Over  the past decade the world of contemporary  art has  experienced the beginnings of a tectonic  shift. Its contours have been increasingly visible  in major international art shows of the past five  years. Whereas ten years ago exhibitions such as New  York's Whitney Biennial, the Venice Biennale, or  Documenta in Kassel, Germany, included just a few  major video installations, in 1997 and 1999 the use  of video became commonplace. Banks of monitors,  projected video images filling entire walls, and tiny video screens  were a regular, even predictable presence,  employed by artists who might or might not  even consider themselves "video artists." 010101: Art in Technological  Times charts that trend in installations,  in single-monitor works, and in digital works that  employ video projection. But the dramatic emergence  of video technologies as a mainstream art  medium is only one byproduct of a more encompassing shift in  contemporary culture. E-mail; cell  phones; DVD movies; CD audio disks; MP3 files; desktop, laptop, and  palmtop computers; the World Wide Web; digital cameras; and video  camcorders—communication, by image or word, occurs more and  more along networked digital pathways, via digital devices  aggressively  marketed by a global economy. Like it or not, high tech has arrived  as a component of everyday life, and artists are adopting it in the  studio, deploying it in the gallery, inhabiting it on the Internet,  and making work that reflects its presence in society today in a  stunning range of ways. This situation is the subject of 010101.
                The  increasing use of video by artists—although just a single  indicator of a larger shift—is a case in point. Over the past  ten years the downward-spiraling  cost of computers, digital camcorders, and software-editing  tools that can pump video directly into a desktop computer brought  video production within the grasp of virtually any artist who wanted  to do it. The results are now visible in galleries around the world.  In essence, video stopped being "video art" and is now just  art—another acceptable means to say what the artist wants to say.  The video camera  became a tool, not a crusade or an artistic calling, and video  installations  started showing up in galleries formerly devoted to painting and  sculpture. The same thing happened to photography its the late 1980s,  and it will, in all likelihood, happen to what we might think of as  "computer art" over the next few years.  Digital technologies have arrived  as part of the basic tool set, and they aren't going away.
                It's  worth emphasizing here that the infusion of technology-based artworks  into the art arena, and the background effect of technology on  traditional  art practice, hasn't produced a new "style" or "movement"  and that these works do not constitute a single medium or mode of art  making. Rather, they open a field of possibilities that artists are  exploring  on all scales, from the production of individual objects to extensive  cycles  of works, installations, and multiyear projects. The variety of work  on  view in 010101 reflects this fact. Although it represents only a  fraction of  a much larger outpouring of technology-related art, the exhibition  encompasses  a range of video practices, sculpture, design projects,  computer-driven  installations, traditional drawings and paintings, new artworks  commissioned on the Internet and for the gallery, and a Web site for  dialogue, public programs, and background information on the show.  010101  is an exploration of a transitional moment in art and exhibition making, and as such, it  has deliberately avoided seeking stylistic consistency. Both in  format and in terms of the art presented, the exhibition offers  deliberate and dramatic contrasts in the use of technology and attitudes toward it.
                What this can mean in artistic terms is clear in works  as varied as those of Char Davies, Craig Kalpakjian, and Janet  Cardiff. All of these' pieces use digitized moving imagery to play  with perception, but in radically  different ways. Davies and Kalpakjian create an illusion of reality  from digital scratch—that is, computer graphics—while Cardiff  uses a digital camcorder and audio deck to shoot and record "real"  sites and sounds. Kalpakjian's Corridor (1995; pp. 94-95)  leads us on an infinite, unvarying journey through a  photorealistically bland office corridor created entirely on the  computer and output to a monitor as a digital movie. Other than the  fact that it never stops and never changes, the movie might be  showing a real hospital corridor or a hallway from one of the  cookie-cutter corporate office towers dotting the Silicon Valley  landscape. It possesses just that kind of creepy, squeaky-clean  leeriness and plausibility
                In contrast, Davies's Ephémère (1998;  pp. 62 65) is a phantasmagoric  abstract landscape, presented in the form of an immersive,  three-dimensional, virtual-reality environment. The user or  participant (viewer would be too passive in this case)  navigates through it actively, and no two journeys will ever be  identical since the experience is a synthesis of the participant's  decisions and the computer's response to them. Davies's world has a  distinct look and feel, and the roughly fifteen-minute trip  moves along a more or less programmed trajectory. But the specific  form it takes is like any journey across a complex landscape:  precisely what the traveler sees and feels will depend on complex  variables that are impossible to fully predict or reproduce.
                Cardiff's video walk offers another set of revealing  contrasts ( pp . 52 53 ). Unlike Kalpakjian or Davies, she  starts with "real" images—video shot mostly in the  Museum itself, with a voiceover and soundtrack that blend scripted  narrative by the artist, ambient sounds recorded onsite and audio  collage from a variety of other sources. Visitors can check out a small digital video camcorder with high-quality headphones and  retrace Cardiff's steps through the Museum by following her  directions on the soundtrack and the image itself, moving from  gallery to gallery and space to  space. The effect is similar to being inside the artist's head but  looking out  at the real world as she sees it, as if in a reverie she's  experiencing. Like Davies's  invented world, it's totally engrossing. But whereas Davies and  Kalpakjian  make fiction feel like reality, Cardiff rewrites real  experience—both  her own and the viewer-participant's—as fiction.
                None  of this work could be made without the computing power, comparative  economy, and availability of today's digital editing, design, and  display tools, and the art on view throughout 010101 demonstrates the  direct and indirect impact that the electronics and software  industries have had on art making. Relatively affordable video  projection systems  allow artists such as Heike Baranowsky to take a single video stream,  copy it four times, and flip it twice, projecting the result as a  mesmerizing, kaleidoscopic trip around Paris in her installation AUTO SCOPE (1996-97;  pp.  32 35). Digital  video editing allows Euan Macdonald to show two jet planes flying  side-by-side, seemingly mating in the sky (pp. 98-99). Jeremy  Blake uses the same basic tools to create a unique blend of video,  scavenged film clips, computer design, and sound in his work (pp. 46-49),  something  tike a real-time cross between  Mondrian, B movies, and Star  Trek. Other  artists—such as Lee Bul,  Karim Rashid, and Shirley Tse—take advantage of the products and  capacities of the plastics, industrial design, and packaging  industries  as a starting point for sculpture and installations unimaginable in  pretechnological times (pp. 96-97, 118-19, 136-37).
                In  some cases, the artists in 010101 still  work with traditional media, notably  painters such as Kevin Appel, Chris Finley, and Adam Ross (pp. 28-29, 76-77, 122-23). Here,  high-craft painting displays visual effects,  geometries, distortions, and translucency in ways more commonly  seen on a computer screen, yet the work is 100 percent handmade.  They watch as the computer proliferates new ways to visualize space  and form, then register their fascination in pigment rather than  pixels. This may be painting in technological times, but a close look  at the lapidary, pristine surfaces achieved by Appel and Ross leaves  no doubt about the depth of their commitment to the medium and their  understanding of its demands and joys. They are painters,  unapologetically  and unambiguously.
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