Skip to main content

Construction and Intuition: Creativity in Early Computer Art

  • Chapter
Computers and Creativity

Abstract

This chapter takes some facets from the early history of computer art (or what would be better called “algorithmic art”), as the background for a discussion of the question: how does the invention and use of algorithms influence creativity? Marcel Duchamp’s position is positively referred to, according to which the spectator and society play an important role in the creative process. If creativity is the process of surmounting the resistance of some material, it is the algorithm that takes on the role of the material in algorithmic art. Thus, creativity has become relative to semiotic situations and processes more than to material situations and processes. A small selection of works from the history of algorithmic art are used for case studies.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 99.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 129.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 119.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    We are so much accustomed to thinking of creativity as an individual’s very special condition and achievement that we react against a more communal and cooperative concept. It would, of course, be foolish to assume individuals were not capable of creative acts. It would likewise be foolish to assume they can do so without the work of others.

  2. 2.

    There actually exists a group of artists who call themselves, “the algorists”. The group is only loosely connected, they don’t build a group in the typical sense of artists’ groups that have existed in the history of art. The term algorist may have been coined by Roman Verostko, or by Jean-Pierre Hébert, or both. Manfred Mohr, Vera Molnar, Hans Dehlinger, Charles Csuri are some other algorists.

  3. 3.

    The art we are talking about, in the mid-1960s, was usually called computer art. This was certainly an unfortunate choice. It used a machine, i.e. the instrument of the art, to define it. This had not happened before in art history. Algorithmic art came much closer to essential features of the aesthetic endeavour. It does so up to this day. Today, the generally accepted term is digital art. But the digital principle of coding software is far less important than the algorithmic thinking in this art, at least when we talk about creativity. The way of thinking is the revolutionary and creative change. Algorithmic art is drawing and painting from far away.

  4. 4.

    The booklet, rot 19, contains the short essay, Projekte generativer Ästhetik, by Max Bense. I consider it to be the manifesto of algorithmic art, although it was not expressly called so. It has been translated into English and published several times. The term generative aesthetics was coined here, directly referring to Chomsky’s generative grammar. The brochure contains reproductions of some of Nees’ graphics, along with his explanations of the code.

  5. 5.

    Bense’s introductory text, in German, was not published. It is now available on the compArt Digital Art database at compart-bremen.de. Concerning the three locations of these 1965 exhibitions, Howard Wise was a well-established New York gallery, dedicated to avant-garde art. Wendelin Niedlich was a bookstore and gallery with a strong influence in the Southwest of Germany. The Studiengalerie was an academic (not commercial) institution dedicated to experimental and concrete art.

  6. 6.

    Paul Brown recently (2009) discovered that Joan Shogren appears to have displayed computer-generated drawings for the first time on 6 May 1963 at San Jose State University.

  7. 7.

    Only a few steps must be added to complete the algorithm: a first point must be chosen, the total number of points for the polygon must be selected, the size of the drawing area is required, and the drawing instrument must be defined (colour, stroke weight).

  8. 8.

    The digital image, in my view, exists as a double. I call them the subface and the surface. They always come together, you cannot have one without the other. The subface is the computer’s view, and since the computer cannot see, it is invisible, but computable. The surface is the observer’s view. It is visible to us.

  9. 9.

    Friedrich Kittler quotes Nietzsche thus: “Unser Schreibzeug arbeitet mit an unseren Gedanken.” (Our writing tools participate in the writing of our thoughts.) (Kittler 1985), cf. Sundin (1980).

  10. 10.

    Cf. Sundin (1980).

  11. 11.

    This should read “mathematicians or engineers”, but I will stick to the shorter version.

  12. 12.

    Marcel Duchamp was the first to talk and write about this: “All in all, the creative act is not performed by the artist alone; the spectator brings the work in contact with the external world by deciphering and interpreting its inner qualification and thus adds his contribution to the creative act. This becomes even more obvious when posterity gives a final verdict and sometimes rehabilitates forgotten artists.” (Duchamp 1959). This position implies that a work may be considered a work of art for some while, but disappear from this stage some time later, a process that has often happened in history. It also implies that a person may be considered a great artist only after his or her death. That has happened, too.

  13. 13.

    It is a simplification to concentrate the argument on conceptual vs. algorithmic artists. There have been other directions for artistic experiments, in particular during the 1960s. They needed a lot of technical skill and constructive intelligence or creativity. Recall op art, kinetic art, and more. Everything that humans eventually transfer to a machine has a number of precursors.

  14. 14.

    The catalogue (Herzogenrath and Nierhoff 2006) contains a list of the hardware Vera Molnar has used since 1968. It also presents a thorough analysis of her artistic development. The catalogue appeared when Molnar became the first recipient of the d.velop digital art award. A great source for Molnar’s earlier work is Hollinger (1999).

  15. 15.

    This figure consists of two parts: a very early work, and a much later one by the same artist. The latter one is given without any comment to show an aspect of the artist’s development.

  16. 16.

    The hypercube is analogous to a three-dimensional cube in four or more dimensions. It is recursively defined as an intricate structure of cubes.

  17. 17.

    A book is in preparation that takes a fundamental approach to this topic: P.B. Andersen & F. Nake, Computers and signs. Prolegomena to a semiotic foundation of computing.

  18. 18.

    I only have a German edition. The text can easily be found in libraries.

  19. 19.

    (Klee 1928) Another translation into English is: “We construct and construct, but intuition is still a good thing.”

References

  • Anon (1965). Bald krumme linien. In Der Spiegel (xxxx, pp. 151–152).

