The visual aesthetic of the cinema, so beautifully elucidated in
Anne Hollander's The Moving Image, has been modeled primarily on
the work of Northern European artists, such as Durer, Vermeer,
etc. The romantic world of shadow, innuendo and "realism"
has monopolized the motion picture screen to the exclusion of the
southern formalist painting aesthetic - flat, fully lit,
"abstract" painters like Fra Angelico and Picasso.
2 D animation early on pursued classical formalist concepts of
composition and color. Animators such as Hans Richter,
Viking Eggeling, and Oskar Fishinger were all abstract modernist
painters experimenting in cell animation. They often described
their animations as "visual music". These early innovators
were isolated and without commercial support. Early on the
forceful flat fields of 2 D animation were dominated by
"characters" in burlesque scenarios: cartoons. The word
"cartoon" means sketch. It is what Michaelangelo drew on
paper, then taped to the ceiling, punched holes in the paper where
the outlines of the figures were, and completed the fresco by
"filling in" the outline. Exactly the same process used in
traditional cell animation.
During the eighty years of cinema that preceded video, beginning
with Paul Emile Reynaud's celluloid Praxinoscope in 1888 to the
introduction of video tape in 1968, animation was filled with
thousands of still pictures which had to be created one at a time,
and then "animated".
Videotape was used primarily the way film had been: i.e. to
document reality. It was impossible for traditional animators to
use video. There was no way to record one frame at a
time. Video had other properties, however, which led to
painterly applications never before imagined. In fact, in
the late 1960s and early 1970s video art emerged as the first
recorded form for the creation of moving art images in real time.
It was not a perfect world. Video was a live electrical current,
not a flat piece of celluloid. It couldn't be related to as
"paper", the way a "cell" could in traditional animation, where
flat artwork was photographed. Visual artists had to adapt to the
characteristics of video. Because video was "real time" and
you could alter aspects of the image and see the changes as they
were made, certain "synthesizers" were designed to give artists
access to parameters of the image: contrast, color saturation,
luminosity, etc.
The word synthesizer is a very telling word. It means "to
put together a complex whole; to make up by combination or parts
or elements" (Oxford English Dictionary). Yet is stems from
the word "synthetic", which has meanings perceived by many as
derogatory: "artificially produced, man-made" or alternatively
"false, sham" (Cassell Compact Dictionary).
Born into a world of institutionalized cinema aesthetics, wrapped
in the vocabulary of "synthesis" or "processed", video art was
handicapped from the beginning. Add to this the timing of
its debut, the beginning of the Post-Modernist era, and it is
truly amazing that painterly video art has had so many adherents.
The period of analog video synthesis was just short enough to only
have registered with about two generations. Margaret Meade,
the anthropologist, said that it takes three generations to pass
on a culture. Fortunately, there now is a new generation of
media artists, educated in digital tools, that are curious about
their analog predecessors.
Video art, made with synthesizers, freed the artist to use a color
palette ranging from 0-100 (the whole video spectrum), to fade in
and out of several moving images, to insert parts of one moving
image into another. Magritte had presaged many of these
techniques. His Venetian blind painting of the horse in the
forest could just as well have been keyed-in via video. In
fact, the "blinds" have long been a staple wipe on video
switchers.
The artist could revisit any palette in art history by simply
altering the colors of the moving subjects at will. One
could go from Rembrandt's somber browns to the brilliant saturated
colors of the Fauve's. The cathode ray tube does tend to
favor blue over red. In fact, the unique video palette was
one more point of contention in a film centered aesthetic.
Abstract imaging, which gives pure play to formal pursuits, was
limited by the analog nature of the synthesizers and
cameras. Early techniques of creating images from
oscillators and the light of the CRT itself led artists into an
intimate relationship with the screen. This early video art
was an extension of modern painting. My first programs,
"Topography" and "Rings," related to color field and minimalist
painting respectively. Limitations are often creative
incentives. The irony at that time was that video artists
were pursuing modernist images while the rest of the art world was
rejecting modernism.
The screen was highly compelling. Realism was of no
interest. Realism was false, and synthesis was true.
