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Software art
View on WikipediaSoftware art is a work of art where the creation of software, or concepts from software, play an important role; for example software applications which were created by artists and which were intended as artworks. As an artistic discipline software art has attained growing attention since the late 1990s. It is closely related to Internet art since it often relies on the Internet, most notably the World Wide Web, for dissemination and critical discussion of the works. Art festivals such as FILE Electronic Language International Festival (São Paulo), Transmediale (Berlin), Prix Ars Electronica (Linz) and readme (Moscow, Helsinki, Aarhus, and Dortmund) have devoted considerable attention to the medium and through this have helped to bring software art to a wider audience of theorists and academics.
Selection of artists and works
[edit]- Scott Draves is best known for creating the Electric Sheep in 1999, the Bomb visual-musical instrument in 1995, and the Fractal flame algorithm in 1992.
- Robert B. Lisek, creator of NE5T – Citizens Intelligent Agency and GGGRU worm, datamining software for searching hidden patterns and links between people, groups, objects, events, places /based on LANL's and GRU's antiterrorist software
- Bob Holmes is an artist who creates websites that are signed, exhibited and sold in galleries and Museums as autonomous artworks.
- Netochka Nezvanova is the author of nebula.m81, an experimental web browser awarded at Transmediale 2001 in the category "artistic software". She is also the creator of the highly influential nato.0+55+3d software suite for live video manipulation.
- Marc Lee is an artist who focuses on software art, awarded in the categories "Interaction" and "Software" at Transmediale 2002 and won Viper International awards 2002 and 2005.
- Jason Salavon is known for the creation of "amalgamations" that average dozens of images to create individual, ethereal "archetype" images.
- Alexei Shulgin is well known for his performance group 386DX and is also credited with early software art-inspired creations.
- Adrian Ward has won several awards for his Signwave Auto-Illustrator, a generative art graphic design application, which parodies Adobe Photoshop.
- Martin Wattenberg is one of the pioneers of data visualization art, creating works based on music, photographs, and even Wikipedia edits.
- Corby & Baily were early experimenters in this field, producers of the reconnoitre web browser which won an honorary mention in the net art section of Ars Electronica in 1999.
- LIA is one of the early pioneers of Software and Net Art. Her website, re-move.org (1999–2003) received an Award of Distinction in the Net Vision/Net Excellence Category of Ars Electronica in 2003.
See also
[edit]- Art game, a specialized form of playable software art
- Demoscene
- Internet art, a related form of art
- Digital art
- Computer art, a related form of art
Further reading
[edit]- DATA browser 02 (2005). Engineering Culture: On 'The Author as (Digital) Producer'. Autonomedia / Arts Council England. ISBN 1-57027-170-4
- Barreto, Ricardo and Perissinotto, Paula “the_culture_of_immanence”, in Internet Art. Ricardo Barreto e Paula Perissinotto (orgs.). São Paulo, IMESP, 2002. ISBN 85-7060-038-0.
- Luining, Peter (2004). Read_Me 2004. An extensive review of the Run_Me software art conference/ festival held in Aarhus, Denmark 2004.
- Bosma, Josephine (2004). Constructing Media Spaces
- Broeckmann, Andreas (2006). Software Art Aesthetics|
- Broeckmann, Andreas (2004). Runtime Art: Software, Art, Aesthetics
- Corby, Tom (2006). "Network Art: Practices and Positions". Routledge, ISBN 0-415-36479-5.
- Duarte, German A.; Fractal Narrative. About the Relationship Between Geometries and Technology and Its Impact on Narrative Spaces. Bielefeld: Transcript, 2014. ISBN 978-3-8376-2829-6
- Thomas Dreher (2005) Konzeptuelle Kunst und Software Art: Notationen, Algorithmen und Codes (Conceptual Art and Software Art, In German)
- Oliver Grau: Virtual Art: From Illusion to Immersion, MIT-Press/Leonardo Book Series, Cambridge 2003.
