Maurizio Bolognini

Last updated
Maurizio Bolognini (2004) MaurizioBolognini.jpg
Maurizio Bolognini (2004)

Maurizio Bolognini (born July 27, 1952) is a post-conceptual media artist. His installations are mainly concerned with the aesthetics of machines, [1] and are based on the minimal and abstract activation of technological processes that are beyond the artist's control, [2] at the intersection of generative art, public art and e-democracy. [3]

Contents

Background

Maurizio Bolognini was born in Brescia, Italy. Before working as a media artist, he received degrees in Urban studies and Social science from the University of Birmingham, UK, and the Università Iuav di Venezia. He worked extensively as a researcher in the field of structured communication techniques (such as the real-time Delphi method), and electronic democracy, [4] which he later used in some interactive installations. His research interests and a wide range of artworks have focused on three main dimensions of digital technologies:

Sealed Computers (Nice, 1997). This installation uses computer codes to create endless flows of random images which will never be accessible for viewing. Programmed Machines installation by Maurizio Bolognini.jpg
Sealed Computers (Nice, 1997). This installation uses computer codes to create endless flows of random images which will never be accessible for viewing.

— the possibility of delegating his artistic action to the infinite time of the machine, such as in his Programmed Machines. From the beginning (1988), this series introduced the concept of infinity into his work, [5] and focused on "the experience of the disproportion (and disjunction) between artist and the artwork, which is made possible by computer-based technologies"; [6]

— the space-time flows of technological communication, and the interplay of geographical and electronic space, which gave rise to works such as Altavista (1996), [7] Antipodes (1998), [8] and Museophagia (1998–99), in which the use of web-based communication flows focused on their physical infrastructure and was often combined with actions taken over long distance travels; [9]

— the introduction of new forms of interactivity based upon structured communication techniques and e-democracy, which he used in works such as the CIMs (Collective Intelligence Machines, since 2000) [10] and ICB (Interactive Collective Blue, 2006). [11]

Some of these works were developed through intense cooperation with Artmedia, the Laboratory of the Aesthetics of Media and Communication, University of Salerno, and the Laboratory Museum of Contemporary Art (MLAC), Sapienza University of Rome. In 2003 the MLAC published a monograph book on Bolognini's work. [12] In 2004 Artmedia organized a show which was aimed to highlight a European tendency in new media art, based on the concept of the technological sublime. The show included works by Roy Ascott (English), Maurizio Bolognini (Italian), Fred Forest (French), Richard Kriesche (Austrian) and Mit Mitropoulos (Greek). [13]

Programmed Machines / Sealed Computers

SMSMS-SMS Mediated Sublime/CIM series (computer, audience cell phones, video projector), Imola, Italy, 2006: an interactive installation that aims to involve the audience in the experience of the manipulation and consumption of the technological sublime. IMOLAG.JPG
SMSMS-SMS Mediated Sublime/CIM series (computer, audience cell phones, video projector), Imola, Italy, 2006: an interactive installation that aims to involve the audience in the experience of the manipulation and consumption of the technological sublime.

In 1988, Bolognini began using personal computers to generate flows of continuously expanding random images. In the 1990s, he programmed hundreds of these computers and left them to run ad infinitum (most of these are still working now). About his Programmed Machines he wrote: "I do not consider myself an artist who creates certain images, and I am not merely a conceptual artist. I am one whose machines have actually traced more lines than anyone else, covering boundless surfaces. I am not interested in the formal quality of the images produced by my installations but rather in their flow, their limitlessness in space and time, and the possibility of creating parallel universes of information made up of kilometres of images and infinite trajectories. My installations serve to generate out-of-control infinities." [14]

The Programmed Machines (and in particular the Sealed Computers, since 1992, whose monitor buses are closed with wax and whose graphic outputs cannot be displayed) [15] are considered among his most significant works. [16] These Machines were exhibited in many museums and art galleries, in Europe and the United States. In 2003 some sixty Machines were exhibited in three simultaneous shows arranged at the Laboratory Museum of Contemporary Art in Rome, the CACTicino Center for Contemporary Art in Switzerland, and the Williamsburg Art & Historical Center in New York. In 2005 the Villa Croce Museum of Contemporary Art, Genoa, dedicated a retrospective and a monograph to these works. [17]

Since 2000, Bolognini has concentrated on combining the Programmed Machines with communication devices, as in the Collective Intelligence Machines. These are interactive installations connecting some of his generative machines to the mobile telephone network, [18] to allow a real-time Delphi-like interaction by members of the public. These installations delegate choices to both electronic devices and processes of communication and e-democracy with the aim of involving the audience in new forms of “generative, interactive and public art”. [19]

Maurizio Bolognini's work has been considered relevant to the theory of the technological sublime [20] and the aesthetics of flux (as opposed to the aesthetics of form), [21] and has been seen as a further development of conceptual art within neo-technological art. [22]

See also

Related Research Articles

Digital art Collective term for art that is generated digitally with a computer

Digital art is an artistic work or practice that uses digital technology as part of the creative or presentation process. Since the 1960s, various names have been used to describe the process, including computer art and multimedia art. Digital art is itself placed under the larger umbrella term new media art.

