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Introduction
New information and communication
technologies make possible the simultaneous creation of artworks upon a virtual
setting.Such a possibility raises
questions regarding collective interactive creation in the pictorial
domain.Can a collective creation
process produce works of art? How can
one adjust the process in order to improve the artistic character of the
created works?
A common feature of these new environments of artistic creation is that the
“artist is no longer viewed as the creator of objects, but as the creator of
situations where the public’s creativity can be unveiled”.
The question that arises today regarding these
creative contexts is: who is the creator? Indeed, a number of players can lay claim to this role: the one who conceives the work, the one who produces it, and even the “specta(c)tor” (spectator/actor), to use a term
coined by Réjean
Dumouchel. The present paper examines such questions
by drawing on the CATI (Création Artistique sur Toile Interactive—Artistic Creation on Interactive Canvas) creative environment, a tool inspired by the
Surrealists’Exquisite Corpse technique.
Techno-logical evolution
As a prelude to these questions,
let’s take a look at the evolution of pictorial creation techniques.Pictorial creation upon a virtual support
introduces a significant change in artistic practices.Yet, we can sketch a fictitious “techno-logical” course of development regarding the relationship between
pictorial creation and its supports that makes it possible to consider electronic creation as one mode among others for inscribing images. The various stages in this evolution are the result of what can be seen as a progressive loosening of constraints: constraints concerning the support, the creation process, the shapes, the layout, etc. This fiction is thought of in a cumulative sense: new technologies build upon possibilities introduced by those preceding it.
One starts with the physical
world, the real. To this is added the image of the real — the imagined, figurative representation that one finds, for example, in cave paintings.
Next, the fixed support (cave walls) is extended to movable objects found in the
environment which have an ascribed function, such as an amphora. In the following stage, the support is no
longer limited to practically useful objects, but becomes a support specific to artistic
expression: tablets, canvases.
Technology introduces the digital,
computer-generated image, and the means of processing
information (via computers), which in turn make possible the creation and
manipulation of images. With the arrival
of advanced sensors, such as spatial location sensors, the modalities of
interaction have also moved forward. The
artwork is the product of the environment and the spectactor’s interactionswith it.
Lastly, the introduction of high-speed
communication between networked computers opens up the possibility for the
simultaneous production of works among several participants, i.e. collective
creation.
The CATI collective drawing
environment
In order to illustrate this point, we’ll examine the
collective pictorial creation environment of CATI.
The creation process
CATI is a creation environment
designed for use primarily by non-artists (and non-computer experts). The creation process is modeled around the
surrealists’ Exquisite
Corpse experiment from the turn of the century, but extends it along two
spatial dimensions and one temporal dimension.
The
Exquisite Corpse was a party game and just one of the techniques perfected by
the Surrealists for exploring the “mystique of accident.” Georges Hugnet, in his Petite anthologie poétique du surréalisme (1934), describes it as
follows: “There are five people around a table. Each person writes on a sheet of paper, without letting the others see,
a noun to be used as the subject of a sentence.
The sheet is then folded in order to cover the word, and transmitted to
the person on the left, at the same time that one receives a folded sheet from
the neighbor on the right. Below the
noun that remains hidden, one then writes an adjective. The same process is followed for the verb,
then for another noun serving as the direct object, etc.”
The example, which became a classic and
provided the name for the creation process, is taken from the very first
sentence created : The
exquisite corpse will drink the young wine. The same process was applied to the creation of drawings, in which each
participant’s task was to draw, for example, a part of the body.
Several
people (usually three) can participate in the CATI process, which takes place
within a grid of boxes (usually nine boxes arranged in a 3x3 matrix).
Figure 1:
Canvas-Grid
In
the first drawing stage, each participant can draw only within his/her own
pre-assigned boxes. He/she sees only the
edges (margins) of other participants’ drawings whose boxes are contiguous with
his/her own. Each participant is
assigned a creation window
containing a drawing area and a set of tools, such as: a pencil, paint brush, eraser, a drawing tool for basic geometric shapes, text, image,
color palette, and line styles. The
creation process involves several successive stages, each one resembling the
previous one. At the start of each
stage, participants are able to see the entire drawing currently being
produced.However, during the drawing
stage, one cannot see the others’ drawings, except along the margins whose size
and dimension can be adjusted. A
participant can only draw within boxes assigned to him/her. The creation process usually stops after
three complete stages.
