Art 'Political Compass'

Last year I created a art version of a political compass, if you have never heard of a political compass before, it is an imperfect guide to what political system your beliefs align with.
the test can be taken here: www.politicalcompass.org/test




Example of a 'Political Compass' Source: www.politicalcompass.org

Above is the basic layout of political compass, and below is the Artistic version; the X axis has originally left and right alignments in the political compass has been replaced with 'Documentation' as the far right and 'Expressive' on the far left, and the Y axis has replaced 'Libertarian' at the bottom with 'Abstract' and 'Authoritarian' at the top with 'Realistic'.
Each of these Axis refers to the style and conceptual ideal surrounding your art, for a better understanding of the different alignments there must be a list of definitions for the words here used, otherwise confusions may be made;

Realistic - Art that is Figurative or depicts images and objects that exist.

Abstract - Non-representational of anything that exists.

Expressive - Art that is made to appeal to or display the emotions of the Viewer or Artist. (Hot art)

Documentation - Art that is focused on pure data or process. (Cold art)

for an exact chart definitions of each area should be carefully explained, for example the area marked 'Surrealist' may not refer to the Surrealist movement as that wold create a confusion as there are many artists concerned with the movement each with different ideas, instead 'Surrealist' in this case refers to a style that is somewhat a 'Documentation' and somewhat 'Realistic' but not extremely so, the work of Paul Delvaux may fit this area.


Jesse Willesee - The Commercialization of Culture

Pictured: Jesse Willesee
Jesse Willesee is an artist from Sydney Australia; He is a self-described anarchist and ‘controversial artist’, his work combines pop culture, social issues and audience interactivity. his work is inspired by images of pop culture circulated within social media sites such as Tumblr.com and instagram.com.
He is best known for his interactive works he calls ‘seven hundred photos’ which reveal the importance of symbolism within a late capitalist society. These exhibitions are created in rented hotel rooms filled with models who pose for the viewers (of whom almost all are photographers) the scenes are highly stylized and idealized.

The photos from these exhibitions expose the absurd relationship between the real and the illusion, and expose our obsession with the fantasy surrounding fashion. Due to a rise in the availability of inexpensive semi-professional photography equipment there is also a rise in hobby artists which creates a need to redefine the idea of what it is to be a traditional artist. Jesse’s work creates a platform for artwork to be created and fulfills the desire for hobby artists to create work. 
This is demonstrated when Willesee says: 
“I realized everyone had a camera and nothing to shoot. That’s where the idea for Seven Hundred Photos started.”

Simulacrum, Simulation and the Real within Digital Systems.

In 'Simulacrum' Michael Camille suggests an alternative view of modernism, and in fact all of art history, one 'which incorporates the notion of the simulacrum'.2 That is, a history which follows the progression and understanding or development of art and simulations. He explains that the tradition of art is a 'conquest of the real'.3 He also states there are implications of this understanding to our existing system of documenting art history; such as its destruction of the conceptual value of highly regarded artworks which consider themselves as a 'realistic' representation, and the change from the emphasis on 'original' works; as there can be no original in a system of simulations, and so many works and artists considered fundamental to the development of movements within modernism would be placed into a wider chronological understanding of representation of simulations within art. Artists operate inside the established system of 'art', but when discussing new digital mediums and artworks created within them, particular issues arise and begin to question this established system. Questioning the system also questions the role of the artists. Perhaps, it could be said that it is the role of the artist to question the established system. It is not rather the role of the artist to question the system or even their duty, as will be discussed; this is simply the nature of the medium, due to the way it operates and these conceptual its effect within the current system of art. This essay will discuss the the work of two digital artists whose work particularly focuses on revealing the simulacrum of the internet: 'Glitchr' an alias for Laimonas Zakas a New media artist from Vilnius, Lithuania, whose artwork has been described as Glitch art, glitch graffiti, Hacker art, performance art, computer art and digital art, yet none of these names are suitable to fit his style of work. Aspects of his work can also be deemed subversive to the current system of understanding art work.

