computer games, the
outcome or defeat. The originator of the game, and the character of the programme may
sometimes elicit admiration from the players, but this is not the purpose of the game nor is it
a requirement in order for it to be played. With other works and programmes, in contrast,
attention becomes focussed on the particular identity of the visual creation. This means
enjoying what it presents in a way that takes account of the creator’s ingenuity in devising the
quasi-magical visual means and/or outcomes. One could enjoy such a work merely in terms
of how it represents or configures the visual, but if the ‘how’ is impressive enough it will
point, also, towards the originating ‘who’. In these circumstances, as well as being fascinated
by the quasi-aesthetic effect, we can also empathize in aesthetic terms – with this way of
Throughout this book we will encounter many different and powerful embodiments
of the digital imprimatur that embody the aesthetics of quasi-magic in very different ways.
As noted earlier, the bulk of our examples will be still-images or stills extracted from image
sequences but – as in the case of Redl’s Corner Study II, we will find it also in many dynamic
The book’s method will be a distinctive one. In emphasizing the aesthetic factors just
discussed, we are responding (on the lines set out in our Methodological Prologue) to further
‘There is a notion of the digital that posits a deep break of digital aesthetics away from the
on the technical aspects of artistic production. In contrast, an approach that highlights the
experiential qualities of art, and the aspects of reception, is more likely to identify an
aesthetic continuum between analog and digital aesthetics. This approach implies that, in this
respect, media art should not be discussed in separation from contemporary art practice in
general.’16
showing how innovations at the technical level of production are implicated in experiential
aesthetic responses via the digital imprimatur. This is a new approach. The existing
philosophical literature (such as it is), and more technically orientated writing, tend to
describe digital works one after another, without offering any detailed phenomenology of the
entertainment or techno-conceptualism. The latter involves digital art that mainly draws
attention to specific aspects of how the medium presents and/or excludes access to
information, or addresses the ethics of its use and misuse, or ways in which electronic media
distinctive roles in the digital world, but there is so much more potential to digital art than
these levels of engagement alone. It is time to fulfil this potential. The present work offers a
way of doing so through its integration of technical innovation and aesthetic response on the
basis of the digital imprimatur. It also presents detailed ideas supplied by many of the artists
of digital art that would address world-wide developments down to the present. It seeks,
rather, to investigate how such art emerged in the early stages of the Postmodern era - from
around 1960 to the first decade of the present century, and on the key structural aesthetic
features that this emergence brought with it. (For the most part, these developments centered
analogue computer drawing machines are discussed . The pioneering works Henry produced
in the 1960’s are far more sophisticated conceptually than Tinguely’s more well-known
drawing devices. Tinguely used those mainly in a comical critique of the high
unique way for giving aesthetic expression to the machine’s own technological mode of
Chapter 2 traces the first historical emergence of digital art in the 1960’s and 1970’s,
paying special attention to the work of A. Michael Noll, Georg Nees, Frieder Nake, and
Manfred Mohr. The important influence of Max Bense’s ‘generative aesthetics’ is traced in
was in the context of abstraction, also, that digital art first systematically engaged with three-
dimensional illusion. In Chapter 3, this is investigated. We consider how the first strong
three-dimensional effects were achieved through buffer-frame technology, and distinctive
modes of three-dimensional abstraction (or digital plasticity as we shall call it) that were
consequent upon this. Special attention is paid to the work of Edward Zajec, Ruth Leavitt and
Duane M. Palyka, in the 1970’s; and then to David Em’s innovations of the 1970’s and
1980’s and beyond. William Latham’s evolutionary programs, and Gerhard Manz’s digital
objects are also discussed. In this account, sustained emphasis is given to how the creative
This emphasis is maintained in Chapter 4, also. Here the curiously difficult historical
achievements of the most influential artists involved. Specifically, detailed analysis is made
of the technical and stylistic development of Nancy Burson, Charles Csuri, Harold Cohen,
In the course of the discussion, it will have become clear that the possibility of many
modes of hybridization between different idioms of digital art have emerged in the
Postmodern era. Chapter 5 looks at some of these giving particular attention to Joseph
Netchvatal’s and Chris Finleys Computer-assisted painting, and Robert Mallary’s, Robert
Mazzarini’s, and Jean-Pierre Hébert’s computer assisted sculpture. More Conceptual works
access and downloading. These are considered individually and in combination. Amongst the
relevant artists discussed are Jim Campbell, David Rokeby, Kenneth Feingold, Maurice
Benayoun, Jeffrey Shaw, Char Davies, Olia Lialina, Vuk Cosic, John Klima, and Victoria
Vesna.
1
The best resource for the study of the historical emergence of computer art is Nick
http://computer-arts-society.com/static/cas/computerartsthesis/index.html (accessed
Digital Art , Thames and Hudson, London and New York, 2015, has already established itself
as a classic – having now gone into a third edition (from its first publication in 2003). The
particular strength of the work is its comprehensiveness – doing justice to many different
examples of digital art’s varieties. Despite being a survey book, it also has intellectual depth
in how it discusses its selected examples. One of the other best survey works is Margot
Lovejoy’s digital currents: art in the electronic age, Routledge, London and New York,
2007. This book has the benefit of being a work – like Paul’s – that has been republished and
re-orientated a number of times since its first appearance (under a different title) in 1989. It
is, accordingly, a text that has been able to adapt to important changes in its subject-field, as
that field has developed and expanded. The book achieves an excellent balance between
technical issues, and points concerning the more general significance of the works addressed.