- Magnusson, Thor (2002). Processor Art: Currents in the Process Oriented Works of Generative and Software Art
- Christine Buci-Glucksmann, "L'art à l'époque virtuel", in Frontières esthétiques de l'art, Arts 8, Paris: L'Harmattan, 2004
- Paul, Christiane (2003). Digital Art (World of Art series). London: Thames & Hudson. ISBN 0-500-20367-9.
- Edward A. Shanken. (1998). "The House that Jack Built – Jack Burnham's Concept of 'Software' as a Metaphor for Art" Leonardo Electronic Almanac 6:10.
- Edward A. Shanken (2002). "Art in the Information Age: Technology and Conceptual Art" Leonardo (Leonardo/ISAT) 35:4: 433–38.
- Software Art Andreas Broegger Copenhagen
- Mitchell Whitelaw. Metacreation: art and artificial life. Cambridge, MA: MIT Press, 2004
- Savli, Ahmet (2019). "As a new tool of art digital coding and software art"
- Albert, Saul (1999). Artware
Software art
View on GrokipediaDefinition and Scope
Core Definition
Software art refers to artworks in which the creation of software or software-derived concepts, such as algorithms and interfaces, serves as the central artistic element, often positioning code as a form of poetry or cultural critique.[6] This form treats formal instruction code as both the material and medium of expression, collapsing the distinctions between concept, notation, and execution into a unified process.[7] Unlike traditional art that relies on physical or static media, software art emphasizes the programmatic logic itself as the expressive core, where the software's behavior—whether through computation or interaction—embodies the artist's intent.[8] Common forms of software art include executable programs that dynamically generate visuals or audio, source code presented as visual or textual compositions, and simulations that mimic artistic processes through algorithmic means.[9] These works highlight key characteristics such as interactivity, where user engagement alters the output in real time; ephemerality, stemming from the mutable and potentially obsolete nature of digital code; and a primary focus on the generative process rather than a fixed final product.[6] This process-oriented approach underscores software art's exploration of computation as a creative act, often revealing underlying cultural assumptions about technology.[7] The term "software art" was first defined in 2001 by the transmediale festival within net art communities, which leveraged online platforms to distribute and critique digital works, marking a shift toward recognizing software not merely as a tool but as an artistic subject.[2] This emergence built on earlier conceptual art traditions while adapting to the internet's democratizing potential, fostering exhibitions and festivals that spotlighted code-based creations.[9] Software art shares conceptual overlaps with generative art, particularly in its use of algorithms to produce emergent forms, though it distinctly foregrounds the software infrastructure itself.[6]Distinctions from Related Art Forms
Software art distinguishes itself from broader digital art practices by emphasizing the creation, critique, and aesthetic exploration of software as the primary medium, rather than employing digital tools merely as instruments for producing visual or multimedia outputs. In digital art, software such as Adobe Photoshop serves as a functional tool for image manipulation, where the focus lies on the resulting artwork rather than the underlying code or algorithmic processes.[1] In contrast, software art treats code itself—whether source code, algorithms, or executable systems—as the expressive material, often reflecting on the cultural, political, and aesthetic implications of software structures.[10] Unlike early computer art from the 1960s, which relied on hardware outputs like plotter drawings or generated graphics where programming acted as a preparatory "black box," software art centers on the programmable logic and the performativity of the software process over the final product.[1] Computer art typically prioritizes the visible or audible results of computation, such as static images or interactive installations, without delving into the source code's aesthetics or systemic behaviors.[10] Software art, however, shifts attention to the internal dynamics of software execution, viewing the code as an artistic system that evolves and interacts independently. Software art overlaps with net art or internet art in its potential use of web-based dissemination but diverges by prioritizing the execution and critique of code over the networked environment or online presence as the core artistic element. Net art often explores the internet's social, communicative, or political dimensions through browser-based interfaces or web-specific interactions, treating the network as the medium.[11] In software art, while web technologies may facilitate distribution, the emphasis remains on the software's algorithmic autonomy and its role as a conceptual process, not merely as a vehicle for online engagement.