Relating to the live video signal, allowing it to be pure and
unpolluted by the pretense that there were bodies or landscapes on
the screen was an unspoken credo for some of us. It must
also be admitted that sitting 18 inches from a CRT induces a
different relationship with the images than sitting 10 feet
away. No doubt there are scientific papers describing the
trance affect that the scanning of the beam in the CRT has on the
human optic system. This subliminal scanning coupled with
the iterations of feedback and the rhythms of oscillators all
induced a meditative state. In this sense video art more resembled
music than it did cinema.
Perhaps the one aspect of certain forms of electronic motion
imaging that has been most overlooked is the fact that these
moving images can be made in real time. Throughout the 1970s
and most of the 1980s analog video synthesizers were the only
tools that provided real time control of moving images. From
1984 onward, the Amiga computer allowed artists to pass full
uncompressed analog video through hybrid analog/digital processors
without any rendering time. To this day programmers on
digital platforms are still struggling with the code to accomplish
this!
The implications of real time imaging are far more important than
generally thought. Art making is a time-based
activity. When a painter works on a canvas one element leads
to the next. There is a constant process of assessment, inclusion,
and elimination. The nature of the work is always before the
painter as the work cumulatively evolves. Film animators
were forced to work blind. Their medium was motion imaging, but
they wouldn't see the motion until the film was developed and
printed. Digital animators fare slightly better. 3D
people can view wire-frame previews of their work, but they still
must wait long periods for animated segments to render before they
can relate to the true nature of what they are doing.
Electronic motion imaging that responds and displays immediately
is universally the ideal. Choices are made, as they are in
music, from moment to moment as the need arises. Great music
composition is an act of improvisation. Both Mozart and
Chopin improvised their pieces first and then transcribed
them. Motion imaging tools that allow the artist to
improvise are to be cherished.
The omnipresence of realism in cinema and digital motion imaging
is often assumed as a given. Computer animation of the 1980s
addressed the same pixels and screen as did the analog video art
of the 1970s, but with different motives. Work done by
analog video artists was spurred purely by experimentation.
Computer animation was highly manipulable. Early work was
greatly influenced by commercial interests in the advertising
industry. It was possible to plan precise outcomes with
computer animation, which lent itself to product promotion.
From the beginning computer animation became equatable with 3D,
which in turn became equatable with heightened realism. Just
as 2D animation became almost exclusively associated with a flat,
linear style of drawing, 3D has become associated with hyper
realism. In fact, the aesthetic driving 3D computer
animation is to have form and surface become imperceptible from
cinematic realism. To a great extent this goal has been
reached. Interestingly though, in both cases, these outcomes
are arbitrary except for the economic factors driving them:
children's images for cartoons and product simulation for computer
animation.
What are the implications of a visual art form striving only for
realism? Realism implies narrative and narrative requires
linear thinking. One could argue that under these
circumstances the visual exists solely to further the plot or
explicate the thesis. The plot or thesis springs fully
formed, not from the optic nerve of an artist, but from the mind
of a writer. The animator or video artist is then but a
servant of a script.
The dethroning of the writer is the real revolution of abstract
and non-narrative motion imaging. Everyone in Hollywood has
a "script", not a portfolio. Instrumental music can be
abstract, but when it is brought into the service of a script it
becomes background" or "sound effects". The fate of the
visual arts in mainstream media culture has been similar.
How many films have you seen where the opening titles have been
the best part? The only creative part? "Special effects" is
the category used for the creative visual arts in cinema and
television.
Singular outcomes are not intrinsic to particular
technologies. We have the exception to the rule of romantic
realism in cinema - the surrealists: Cocteau and Jadorowsky, as
well as animators like Richter and Eggeling, to name a few.
Overwhelmingly though, economics have dictated artistic form in
motion imaging in the 20th. century. As Hollywood has
dominated film, Disney has dominated animation, and Rhythm &
Hues or Pixar type houses have dominated 3D.
Artists are interested in having knowledge revealed to them. The
process of art making is one of discovery. Real time motion
imaging gives artists the same kind of freedom to tap the
unconscious that painters have. These "revealed" images then
become part of the culture and are slowly understood over
time. They will never be discovered if the work has to be
planned, plotted, justified, and rationalized in advance.
An artist, and an art form for that matter, that is fortunate
enough to escape co-option by the marketplace still has the
opportunity to explore and be explored. Electronic motion
imaging is in its infancy.
Copyright Carol Goss 2000 All Rights
Reserved
E-Mail: improvart @ gmail.com
http:www.improvart.com/goss/
Copyright Improvising Artists All Rights Reserved.