Interactive art

Interactive art is a form of art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art installations achieve this by letting the observer or visitor "walk" in, on, and around them; some others ask the artist or the spectators to become part of the artwork.

Conceptual art, also referred to as conceptualism, is art in which the concept(s) or idea(s) involved in the work take precedence over traditional aesthetic, technical, and material concerns. Some works of conceptual art, sometimes called installations, may be constructed by anyone simply by following a set of written instructions. This method was fundamental to American artist Sol LeWitt's definition of conceptual art, one of the first to appear in print:

In conceptual art the idea or concept is the most important aspect of the work. When an artist uses a conceptual form of art, it means that all of the planning and decisions are made beforehand and the execution is a perfunctory affair. The idea becomes a machine that makes the art.

Generative art Art created by a set of rules, without human intervention.

Generative art refers to art that in whole or in part has been created with the use of an autonomous system. An autonomous system in this context is generally one that is non-human and can independently determine features of an artwork that would otherwise require decisions made directly by the artist. In some cases the human creator may claim that the generative system represents their own artistic idea, and in others that the system takes on the role of the creator.

Software 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, Transmediale (Berlin), Prix Ars Electronica (Linz) and readme have devoted considerable attention to the medium and through this have helped to bring software art to a wider audience of theorists and academics.

Electronic art

Electronic art is a form of art that makes use of electronic media. More broadly, it refers to technology and/or electronic media. It is related to information art, new media art, video art, digital art, interactive art, internet art, and electronic music. It is considered an outgrowth of conceptual art and systems art.

Information art, which is also known as informatism or data art, is an emerging art form that is inspired by and principally incorporates data, computer science, information technology, artificial intelligence, and related data-driven fields. The information revolution has resulted in over-abundant data that are critical in a wide range of areas, from the Internet to healthcare systems. Related to conceptual art, electronic art and new media art, informatism considers this new technological, economical, and cultural paradigm shift, such that artworks may provide social commentaries, synthesize multiple disciplines, and develop new aesthetics. Realization of information art often take, although not necessarily, interdisciplinary and multidisciplinary approaches incorporating visual, audio, data analysis, performance, and others. Furthermore, physical and virtual installations involving informatism often provide human-computer interaction that generate artistic contents based on the processing of large amounts of data.

Sublime (philosophy) Quality of greatness

In aesthetics, the sublime is the quality of greatness, whether physical, moral, intellectual, metaphysical, aesthetic, spiritual, or artistic. The term especially refers to a greatness beyond all possibility of calculation, measurement, or imitation.

Joseph Nechvatal American artist (born 1951)

Joseph Nechvatal is an American post-conceptual digital artist and art theoretician who creates computer-assisted paintings and computer animations, often using custom-created computer viruses.

Fred Forest is a French new media artist making use of video, photography, the printed press, mail, radio, television, telephone, telematics, and the internet in a wide range of installations, performances, and public interventions that explore both the ramifications and potential of media space. He was a cofounder of both the Sociological Art Collective (1974) and the Aesthetics of Communication movement (1983).

Caterina Davinio

Caterina Davinio is an Italian poet, novelist and new media artist. She is the author of works of digital art, net.art, video art and was the creator of Italian Net-poetry in 1998.

Communication Aesthetics was devised by Mario Costa and Fred Forest at Mercato San Severino in Italy in 1983. It is a theory of aesthetics calling for artistic practise engaging with and working through the developments, evolutions and paradigms of late twentieth century communications technologies. Observing the emerging supremacy of networks over subjects, it called for an artistic approach that was both adapted to, and invested in this changing techno-social arena.

Systems art

Systems art is art influenced by cybernetics, and systems theory, that reflects on natural systems, social systems and social signs of the art world itself.

Mario Costa (philosopher) Italian philosopher

Mario Costa is an Italian philosopher. He is known for his studies of the consequences of new technology in art and aesthetics, which introduced a new theoretical perspective through concepts such as the "communication aesthetics", the "technological sublime", the "communication block", and the "aesthetics of flux".