[10] In relation to glitch art, which harnesses unintended digital errors or data corruption for visual disruption and aesthetic effect, software art extends beyond accidental malfunctions to encompass deliberate algorithmic designs that probe the intentional structures and cultural roles of code. Glitches in software art may arise from programmed interventions, but the form's scope includes systematic explorations of software's logic and behaviors, rather than isolating errors as the primary artistic outcome.[10] Software art occupies a specific subset within the larger field of media art, where software functions not as a secondary component supporting installations or hardware-based experiences, but as the central medium for artistic inquiry. Media art broadly incorporates digital and analog technologies, often focusing on sensory outputs like video or interactive environments, with software serving instrumental roles.[11] Software art, by delineating these boundaries, highlights software's unique position as both material and subject, enabling critiques of computational systems that transcend traditional media boundaries.[1]Historical Development
Origins in Computer Art
The origins of software art lie in the mid-20th century's computational experiments, which laid the groundwork for using algorithms to generate visual forms. In the 1960s, these efforts began with pioneering plotter drawings that harnessed early computers for artistic output. A. Michael Noll created some of the earliest examples in 1965 at Bell Telephone Laboratories, employing an IBM 7094 digital computer interfaced with a General Dynamics SC-4020 microfilm plotter to produce abstract patterns, such as stochastic compositions mimicking modern art styles. These works, including simulations of Piet Mondrian's geometric abstractions, explored probabilistic algorithms to challenge traditional notions of authorship and creativity in visual media.[12][13] Concurrently, Frieder Nake developed generative plots using rudimentary algorithms on computers like the SEL ER56 and ZUSE Graphomat Z64 plotter, starting in 1963 at the Technical University of Stuttgart. Influenced by Max Bense's information aesthetics, Nake's series—such as compArt ER56 (1963–1965) and Walk-Through-Raster (1966)—employed programming in machine language, Fortran IV, and Algol 60 to create matrix-based drawings that emphasized systematic variation and chance within defined rules. His first public exhibition in 1965 at Galerie Wendelin Niedlich in Stuttgart marked a key moment in European algorithmic art, demonstrating how code could produce unique, non-reproducible visuals.[14] These developments drew heavily from cybernetics and systems theory, particularly Norbert Wiener's foundational 1948 text Cybernetics: Or Control and Communication in the Animal and the Machine, which articulated feedback loops as dynamic processes for system self-regulation through iterative input-output cycles. Wiener's concepts, originally applied to anti-aircraft prediction during World War II, inspired artists to automate creative processes, viewing computers as adaptive entities capable of generating art via recursive algorithms that balanced order and unpredictability. This theoretical framework influenced early computer artists by promoting generative methods where machines "learned" from prior outputs, foreshadowing software's role in autonomous aesthetic production.[15][16] A landmark event underscoring this era was the 1968 Cybernetic Serendipity exhibition at the Institute of Contemporary Arts in London, curated by Jasia Reichardt, which featured over 300 works including computer-generated plots by Noll, Nake, Georg Nees, and Manfred Mohr. The show highlighted interactive and automated pieces, such as plotter drawings and early kinetic sculptures, to illustrate cybernetics' creative potential and attracted more than 60,000 visitors, establishing computer art as a legitimate interdisciplinary field.[17] By the 1970s, the field transitioned from hardware-bound creations—tied to specific plotters and displays—to more portable software approaches, enabled by languages like FORTRAN that facilitated cross-machine compatibility in scientific and artistic computing. FORTRAN's standardized syntax, originally for numerical tasks, supported graphics extensions such as GRAF (developed at IBM) and SPARTA (by Leslie Mezei), which integrated primitives for lines, arcs, and transformations, allowing artists to author code independently of proprietary hardware. This shift empowered figures like Charles Csuri, who used FORTRAN in the early 1970s to generate dynamic simulations, paving the way for software as a versatile medium detached from physical constraints.[18][19]Emergence and Evolution in the Late 20th Century