The
coordinator of the creation process has access to a control window
in which he/she can set parameters (e.g. usable tool palettes), assign boxes to
participants, and see the overall image currently being created from the
individual drawings.
The
example of the coordinator screen
shows the coordinator’s control window, which includes the following elements:
- on the upper left-hand
side is the overall image currently being created from the individual drawings
- to the right is a set of
definable parameters and the start/stop buttons
- 2/3 of the way down is
the assignment grid for participants (in this case, 3 participants and 9 boxes)
- at the bottom one finds
the list of tools and palettes available to participants
The
example of the creator screen
shows the window that participants use:
- occupying most of the
screen is the drawing area (on a light background), including margins
- to the left of the
drawing area are buttons for activating the available tools
- to the right are the settings for selecting colors, line styles, etc.
CATI fits within the context of cooperative creation. One of the first digital productions was Olivier
Auber’s poietic generator for pictorial creation among several
participants. In this case, each person
can express himself/herself within one small part of the overall work. A difference with CATI is the fact that
within Auber’s environment, the entire work is always visible to participants,
whereas in CATI participants see only part of the overall work, just as in the
game of the Exquisite Corpse.
The
principle of the Exquisite Corpse has been used on several occasions to create
texts or images: one such as example is found at artslab.ucsd. An important and original aspect of CATI is
that it puts in place a number of heuristics for focusing in on “artistic
quality”: heuristics that take into account the fact that participants cannot
see the overall work.
Other
creation environments, such as Work.de,whose main
advantage derives from a creation tool capable of integrating high-quality
images, differ from CATI in that their creation process is neither simultaneous
nor in real time.
The artistic quality of a work
While using CATI we noticed that
some drawings could be qualified as artistic (in a very subjective sense, of
course) while others made up a category that one might call “cacographic” (in
the sense of pictorial writing). It is
not my aim to enter into a discussion over the artistic nature of a work. Rather,
I want to note what seemed to us to constitute a necessary (but not sufficient)
condition: namely, the ability to
trigger an emotion. We thus sought ways
of promoting the creation of drawings that, on the face of it, did not show
signs of belonging to the cacographic category. Different heuristics resulted from the search for such methods.
The
first heuristic (H1) concerns the background
which, if not the same for all the boxes, can lead to a reading structured in
terms of boxes rather than in terms of the overall drawing itself.
A second heuristic (H2) has to do with image content. In order to promote greater homogeneity of
content (which is optional), it seems useful to choose a common theme (as was the case to some extent
with the Exquisite Corpse). We therefore
explored a variety of themes: some more concrete (water, a party), some more
abstract (geometric shapes); and yet others more conceptual (fantasy,
euphoria).
A third heuristic (H3) concerns the drawing’s homogeneity as understood in terms
of correspondence between the box-contents: continuity of lines, shapes,
color selection, etc. We considered two ways for improving such
homogeneity:
- by using margins:the margins allow the
illustrator to control the drawing’s continuity; their relative size can be
adjusted (from 0% to 100%)
- by using box
assignments: two neighboring boxes that are not homogeneous can be assigned to
the same person in the hope that he/she realizes what the problem is and makes
the necessary adaptations.In CATI,
assignment is entrusted to a human coordinator; it would be interesting to
automate all, or part, of this task.
In
order to illustrate our approach, three examples of drawings created with CATI
are shown below.he drawings are the
work of Irène Charon, Olivier Hardy and Alain Grumbach. Example 1 was
produced using the heuristics H1, H2 and H3: the theme was: "euphoria".
A
fourth heuristic (H4), which is somewhat more subtle, concerns what we called “style”.CATI makes it possible to influence the creation process with the aim of
imitating an artist’s style.This is
done by selecting certain tool palettes (lines, basic shapes, etc.) and colors
similar to those used by an artist. For
a Mondrian style, only squares and horizontal and vertical rectangles are made
available; the color palette is made up of three primary colors (which can be
chosen), as well as black and white.
It is thus possible to create a drawing that resembles a painting by
Mondrian, but which consists, of course, of its own specific significant
elements. Example 2 was
created using heuristics H1, H3 and H4, and applying the Mondrian style.
