Timothy Binkley

Last updated

Timothy Binkley
Professor Timothy Binkley (born 1943).jpg
Timothy Binkley in Greenwich Village, NY (1995).
Born (1943-09-14) September 14, 1943 (age 80)

Timothy Binkley (born Timothy Glenn Binkley on September 14, 1943, in Baltimore, MD), is an American philosopher, artist, and teacher, known for his writings about conceptual art and aesthetics, as well as several essays that helped to define computer art. He is also known for his interactive art installations from the late 1980s and early 1990s.

Contents

Overview

Timothy Binkley studied mathematics at University of Colorado at Boulder, earning a B.A. (1965) and an M.A. (1966). His doctorate in philosophy, from the University of Texas at Austin (1970), explored Ludwig Wittgenstein's use of language.

Binkley has taught at several colleges and universities in the United States. He taught philosophy at the University of Notre Dame for three years before moving to New York. He was subsequently hired to chair the Humanities Department at the School of Visual Arts, which under his leadership became the Humanities and Science Department. In 1982 he initiated the first computer art courses, which led to formal graduate and undergraduate programs in computer art. He went on to chair the MFA Computer Art program, the first of its kind in the country. [1]

In 1992, he founded the New York Digital Salon, [2] [3] an international exhibition of computer art.

His work has been supported by a number of grants, including from the Ford Foundation and the National Endowment for the Humanities.

Philosophy

Binkley postulates that 20th-century art is a strongly self-critical discipline, which creates ideas free of traditional piece-specifying conventions including aesthetic parameters and qualities. If an artwork is a piece, that piece isn't necessarily an aesthetic object—or an object at all. Binkley states that anything that can be thought about or referred to can be labeled an artwork by an artist. [4] [5] [6]

Binkley argues that the computer is neither a medium nor a tool, [7] [8] since both media and tools have inherent characteristics that can be explored through an artist's gestures or physical events for mark-making. Instead, the computer is a chameleon-like or even promiscuous assistant, whose services can be applied to any number of tasks and whose capabilities can be defined endlessly from application to application. Binkley refers to the computer as a non-specific technology and an incorporeal metamedium. Yet the computer contains phenomena not found in other media: namely, a conceptual space where symbolic content can be modified using mathematical abstractions. The notion of an “original” and its consequent value are considered irrelevant, obsolete, or inapplicable to computer art. [9]

Binkley's philosophy extends beyond art and aesthetics to culture itself, whose foundations he believes we are overhauling through our involvement with computers. [10] [11] [12]

Several of his essays have been translated into French, and his most-cited essay, "Piece: Contra Aesthetics," has been anthologized repeatedly, most recently in 1996 in Aesthetics in Perspective, edited by Katherine Higgins.

Art and Software

Since the late 1980s, Binkley has exhibited his interactive art in the United States, Europe, South America, and Asia. [13] [14] His 1994 work Rest Rooms was a prescient exploration of changing expectations around privacy and gender in public rest rooms at the dawn of the internet age. In this installation, two rest rooms were networked together with video cameras so that people in the two space could talk to each other. There was also a virtual space that allowed the users to draw or write together in real time.

Books of Change (1993) was a slightly tongue-in-cheek take on the morphing software that was just becoming popular in the early 1990s. In this installation, users could interject their own image between two entirely different images (for example, a frog and a car). The resulting morph between the three images could then be output as a flip book.

In 1991, Binkley created Watch Yourself, his most exhibited interactive artwork. Here, users stand in front of a screen and attempt to intersect their image with an image fragment (often a picture frame) that is slowly falling down the screen. Once their image is thus captured, it gets placed inside the famous painting from which the image fragment came. Through this virtual iconoclasm, the users become subjects in paintings they have only known as viewers.

Binkley has also created stand-alone software. In 1992, he published Symmetry Studio, an application for creating and learning about visual symmetries. Developed for early Macintosh computers in collaboration with the artist John F. Simon Jr., it came with a handbook. Then, in 1996, he founded the company TR Squared with film producer Ron Kastner to create computer games targeted to women and girls.