The emergence of software art in the late 20th century was significantly catalyzed by the launch of the World Wide Web in 1991, which enabled unprecedented distribution of executable software and interactive digital works across global networks. This development shifted artistic practices from isolated, hardware-dependent experiments to shareable, code-based expressions that could be experienced and modified by remote audiences, fostering a new paradigm in digital creativity. Building on the foundations of earlier computer art from the 1960s and 1970s, the Web's accessibility amplified the potential for software as an artistic medium, particularly through early net art initiatives that experimented with code's distributive properties.[20][2] Key milestones in the 1990s and early 2000s solidified software art's recognition within institutional frameworks. Festivals played a pivotal role, with Ars Electronica—established in 1979 and hosting its first Prix awards in 1987—beginning to honor software-centric works by the late 1990s, such as algorithmic and interactive pieces that explored code's aesthetic dimensions. Similarly, Transmediale, founded in 1988 as a platform for media culture, introduced the "artistic software" category in its 2001 edition, marking the first major award specifically for software art and defining it as projects where code itself serves as the primary expressive element. The inaugural Read_me festival in 2002, held in Moscow, further dedicated itself exclusively to software art, showcasing creations that deconstructed and reimagined software's cultural role through presentations, workshops, and an online repository. These events not only validated software art but also built communities around its critique and production.[21][22][23] Into the 2000s, software art evolved through the artistic adoption of open-source principles, drawing from the GNU Project's foundational ethos established in 1983 but gaining traction in creative contexts post-2000 via festivals and collaborative platforms. This influence encouraged artists to treat source code as modifiable art objects, promoting transparency and communal remixing in works that blurred utility and aesthetics. Concurrently, the release of Processing in 2001 provided a user-friendly environment tailored for artistic coding, enabling designers and artists to prototype visual and interactive pieces with simplified syntax based on Java, thus democratizing access to software creation for non-programmers.[24][25]Key Concepts and Techniques
Algorithmic and Generative Methods
Algorithmic methods in software art rely on procedural generation techniques, where computational rules automatically produce complex visual or auditory outputs from simple initial parameters, enabling the creation of intricate patterns without manual intervention. A foundational example is the use of fractals, such as the Mandelbrot set, introduced by Benoit Mandelbrot in 1980 as a mathematical construct defined by the iterative equation for complex numbers and , which generates self-similar structures at every scale. These fractals have been adapted artistically to produce infinite, zoomable visuals that evoke natural complexity, as seen in generative installations where iterations reveal emergent details. Generative art extends these principles through systems like L-systems, or Lindenmayer systems, developed by Aristid Lindenmayer in 1968 as parallel string-rewriting grammars to model plant growth via axiom and production rules, such as for branching structures. In software art, L-systems produce evolving, organic forms—such as plant-like patterns—by iteratively applying rules without direct artist control, allowing outputs to vary based on parameters like angle and length, fostering unpredictability and biological mimicry. This approach emphasizes autonomy, where the algorithm's rules dictate form, often visualized through turtle graphics interpretation.[26][27] Key techniques include cellular automata, exemplified by John Horton Conway's Game of Life from 1970, a zero-player game on a grid where cells evolve based on four rules: survival with two or three neighbors, birth with three, death otherwise, leading to emergent patterns like oscillators and gliders. In artistic applications, these automata generate dynamic, rule-based visuals and sounds that simulate life-like behaviors, influencing generative electronic music and interactive pieces. Stochastic processes further introduce randomness, using probability distributions to vary outputs—such as Perlin noise for organic textures—enhancing creativity by balancing determinism with chance, as explored in historical analyses of art-making tools.[28] Programming tools facilitate these methods, with SuperCollider, an open-source platform for real-time audio synthesis since 1996, enabling generative music through algorithmic composition via its server-client architecture for sound processing and pattern generation. Similarly, p5.js, a JavaScript library derived from Processing and released in 2013, supports web-based generative visuals with functions likerandom() and noise() for procedural drawings, emphasizing accessibility and reproducibility as artists share executable code sketches. These tools underscore software art's core tenet: outputs are verifiable and iterable through source code, allowing precise recreation or variation of generative processes.[29][30][31]