New media art

New media art includes artworks designed and produced by means of new media technologies, comprising virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts. This emphasis on medium is a defining feature of much contemporary art and many art schools and major universities now offer majors in "New Genres" or "New Media" and a growing number of graduate programs have emerged internationally. New media art may involve degrees of interaction between artwork and observer or between the artist and the public, as is the case in performance art. Yet, as several theorists and curators have noted, such forms of interaction, social exchange, participation, and transformation do not distinguish new media art but rather serve as a common ground that has parallels in other strands of contemporary art practice. Such insights emphasize the forms of cultural practice that arise concurrently with emerging technological platforms, and question the focus on technological media, per se.

Artmedia was one of the first scientific projects concerning the relationship between art, technology, philosophy and aesthetics. It was founded in 1985 at the University of Salerno. For over two decades, until 2009, dozens of projects, studies, exhibitions and conferences on new technologies made Artmedia a reference point for many internationally renowned scholars and artists, and contributed to the growing cultural interest in the aesthetics of media, the aesthetics of networks, and their ethical and anthropological implications.

The Poietic Generator is a social-network game designed by Olivier Auber in 1986 and developed from 1987 under the label free art thanks to many contributors. The game takes place within a two-dimensional matrix in the tradition of board games and its principle is similar to both Conway's Game of Life and the surrealists' exquisite corpse.

Olivier Auber is a French independent artist and researcher. He is best known for his project "Poietic Generator" and for having introduced the concept of "Digital Perspective" in the fields of network theory, art and digital humanities.

Natan Karczmar

Natan Karczmar, is a cultural event promoter, book and magazine publisher, theater producer, photographer and painter.

Post-conceptual, postconceptual, post-conceptualism or postconceptualism is an art theory that builds upon the legacy of conceptual art in contemporary art, where the concept(s) or idea(s) involved in the work takes some precedence over traditional aesthetic and material concerns. The term first came into art school parlance through the influence of John Baldessari at the California Institute of the Arts in the early 1970s. The writer Eldritch Priest, specifically ties John Baldessari's piece Throwing four balls in the air to get a square from 1973 (in which the artist attempted to do just that, photographing the results, and eventually selecting the best out of 36 tries as an early example of post-conceptual art. It is now often connected to generative art and digital art production.