Bibliography

Books

Selected articles

Exhibitions

Personal life

Binkley is married to artist and author Sonya Shannon and has a daughter Shelley Binkley, M.D., from a previous marriage to Sue Binkley Tatem.

Related Research Articles

Computer art is art in which computers play a role in the production or display of the artwork. Such art can be an image, sound, animation, video, CD-ROM, DVD-ROM, video game, website, algorithm, performance or gallery installation. Many traditional disciplines are now integrating digital technologies and, as a result, the lines between traditional works of art and new media works created using computers has been blurred. For instance, an artist may combine traditional painting with algorithm art and other digital techniques. As a result, defining computer art by its end product can thus be difficult. Computer art is bound to change over time since changes in technology and software directly affect what is possible.

<span class="mw-page-title-main">Electronic art</span> Art that uses or refers to electronic media

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 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.

<span class="mw-page-title-main">Manfred Mohr</span> German artist (b.1938)

Manfred Mohr is a German artist considered to be a pioneer in the field of digital art. He has lived and worked in New York since 1981.

<span class="mw-page-title-main">Karl Sims</span> Computer graphics artist

Karl Sims is a computer graphics artist and researcher, who is best known for using particle systems and artificial life in computer animation.

<span class="mw-page-title-main">Toshio Iwai</span> Japanese artist

Toshio Iwai is a Japanese interactive media and installation artist who has also created a number of commercial video games. In addition he has worked in television, music performance, museum design and digital musical instrument design.

Lillian F. Schwartz is an American artist considered a pioneer of computer-mediated art and one of the first artists notable for basing almost her entire oeuvre on computational media. Many of her ground-breaking projects were done in the 1960s and 1970s, well before the desktop computer revolution made computer hardware and software widely available to artists.

Simon Graeme Penny is an Australian artist, theorist, curator and teacher in the fields of digital cultural practices, embodied interaction and interactive art.

<span class="mw-page-title-main">Rebecca Allen (artist)</span> American digital artist

Rebecca Allen is an internationally recognized digital artist inspired by the aesthetics of motion, the study of perception and behavior and the potential of advanced technology. Her artwork, which spans four decades and takes the form of experimental video, large-scale performances, live simulations and virtual and augmented reality art installations, addresses issues of gender, identity and what it means to be human as technology redefines our sense of reality.

Kathy Smith is an Australian independent animator, painter, new media artist, and Professor with the USC School of Cinematic Arts. Smith chaired the John C. Hench Division of Animation & Digital Arts from 2004 - 2009 & 2010 - 2014.

Mario Canali is an Italian digital artist and painter. He began his artistic career in 1975 as a painter. Shortly thereafter, he turned his attention to electronic and digital art and is considered one of the pioneers of that art form.

<span class="mw-page-title-main">Maurizio Bolognini</span>

Maurizio Bolognini is a post-conceptual media artist. His installations are mainly concerned with the aesthetics of machines, and are based on the minimal and abstract activation of technological processes that are beyond the artist's control, at the intersection of generative art, public art and e-democracy.

Paul Sermon was born 23 March 1966, in Oxford, England. Since September 2013 he has worked as Professor of Visual Communication in the Faculty of Arts at the University of Brighton.

<span class="mw-page-title-main">New media art</span> Artworks designed and produced by means of electronic media technologies

New media art includes artworks designed and produced by means of electronic media technologies. It comprises virtual art, computer graphics, computer animation, digital art, interactive art, sound art, Internet art, video games, robotics, 3D printing, immersive installation and cyborg art. The term defines itself by the thereby created artwork, which differentiates itself from that deriving from conventional visual arts such as architecture, painting or sculpture.

Julie Andreyev is a Vancouver-based multidisciplinary artist whose practice explores themes of animal agency and consciousness. Her ongoing Animal Lover work explores nonhuman animal agency and creativity through modes of interspecies collaboration and aleatoric methods. The Animal Lover projects seek to contribute towards an ethic of compassion and regard for the intrinsic worth of other-than-human individuals. She was born in Burnaby, British Columbia.