Mark Napier, 'Riot' - Source: http://marknapier.com/
Glitchr's works are created by exploiting holes within popular social media sites, in particular Facebook.com where Glitchr manifests as a alias in the form of the pre-set layout of a fan page within the site.4 It allows for users to like and follow the page almost as if experiencing a performance artist, and Glitchr's artworks use the uniform paradigm of a 'status update' which is a short and usually direct micro blog. This allows users to discuss their thoughts, location, or other forms of information.5 The artist creates these glitches through exploitation of html coding, diacritic marks and unicode characters, which create an erratic crawling of symbols across the users screen over other rigid elements on the page. His works can be likened to splatters of paint which boldly destroy the modular uniform layout of the surrounding social network platform. Another artist and pioneer of digital and Internet New media art is Mark Napier. His works 'Shredder' 1998 and 'Riot' 1999 are examples of 'Browser Art' in which the artist appropriates the format of a web browser but modifies the programming so that web pages become scrambled messes.6 The browser operates in the same way and resembles the format of a browser, except that the elements such as text, images and the general layout are mashed together and overlaid. This creates a jumbled image that distorts the original intention and meaning, and the final images resemble a wild new media version of an abstract expressionist work. Napier's work plays upon our understanding of the uniform and rigid layout of a web page, and its contents.

Facebook Login - Source: www.flickr.com
When Michael Camille writes about a 'new real' he explains that it is a creation of a world of simulacrum. We live now more than ever in 'the age of mechanical reproduction' as stated by Walter Benjamin in his famous essay of the same name. This 'age' has been created through new technologies which allow for a faster circulation of information, in particular the Internet and social media sites are leading to an increasing blur between what is real and what is a simulation of the real. Simulacrum is increasingly becoming a part of our understanding of ourselves and our world though social media. This becomes obvious when we begin to look at the statistics, as every statistic contributed towards social media becomes a simulation either in text or image of the 'real'. For example the average amount of images uploaded to Flickr.com per minute is 3,000. That is 3,000 simulations of life via a photo per minute. The average amount of tweets per day 190 million, and the total number of monthly active Facebook users at 1,310,000,0007. These statistics are proof of our need to continuously create and consume content in these online communities. Social media also intentionally tries to replicate and replace life. A clear confirmation of this is Facebook's tag line: “Facebook helps you connect and share with the people in your life.8The 'reality' or Camille's 'New Real' in this media is created through words and images. Wide access to these platforms, as well as cheaply available equipment with which we can access these platforms, (the peak of this being the personal mobile phone, which can now take photos and access the Internet simultaneously) allows us to upload and interact with online communities from anywhere. In the book 'Everyone is a Designer in the Age of Social Media', Alex Galloway state that “we regularly adapt our behaviours [to new technologies] and thus, in a matter of speaking, human action is controlled by technological systems.”9 We have moved to a mode of Hyperreality, and it has become impossible to seperate the world of online simulations from reality. 