References

  1. Andreas Broeckmann (2016), Machine Art in the Twentieth Century, Cambridge Ma: MIT Press, ISBN   9780262035064 , pp. 1, 6, 115-116.
  2. Mario Costa (2003), New Technologies. Artmedia, University of Salerno, Museo del Sannio, pp. 7-12.
  3. Maurizio Bolognini, "De l'interaction à la démocratie. Vers un art génératif post-digital" / "From interactivity to democracy. Towards a post-digital generative art", Artmedia X Proceedings, Paris, 2010. Also in Ethique, esthétique, communication technologique, Edition L'Harmattan. Paris, 2011, pp. 229-239.
  4. Simonetta Lux (2007), Arte ipercontemporanea (in Italian), Rome: Gangemi Editore, ISBN   978-88-492-1114-6 , pp. 480-481.
  5. Sandra Solimano (ed.) (2005), Maurizio Bolognini. Programmed Machines 1990-2005, Genoa: Villa Croce Museum of Contemporary Art, Neos, ISBN   88-87262-47-0 CS1 maint: extra text: authors list (link).
  6. Maurizio Bolognini (2008), Postdigitale, Rome: Carocci Editore, p. 24.
  7. Fred Forest (2008), Art et Internet (in French), Paris: Cercle d'art, ISBN   978-2-7022-0864-9 , pp. 67-71.
  8. Vincenzo Cuomo, "L’altro nella rete", Kainós, 2, 2003.
  9. Derrick de Kerckhove, "Museophagia - The art gallery in the age of its digital reproduction", in Piero Cavellini (ed.) (1999), Maurizio Bolognini. Raptus, Brescia: Nuovi Strumenti, pp. 19-25.
  10. Maurizio Bolognini, "De l'interaction à la démocratie. Vers un art génératif post-digital" / "From interactivity to democracy. Towards a post-digital generative art", Artmedia X Proceedings. Paris, 2010.
  11. Maurizio Bolognini (2008), Postdigitale, Rome: Carocci Editore, pp. 20-21.
  12. Domenico Scudero (ed.) (2003), Maurizio Bolognini: installazioni, disegni, azioni (in Italian), Rome: Lithos, ISBN   88-86584-71-7 CS1 maint: extra text: authors list (link).
  13. Mario Costa (2003), New Technologies: Ascott, Bolognini, Forest, Kriesche, Mitropoulos. Artmedia, University of Salerno, Museo del Sannio.
  14. Sandra Solimano (ed.) (2005), Maurizio Bolognini. Programmed Machines 1990-2005, Genoa: Villa Croce Museum of Contemporary Art, Neos, p. 15.
  15. "The complete inaccessibility of the vast quantity of visual imagery created by the work references a technological sublimity of the void beneath the digital world”, according to Garfield Benjamin (2016), The Cyborg Subject. Reality, Consciousness, Parallax, London: Palgrave Macmillan, ISBN   978-1-137-58448-9 , p. 86.
  16. Andreas Broeckmann, "Image, Process, Performance, Machine: Aspects of an Aesthetics of the Machinic", in Oliver Grau (ed.) (2007), Media Art Histories, Cambridge: MIT Press, ISBN   0-262-07279-3 CS1 maint: extra text: authors list (link), pp. 204-205. Andreas Broeckmann, "Software Art Aesthetics", in David Olivier Lartigaud (ed.) (2008) (in French), Art orienté programmation. Paris: Sorbonne University. Inke Arns (2005), "Code as Performative Speech Act" Archived 2010-08-01 at the Wayback Machine , Artnodes, 5, Open University of Catalonia. Mario Costa (2006), Dimenticare l’arte (in Italian), Milan: Franco Angeli, ISBN   978-88-464-6364-7 , pp. 137-138. Simonetta Lux (2007), Arte ipercontemporanea, Rome: Gangemi Editore, pp. 374-393. Domenico Scudero (ed.) (2003), Maurizio Bolognini: installazioni, disegni, azioni, Rome: Lithos, pp. 9-49. Andres Ramirez Gaviria (2004), Approaches in Multimedia Art, New York: New York Arts Books, pp. 33-35. Pedrini, E. (ed.) (2003), Maurizio Bolognini: Between Utopia and Infochaos, New York: Williamsburg Art & Historical Center. Mario Costa (2007), L'oggetto estetico e la critica (in Italian), Salerno: Edisud, ISBN   978-8896-15-4 , pp. 31-43. Mario Costa, Vittorio Cafagna (2005), Phenomenology of New Tech Arts, Artmedia, University of Salerno, Department of Philosophy, Department of Mathematics and Informatics, pp. 18-20. Robert C. Morgan, "Maurizio Bolognini: The Problematic of Art", Luxflux, 4, 2004, pp. 94-101.
  17. Sandra Solimano (ed.) (2005), Maurizio Bolognini. Programmed Machines 1990-2005, Genoa: Villa Croce Museum of Contemporary Art, Neos.
  18. Maurizio Bolognini, "The SMSMS Project: Collective Intelligence Machines in the Digital City", Leonardo/MIT Press, 37/2, 2004, pp. 147-149; Maurizio Bolognini, "Infoinstallations et ville numérique", Ligeia. Dossiers sur l’art, 45-48. Paris, 2003, pp. 57-60.
  19. Maurizio Bolognini (2010), "De l'interaction à la démocratie. Vers un art gėnėratif post-digital", Artmedia X Proceedings, Paris. See also C. Hope, J. Ryan (2014), Digital Arts. An Introduction to New Media, New York: Bloomsbury, ISBN   9781780933290 , ch. 9: “Maurizio Bolognini revises the very notion of a digital device to encompass hardware, software and the public. Postdigital artists see digital devices as enmeshed in social processes and patterns. […] New modes of participation offer a variety of possibilities for digital art in which there is a shift from weak modes of public interaction to stronger modes that promote democracy and public decision-making. To be sure, digital art in the future will utilize participatory technologies and mobile communications to a greater extent.”
  20. (2003), Mario Costa, New Technologies: Ascott, Bolognini, Forest, Kriesche, Mitropoulos, Artmedia, University of Salerno, Museo del Sannio, pp. 7-12; Andreas Broeckmann, "Software Art Aesthetics", in David Olivier Lartigaud (ed.) (2008), Art orienté programmation, Paris: Sorbonne University.
  21. Mario Costa (2006), Dimenticare l’arte, Milan: Franco Angeli; Mario Costa (2010), Arte contemporanea ed estetica del flusso (in Italian), Vercelli: Edizioni Mercurio, ISBN   978-88-95522-61-6 , pp. 123-124.
  22. Sandra Solimano, "Metaphors and Moves", in Maurizio Bolognini. Personal Infinity, Brescia: Nuovi Strumenti, pp. 17-18; Robert C. Morgan, "Maurizio Bolognini: The Problematic of Art", Luxflux, 4, 2004, p. 96.