Tiffany Holmes is an American new media artist and educator. She is based in Chicago, Illinois.

<span class="mw-page-title-main">Ernest Edmonds</span> British artist

Ernest Edmonds is a British artist, a pioneer in the field of computer art and its variants, algorithmic art, generative art, interactive art, from the late 1960s to the present. His work is represented in the Victoria and Albert Museum, as part of the National Archive of Computer-Based Art and Design.

Jane Veeder is an American digital artist, filmmaker and educator. She is a professor at San Francisco State University in the Department of Design and Industry, at which she held the position of chair between 2012 and 2015. Veeder is best known for her pioneering work in early computer graphics, however she has also worked extensively with traditional art forms such as painting, ceramics, theatre, and photography.

<span class="mw-page-title-main">Behnaz Farahi</span> Iranian-born American architect and designer

Behnaz Farahi is an Iranian-born American interdisciplinary designer and educator whose work melds architecture, fashion, interaction design, computational design, wearable technology and the human body. Her designs often explore the possibilities of human interaction with the environment and how technology can facilitate this interplay. Her work engages with the human body's relationship to its surroundings and how wearable technology can respond to, or be influenced by stimuli such as human emotions or environmental factors. Leveraging technology and art, Farahi's works are commentaries on power dynamics, society, and identity, frequently drawing inspiration from her cultural background and Western theories and practices, underpinned by theoretical concepts including socio-political feminist theory and anthropology.

<span class="mw-page-title-main">Victor Acevedo</span> American digital artist

Victor Acevedo is an American artist best known for his digital work involving printmaking and video. He was introduced to computer graphics in 1980 while attending Gene Youngblood's survey class (based on his book Expanded Cinema) at Art Center College of Design in Pasadena, California.

References

  1. "Salon's Digital Art Ends Up Flat." Mirapaul, Matthew. The New York Times , "Technology | Cybertimes", November 13, 1997.
  2. "The Stone Age of the Digital Arts", Malina, Roger. Leonardo. New York Digital Salon, 10th Anniversary Catalogue.
  3. "Meta-Forms", Toni Dove, Dolores Zorreguita, et al., Franklin Furnace, April 2002: Colgate University, Hamilton, NY.
  4. Aesthetics: Problems in the Philosophy of Criticism, Monroe Beardsley, 1st ed., 1958; 2nd ed., 1981
  5. Levinson, Jerrold. "Philosophical Aesthetics: An Overview." In The Oxford Handbook of Philosophy, ed. Jerrold Levinson. Oxford University Press, 2003 pp. 14-15.
  6. Davies, David. "Medium in Art," In The Oxford Handbook of Philosophy, ed. Jerrold Levinson. Oxford University Press,pp. 189-91.
  7. "The Erl King and its Digital Emulation", Weinbren, Grahame. Martha Kinder and Tara McPherson (eds.), Interactive Frictions, University of California Press, (2011).
  8. "Computer Art Thesis: A Critical Examination of Computer Art", Lambert, Nick. (2010)
  9. Van Der Meulen, Sjoukje. The Problem of Media in Contemporary Art Theory, (2009): Columbia University.
  10. Rosen, Philip. Change Mummified: Cinema, Historicity, Theory, University of Minnesota Press, (2001). ISBN   978-0-8166-3637-2.
  11. Review of Kathleen Higgins, ed., "Aesthetics in Perspective", (Harcourt Brace, 1996), Reviewed by Albert Hayward.
  12. Livingston, Paisley. The Routledge Companion to Philosophy and Film. 2009: Taylor & Francis US, ISBN   978-0-415-77166-5, pp. 77.
  13. PIX 1, November 1993, Published by Ilona Halberstadt, supported by The Arts Council of Great Britain, ISBN   9780952537021
  14. Fox, Marilyn J. "Technology as a Means to an End".
  15. Marchese, Suzanne M. and Francis T. Marchese. “Digital Media and Ephemeralness: Art, Artist, and Viewer.” Leonardo, Vol. 28, No. 1, pp. 433–435, (1995).