Lovejoy’s main emphasis is on idioms involving interactivity between work and user, or
between work and environment(s) of presentation. An important book that to some degree
Frank Popper’s From Technological to Virtual Art, MIT Press, Cambridge, Mass., and
London, England. Another useful work is Cat Hope’s and John Ryan’s Digital Arts: An
Introduction to New Media, Bloomsbury, London and new York, 2014. It offers a concise
treatment of the different theoretical and historical terms that relate to digital work. In
contrast with these four works, the present book focusses specifically on the aesthetics of
digital graphics in a Postmodern context. This difference between this and the other works
just mentioned is actually complementary - each fills out issues that the other does not
address. It is also worth noting MediaArtHistories, ed. Oliver Grau, MIT Press, Cambridge
Mass., and London, England, 2007. This is an interesting collection of essays that ranges
across a variety of topics relevant to the development of digital art. The essays tend to
introduce a theme, and then an extended survey of some of the artists /theorists who have
contributed to it. The present study, in contrast, tries to offer a more selective focus on
in the Era of High Capitalism, trans. Harry Zohn, Verso, London, 1983, pp.109-154,. This
the Machinic’, included in Oliver Grau (ed) MediaArtHistories, op.cit., pp.193-205. This
reference p.196
4
Em’s remarks are contained in an email message to the author of the present work, sent on
5
Email message to the author, 25th April, 2017
6
For a discussion of this relation to pictorial art see Paul Crowther, How Pictures Complete
Us: The Beautiful, the Sublime, and the Divine, Stanford University Press, Stanford, 2015,
pp. 49-50
7
Jonathan Benthall, Science and Technology in Art Today, Thames and Hudson, London,
1972, p.58
8
Benthall op.cit., p.58. For the catalogue feature on the artists themselves see ‘Computer
Technique Group from Japan’ (no author specified) included in Cybernetic Serendipity : the
computer and the arts, Studio International Special edition, ed. Jasia Reichardt, London,
9
Duane M. Palyka, ‘Computer Painting ’ included in Artist and Computer, ed. Ruth Leavitt,
10
We will find some similar points made again by Gerhard Mantz in Chapter 4
11
This and related issues are discussed in detail in Chapter 7 of my book What Drawing and
Painting Really Mean: The Phenomenology of Image and Gesture, Routledge, London and
12
See Christiane Paul’s discussion ‘The Myth of Immateriality’ included in Grau (ed.)
op.cit., pp.251-274
13
The artist’s website can be found at http://patricktresset.com/new/ (accessed 28/08/2017)
14
See Nees work at http://www.heikewerner.com/nees_en.html (accessed 28/08/2017)
15
See http://www.paramedia.net/installationpage/cornerstudyii.php (accessed 29/08/2017)
16
Grau (ed.) op.cit., p.194
17
There are several good treatments of the aesthetic dimension of computer art. Katja
Kwastek’s Aesthetics of Interaction in Digital Art, MIT Press, London England and
in terms of issues of creation and response. However, in contrast with the present work’s
emphasis on visual graphics, Kwastek’s approach is – as its title suggests - more closely
Taylor’s When The Machine Made Art: The Troubled History of Computer Art, Bloomsbury,
London and New York, 2014. This is an excellent study of the critical reception of computer
art, that raises many complex interpretative issues. Taylor has a very different orientation
from the one taken in the present work. In particular, he pays much more attention to the
aesthetics of the mathematical and scientific aspects, than has been possible here. The present
author justifies this insofar as the visual/sensory dimension of digital art has been
timely. Sean Cubitt’s Digital Aesthetics, Sage Publications, London and New York, 2009,
despite its title, has little to say about the strictly aesthetic dimension , but is more concerned,
rather, with polemics concerning the socio-political context of digital work. The main
philosophical work in the analytic tradition on computer art is Dominic McIver Lopes’s A
Philosophy of Computer Art, Routledge, London and New York, 2010. There are many
difficulties with Lopes’s arguments not least of which is the lack of any developed criteria for
such notions as ‘creativity’ or ‘artistic’. The possibility of aesthetic responses that are unique
to digital art is not even addressed. Lopes claims that ‘The special feature of computer art is
its interactivity , which sets it apart from other art’ (p.7). However, interactive artworks have
been a familiar part of the Postmodern art scene since the 1960’s – ranging from
‘happenings’ and Fluxus works such as Yoko Ono’s Cut Piece of 1964, to many Conceptual
and installation works in the 1970’s and 1980’s. What makes computer interactivity different
is the distinctive role played by digital technology in securing unique aesthetic effects, but, as
just noted, Lopes does not address this. Mark B.N. Hansen’s New Philosophy for New Media,
MIT Press, Cambridge Mass. And London, England; 2004 is an interesting attempt to do
justice to the role of the body in the experiencing digital artworks. Unfortunately, the
– raises as many problems as it does possibilities. Indeed, the relation between image and
body that Hansen proposes seems to turn away from the Bergson’s emphasis on ‘intuition’
towards an understanding of the image-body relation that is, in its Deleuzian form, quasi-
Computing, edited by Paul Fishwick, MIT Press, Cambridge Mass., and London, England,
2006, offers a useful approach, but understands ‘aesthetic computing’ in a quite technical
sense – concerned with the devising of codes that have aesthetic import. None . of the
contributors to the volume appear to offer clear criteria of the aesthetic, and tend to assume
that if theoretical issues about computing are raised, then this is – per se - a problem in
aesthetics. Against this, we would argue that ‘aesthetic computing’ is only an intelligible
notion if specific digital innovations are explored in relation to their distinctive experiential
effects.