glitchr
Figure 1 - Work of Glitchr; Source: http://pl41nt3xt.com/artists/glitchr_artwork.html
Michael Camille references Hal Foster's contention that abstract painting is far less subversive to our current teaching of traditional art than usually thought.10 This is particularly apparent when we study the movement of Post-painterly Abstraction. Both Glitchr and Mark Napier are a contemporary example of the post-painterly abstractionists, as post painterly abstractionists sought to remove illusion or figuration from their paintings.11 Glitchr and Mark Napier both work within the formative elements of the medium, with particular interest in creating a 'glitch', letting the medium not the artist decide the final form of the work. In fact, it can be argued that within the social networks that Glitchr uses, his works are the only real that exists, as all other surroundings ie. Status updates, photos and advertising are simulations of life. Glitchr's work acts as a rift in the system, spewing out nonsense across the page format trying to reclaim the reality of the medium (Refer to figure 1.) Similarly the 'Browser Art' of Mark Napier such as 'Riot' 1999 destroy the way we interact with images and information on the Internet. They question the form and content by breaking the code that constructs the sites, and by disturbing the layout Napier is able to split the simulation from the medium and reveal to us the falsehood of images and our accepted 'reality'. Within a world of simulations Glitchr and Napier's works are merely an exploitation of the system and medium it operates within.
Digital artworks produce a number of problems when analysed by our traditional standards. Michael Camille states that traditional art history places a heavy emphasis upon the “originality” of certain works,12 that is, a particular work being the original or the first from which all other copies are derived. In comparison to the tradition of painting, where there can only be one original from which the copies are created, digital artworks have no original. Our traditional value system has a hierarchy. Usually associated with a fetishism of the 'original', this relies on proving the originality of one work over the other reproductions.13 We can see this in the way many popular galleries assert the originality of their owned works (although this assertion can be somewhat problematic.) This is due to capitalism being reliant on our value in the conceptional understanding of the 'original' work of art. Camille contends in his essay that the tactics of the art gallery are similar to a supermarket by stating “art museums and their spaces and the shopping mall, similarly both respond to and stimulate the strategies for undermining the real”.14 While many two-dimensional forms of art resolve the issue of the originality of an artwork, digital art begs us to question our system of value in the original artwork. Glitchr's and Mark Napier's artworks are unbound to an 'original', and exists only within their many copies. While the artworks exist as an image on your screen or as a print, they also exist simultaneously in the same manner on multiple screens in different environments. In both cases, the work becomes tailored to the user, the situations surrounding the works and the environment in which it is viewed. For example Glitchr's work is displayed within Facebook.com, surrounded by 'status updates', images and adverts that are tailored by the user's personal life, and as with Mark Napier's work, the image is dependant on the site being visited and the users web history. Both works can be accessed and viewed through the world wide web and can be displayed on a computer monitor in the viewers home. In this situation the work would be framed by the viewers personal items and surroundings. Through the Internet, art works have become transmittable, and because of this the same work can take many vastly different forms. Digital art begins to undermine the very need for contemporary Galleries, as digital art can exist outside of the gallery space and is able to reach a wider audience through the Internet. If these works were to be displayed in a gallery it may destroy their original intention, as they are created with the intention to be viewed in your own environment; in the framework of the viewers life. These artworks are shaped by our own online and real lives.
How can we value digital art and can it be bought or sold? To value it in the existing understanding, we must first define what part or existence of the work is the 'original' and in what form it manifests as a tangible object. For now lets talk of the existence of the 'original' within the digital work then delve deeper into what form it manifests as. It becomes impossible to derive where the original exists in a digital artwork because the works become reproduced in so many different representations. The problematic nature of digital art is that each copy from the original is equivalent in content as the original, to the point when the original cannot be distinguished from the copy. This condition of the digital medium is detrimental for our current value system, because there is no way to distinguish the original from the copy and so all versions of the artwork have the same value. In what form does a digital artwork manifest, What does the digital art of Glitchr or Napier actually exists as? For example does it simply exist as the image displayed on our screen? Or is it perhaps the programming or the code that creates Glitchr's status's? Maybe it is the binary language formed within the computer which creates the program for Napier's browsers to run within? Does it exist within the electrical impulses of the computer? Perhaps the hardware?  The question of the place where these artworks exist is an important factor when talking about artworks in terms of simulations. Digital artworks exist only as simulations, in fact as simulations within more simulations. With so many reproductions of Glitchr's or Napier's artwork we lose the tangible 'original' in the artworks. This creates a problem with the traditional value system, because how can a intangible work have a monetary value?.
In conclusion, artists interest in new technologies is not limited to curiosity with a new medium but also how the medium can effect our established social and art system. If we discuss the tradition of art as a continued dialogue of simulations and simulacrum then it is in no other medium than within digital systems that this becomes apparent. In this age of digital reproduction “It is in fact the artist... who in this reactionary scenario alone has access to the real. As the last, sad remnant of production in a culture of consumption.”15 Artists like Glitchr and Mark Napier create 'glitches' and unexpected scenarios within these mediums, to create a tear between the simulacrum, simulations, the digital system and our expectation. By doing this they reveal to us the truth, that the 'online' world is the 'new real' and exists as the simulacrum of reality, and it is the role of these artists to reveal to us the 'real' in a system of simulations.
Daniel Thomson 2014

Artist Statement | 2013

Artist Statement | 2013

Daniel Thomson


My main influence for this series of art works was cave art and expressive forms of art. I wanted the images to capture the juxtaposition between expressive and basic forms of mark making and contemporary digital technology. My reasoning for using digital mediums that are often seen as cold and artificial to create my work is because from my own experience I find these mediums to be the most accessible and easy to communicate through.

I believe that by creating a contrast between these styles the work may directly reference our evolution and new technologies place within it, and so I have explored non figurative forms of expressive art; utilizing a fundamental method of mark making that treads a line between impulse and intention.

By simplifying expression to an almost primal method, I feel I can address an intuitive collective connection and create an emotive response. By bringing a feeling of the human hand into a digitally created work the computer is my own cave wall which is a record of my experiences.

This idea of the ‘Synthetic’ vs. ‘Natural’ is also evident in the play between the more subtle natural earthy tones and the man-made more expressive brighter pinks, greens, reds and blues.

The bright pinks and reds are indicative of a flame or torch, as this symbolises not only the intensity and warmth fire provides, but also as a symbol of a tribal gathering or ceremonial events.

The natural pastel colours reference my experience of the Australian bush, as part of my need to connect to a landscape that I feel disconnected from.

I believe that a greater understanding of mankind’s collective evolution can lead to an indiscriminate community, and that contemporary digital technologies can act as portals to information and experiences that are capable of teaching these values. So while our evolution is no longer reliant on a biological development, I believe that humanity will begin to evolve in a philosophical sense rather than a physical one, and has the potential to change from close mindedness to a more accepting and open community.