    Google Scholar 

  • Bense, M. (1965). Aesthetica. Einführung in die neue Ästhetik. Baden-Baden: Agis. This is a collated edition of four books on aesthetics that appeared between 1954 and 1960. Aesthetica has been translated into French and some other languages.

    Google Scholar 

  • Birkhoff, G. (1931). A mathematical approach to aesthetics. In Collected mathematical papers (Vol. 3, pp. 320–333). New York: Am. Math. Soc.

    Google Scholar 

  • Cohen, H. (2007). Forty-five years later… . http://www.sandiego.gov/public-library/pdf/cohencatalogessay.pdf.

  • Dreyfus, H. (1967). Why computers must have bodies in order to be intelligent. The Review of Metaphysics, 21, 13–32.

    Google Scholar 

  • Duchamp, M. (1959). The creative act. In R. Lebel (Ed.), Marcel Duchamp (pp. 77–78). New York: Paragraphic Books.

    Google Scholar 

  • Frank, H. (1964). Kybernetische Analysen subjektiver Sachverhalte. Quickborn: Schnelle.

    Google Scholar 

  • Gerstner, K. (1963). Programme entwerfen. Teufen: Arthur Niggli. Second ed. 1968, third ed. 2007 in English under the title Designing programmes. Baden: Lars Müller.

    Google Scholar 

  • Glowski, J. M. (Ed.) (2006). Charles A. Csuri: beyond boundaries, 1963-present. Columbus: Ohio State University.

    Google Scholar 

  • Guilford, J. P. (1950). Creativity. American Psychologist, 5, 444–454.

    Article  Google Scholar 

  • Gunzenhäuser, R. (1962). Ästhetisches Maß und ästhetische Information, Quickborn: Schnelle.

    Google Scholar 

  • Hentig, H. v. (1998). Kreativität. Hohe Erwartungen an einen schwachen Begriff. München: Carl Hanser.

    Google Scholar 

  • Herzogenrath, W., & Nierhoff, B. (Eds.) (2006). Vera Molnar. Monotonie, symétrie, surprise. Bremen: Kunsthalle. German and English.

    Google Scholar 

  • Herzogenrath, W., Nierhoff, B., & Lähnemann, I. (Eds.) (2007). Manfred Mohr. Broken symmetry. Bremen: Kunsthalle. German and English.

    Google Scholar 

  • Hollinger, L. (Ed.) (1999). Vera Molnar. Inventar 1946–1999. Ladenburg: Preysing Verlag.

    Google Scholar 

  • Keiner, M., Kurtz, T., & Nadin, M. (Eds.) (1994). Manfred Mohr. Weiningen-Zürich: Waser Verlag. German and English.

    Google Scholar 

  • Kittler, F. (1985). Aufschreibesysteme 1800/1900. München: Fink. English: Kittler, F. (1990). Discourse networks 1800/1900. Stanford, with a foreword by David E. Wellbery.

    Google Scholar 

  • Klee, P. (1928). Exakte versuche im bereich der kunst.

    Google Scholar 

  • Knuth, D. E. (1968). The art of computer programming. Reading: Addison-Wesley. Planned for seven volumes of which three appeared from 1968 to 1973. Resumed publication with part of Vol. 4 in 2005.

    MATH  Google Scholar 

  • Lunenfeld, P. (1999). The digital dialectic. New essays on new media. Cambridge: MIT Press.

    Google Scholar 

  • McCorduck, P. (1990). AARON’s code: meta-art, artificial intelligence, and the work of Harold Cohen. New York: Freeman.

    Google Scholar 

  • Moles, A. A. (1968). Information theory and esthetic perception. Urbana: University of Illinois Press. French original 1958.

    Google Scholar 

  • Nadin, M. (2011). Semiotic machine. An entry of the Semiotics Encyclopedia Online. http://www.semioticon.com/seo/S/semiotic_machine.html.

  • Nake, F. (1974). Ästhetik als Informationsverarbeitung. Vienna: Springer.

    Book  Google Scholar 

  • Nake, F. (2009). The semiotic engine. Notes on the history of algorithmic images in Europe. Art Journal, 68, 76–89.

    Google Scholar 

  • Nees, G., & Bense, M. (1965). Computer-grafik (19th ed.) Stuttgart: Walther.

    Google Scholar 

  • Nöth, W. (2002). Semiotic machines. Cybernetics & Human Knowing, 9, 5–21.

    Google Scholar 

  • Shannon, C. E., & Weaver, W. (1963). The mathematical theory of communication. Chicago: University of Illinois Press.

    MATH  Google Scholar 

  • Stern, W. (1912). The psychological methods of intelligence testing. Baltimore: Warwick and York. Transl. from the German.

    Google Scholar 

  • Sundin, B. (Ed.) (1980). Is the computer a tool? Stockholm: Almqvist & Wiksell.

    Google Scholar 

Download references

Acknowledgements

My thanks go to the people who have worked with me on the compArt project on early digital art and to the Rudolf Augstein Stiftung who have supported this work generously. I have never had such wonderful and careful editors as Jon McCormack and Mark d’Inverno. They have turned my sort of English into a form that permits reading. I also received comments and suggestions of top quality by the anonymous reviewers. All this has made work on this chapter a great and enjoyable experience.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Frieder Nake .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer-Verlag Berlin Heidelberg

About this chapter

Cite this chapter

Nake, F. (2012). Construction and Intuition: Creativity in Early Computer Art. In: McCormack, J., d’Inverno, M. (eds) Computers and Creativity. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31727-9_3

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-31727-9_3

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-31726-2

  • Online ISBN: 978-3-642-31727-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics