Internet art emerged in the 1990s as a new form of artistic expression, reflecting rapid technological advancements. It explored the intersection of art, technology, and networked communication, challenging traditional notions of creation and distribution.
This digital art movement represented a significant shift from physical to virtual spaces. It embraced online tools and platforms, fostering new forms of interactivity , collaboration, and digital aesthetics that continue to shape contemporary art practices.
Origins of internet art
Internet art emerged in the 1990s as a new form of artistic expression in the postwar era, reflecting the rapid technological advancements of the time
Explores the intersection of art, technology, and networked communication, challenging traditional notions of artistic creation and distribution
Represents a significant shift in artistic practices, moving from physical to virtual spaces and embracing digital tools
Early internet culture
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Top images from around the web for Early internet culture Ascii-Art Mapping: SyMAP (or Early Computer Generated Cartography) – SOCKS View original
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Ascii-Art Mapping: SyMAP (or Early Computer Generated Cartography) – SOCKS View original
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Characterized by text-based communication and primitive graphics (ASCII art )
Bulletin Board Systems (BBS) fostered online communities and creative exchanges
Emergence of cyberpunk aesthetics influenced early internet art visuals and themes
Early adopters experimented with hypertext literature and interactive storytelling
Net.art movement
Coined in 1995 by Vuk Ćosić, term "net.art" describes art specifically created for and distributed through the internet
Focused on browser-based works that explored the unique properties of the web
Emphasized conceptual and often subversive approaches to internet technologies
Key artists included Alexei Shulgin, Heath Bunting , and Natalie Bookchin
Web 1.0 vs Web 2.0
Web 1.0 (1991-2004) characterized by static HTML websites and limited user interaction
Artists primarily created standalone web pages or simple interactive experiences
Web 2.0 (2004-present) introduced user-generated content and social networking
Enabled more collaborative and participatory art projects
Shift from artist-created content to platform-based artistic practices
Key characteristics
Interactivity and participation
Allows viewers to actively engage with and manipulate artworks
Blurs the line between artist and audience, creating co-creative experiences
Utilizes hyperlinks, clickable elements, and user input to shape the artwork
Examples include Rafael Lozano-Hemmer's "Vectorial Elevation" and Scott Snibbe's "Boundary Functions"
Networked communication
Leverages internet connectivity to create distributed and collaborative artworks
Enables real-time interaction between geographically dispersed participants
Explores themes of global connectivity and information flow
Projects like "The World's First Collaborative Sentence" by Douglas Davis demonstrate networked art
Digital aesthetics
Embraces glitches, pixelation, and low-resolution imagery as artistic elements
Incorporates computer-generated graphics and animations
Explores the visual language of user interfaces and operating systems
Artists like Cory Arcangel use digital aesthetics to comment on technology and culture
Pioneering artists and works
Olia Lialina
Russian artist known for her early net.art projects exploring online identity and narrative
Created "My Boyfriend Came Back from the War" (1996), an influential hypertext narrative
Experiments with GIF animations and web-based storytelling techniques
Critiques the commercialization of the internet through works like "Online Newspapers"
Vuk Cosic
Slovenian artist who coined the term "net.art" and helped establish the movement
Known for ASCII art adaptations of famous films and artworks
Created "Deep ASCII" (1998), transforming pornographic film clips into text-based animations
Explores the intersection of art history and digital culture in works like "History of Art for Airports"
Jodi.org collective
Dutch-Belgian duo Joan Heemskerk and Dirk Paesmans, pioneers of browser-based art
Create deliberately confusing and glitchy websites that subvert user expectations
"wwwwwwwww.jodi .org" (1995) presents seemingly broken code that reveals hidden images
Explore the aesthetics of error and technological malfunction in their works
Technological foundations
HTML and web browsers
Hypertext Markup Language (HTML) serves as the basic building block for web-based artworks
Artists manipulate HTML code to create visual compositions and interactive experiences
Web browsers act as the primary interface for viewing and interacting with internet art
Evolution of browser capabilities (CSS, JavaScript ) expands artistic possibilities over time
Software as artistic medium
Artists use programming languages and custom software to create generative artworks
Commercial software (Photoshop, Flash) repurposed for artistic creation and manipulation
Open-source tools enable artists to modify and create their own software environments
Examples include Casey Reas and Ben Fry's Processing language for visual artists
Open source principles
Encourages sharing and modification of code and artistic concepts
Collaborative development of tools and platforms for digital art creation
Embraces transparency and accessibility in the artistic process
Projects like "The GNU Image Manipulation Program" (GIMP) exemplify open-source art tools
Themes and concepts
Virtual identity
Explores the construction and performance of online personas
Examines the fluidity and multiplicity of digital identities
Investigates avatar creation and role-playing in virtual environments