A
fifth heuristic (H5) has a graphic form: initiating a drawing. In a preliminary step it is possible to begin
a drawing in one box (usually the center box which is adjacent to the other
eight) and then let the illustrators elaborate upon it within the remaining
eight boxes. At the end of the process, some adjustment can be made to the
starting box. Initiating the drawing is
the coordinator’s task. Such a method
was used in conjunction with heuristics H1, H3 and H5, with the coordinator
first drawing inside the central box. Figure
2 below shows the initial drawing. I
invite the reader to elaborate upon the drawing within the other eight boxes,
using his or her own imagination, before looking at the actual result shown in Figure
3
Figure 2: Initiating a drawing
H1
through H5 constitute the set of heuristics used by CATI. They are in keeping with a traditional view
regarding “works of art”. Yet, one could
have chosen other heuristics, and thus explored the possibility of producing
artworks belonging to a potentially new genre.
One such possibility, which seems quite interesting, is found in Maurice
Benayoun’s installation The
Tunnel under the Atlantic. Benayoun combined a set of dynamic images that came into play during the
process. The tunnel under the Atlantic
is a tunnel of images commemorating the ties between Canada and France. At each end of the tunnel a spectactor digs
with the help of a joystick. In this way
he/she is able to move about within a virtual gallery whose walls are covered with images. The system chooses these
images based on the spectactor’s presumed tastes: tastes that are assessed according to the
amount of time spent in front of each image.
The heuristic used here leads to automatic interventions during the
process. In relation to CATI, such an
intervention could be applied to the assignment of boxes: a (brief) analysis of
the box-contents (tools and palettes used) could make it possible to influence
the assignment of boxes, and hence the creation process
itself.
Within
the context of this creation process, another question arises: Can one produce a new type of artwork? The heuristics presented so far tend to
reproduce features that traditionally characterize works of art, which constitutes first step towards collective creation. Nevertheless, the question
is worth raising, though the answer remains open.
The “creators”
Having examined the creation
process, I’d now like to turn attention towards the creator of the artwork by
asking the following question:
Who is the creator of such a collective interactive work?
This
question provides an opportunity for clarifying who the contributors are in a
collective creation process.>
The
poetics of the open work establishes a new type of relationship between the
artist and his public.
Several
actors can lay claim to the role of creator. The first creator is the designer of the tool, who is closely followed by the
developer (the programmer).
An
installation by Catherine Ikam and Louis Fleri [Ikam 2000]
consists of a space in which a spectactor
(or “participant”, “interpreter”) can move about. The image of a young woman’s face is
projected upon one of the walls; the facial expressions change in relation to
the spectactor’s position and movements. In this installation, the role of the designer is important since it is he/she who defined the behavior
of the created images.
In
CATI, the designer has a limited role in the work: he/she creates a tool
without having to worry about the artistic nature of the “creatable”
objects. Instead, this worry is the
responsibility of those who assume the role of spectactor, i.e. the
illustrators. Moreover, as we already
saw in the discussion on heuristics, the creation process presupposes the
intervention of a “coordinator”
whose role is to manage the use of heuristics: to choose a theme and
background, to assign boxes, control the time, etc. The coordinator can either
be human or automated, as in the case of Benayoun’s The Tunnel under the Atlantic.
Collective interactive creation
thus involves the cooperation of several participants: the designer (or author
who had the idea); the developer (who actually produces the computer tool); the
coordinator (who manages the creation process); the observers; and the actors
(illustrators). To the terminology corresponding
to this set of functions we can add the “creator”,
the subject of this section’s opening question, who brings together under one
role the different functions (with the exception of that belonging to the pure,
non-acting, observer).
Conclusion
The process of artistic creation
has evolved from its original state as much in terms of its tools, forms and
styles, as in terms of content and participants. This evolution is now passing through an
important phase as a result of new possibilities opened up by modern
technologies.
Artistic creation, in this context,
is oriented towards modes that draw on the contribution of (a)
spectactor(s). The designer envisions
and creates an environment that is shaped by the spectactor. If an artwork created in such a manner is not
to become mere cacography, the designer must take care to respect certain
constraints concerning the potential creation process used by the
spectactor. These constraints are
necessary for the artistic creation process to function, but they are not, of
course, sufficient. The spectactor’s
intuition takes care of the rest—with greater or lesser success.
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