Artists like Lynn Hershman Leeson explore virtual identity in works like "Life²"
Addresses the overwhelming abundance of data in the digital age
Visualizes complex information flows and data structures
Critiques the impact of constant connectivity on human cognition
Works like Mark Napier's "The Shredder" deconstruct web content to comment on information overload
Digital divide
Examines inequalities in access to technology and digital literacy
Explores the impact of technological disparities on global communication and culture
Addresses issues of digital colonialism and technological hegemony
Projects like Heath Bunting's "BorderXing Guide" highlight disparities in freedom of movement and information access
Artistic strategies
Hacking and subversion
Repurposes existing technologies and platforms for artistic expression
Challenges corporate control of digital spaces and tools
Exposes vulnerabilities in digital systems as a form of critique
The "Toywar" project by etoy.CORPORATION exemplifies artistic hacking and corporate subversion
Collaborative creation
Utilizes networked technologies to enable distributed artistic production
Challenges traditional notions of authorship and individual artistic genius
Creates platforms for crowd-sourced artworks and collective creativity
"The Sheep Market" by Aaron Koblin demonstrates large-scale collaborative art creation
Generative art
Employs algorithms and code to create evolving or procedurally generated artworks
Explores the intersection of human creativity and machine intelligence
Challenges notions of artistic control and intentionality
Artists like Manfred Mohr pioneer computer-generated abstract art
Institutional recognition
Online exhibitions
Virtual galleries and museums dedicated to showcasing internet-based artworks
Challenges traditional curatorial practices and exhibition formats
Enables global access to art exhibitions without physical limitations
Platforms like Rhizome 's "Net Art Anthology" preserve and present historical net art
Preservation challenges
Addresses issues of technological obsolescence and changing web standards
Develops strategies for archiving and emulating browser-based artworks
Explores the tension between preserving original experience and updating for modern systems
Projects like "Seeing Double" at the Guggenheim Museum highlight preservation challenges
Digital art collections
Museums and institutions develop strategies for acquiring and maintaining digital artworks
Challenges traditional notions of art ownership and authenticity
Explores new models for valuing and selling internet-based art
The Tate's "Intermedia Art" initiative exemplifies institutional collecting of digital art
Impact on contemporary art
Post-internet art
Explores the influence of internet culture on artistic production and reception
Blurs boundaries between online and offline artistic practices
Addresses the ubiquity of digital imagery and information in everyday life
Artists like Petra Cortright create works that reflect internet aesthetics in physical form
Utilizes popular social networks as sites for artistic creation and distribution
Explores the attention economy and viral content as artistic strategies
Examines the impact of social media on personal identity and social interactions
Projects like Man Bartlett's Twitter-based performances leverage social media for art
NFTs and blockchain art
Explores new models of digital ownership and scarcity through blockchain technology
Challenges traditional art market structures and valuation methods
Enables new forms of generative and interactive artworks
Artists like Kevin Abosch create conceptual works that explore the nature of value in the digital age
Critical perspectives
Technological determinism
Examines the belief that technology drives social and cultural change
Critiques the uncritical embrace of new technologies in artistic practices
Explores the relationship between technological innovation and artistic evolution
Works like Zach Blas's "Facial Weaponization Suite" challenge technological determinism in art
Digital colonialism
Addresses the dominance of Western technologies and cultural norms in global digital spaces
Examines the impact of technological infrastructure on artistic production and distribution
Explores alternative models of digital culture and creativity
Artists like Tabita Rezaire critique digital colonialism through works addressing techno-spirituality
Surveillance capitalism
Investigates the commodification of personal data and online behavior
Examines the role of art in critiquing and exposing surveillance practices
Explores artistic strategies for resisting or subverting digital tracking
Projects like Trevor Paglen's "Autonomy Cube" address issues of privacy and surveillance in the digital age
Future directions
AI and machine learning
Explores the creative potential of artificial intelligence in artistic production
Examines the relationship between human and machine creativity
Addresses ethical concerns surrounding AI-generated art and authorship
Artists like Refik Anadol create data-driven artworks using machine learning algorithms
Virtual and augmented reality
Investigates immersive technologies as new mediums for artistic expression
Explores the blending of physical and virtual spaces in art experiences
Examines the potential for embodied and spatially-aware digital artworks
Projects like Rachel Rossin's VR installations push the boundaries of virtual art spaces
Decentralized web technologies
Explores peer-to-peer networks and distributed systems for artistic creation and distribution
Investigates blockchain and cryptocurrency technologies as artistic mediums
Examines the potential for decentralized autonomous organizations (DAOs) in art
Artists like Simon Denny create works that explore the social and political implications of decentralized technologies