Wandering in the Poetry: a Micro-observation on the Tech-Art of Taiwan Yaohua Su, Director of Taipei Artist Village Contrary to the common belief that art and technology belong to two distinctly separate realms, in ancient Greek they were in fact homogenous and relating concepts. The Renaissance also witnessed a brief yet harmonious spell of fusion of these two, as can be seen in the life and work of Leonardo da Vinci. From the twentieth century onwards, as artists intended to aesthetically challenge the long-standing apartheid between art and technology, once again these two are brought onto to the same platform, not only to showcase unbridled imagination, but also to allow technology to enter our daily life. In the contexts of modern and contemporary arts, tech-art continually develops as a dynamic and inclusive concept. It is by no means a singular artistic movement; nor does it bear a clear definition. Rather, tech-art can be seen to broadly refer to any artwork delivered by means of modern technology including, but not limited to, photography, film, cross-field performance, kinetic art, video art, digital art, interactive art, cyber art, virtual reality, biological and genetic art (such as the work of Shu-Min Lin). As technology continually advances and expands its fields of application, it not only pushes the boundary of art to infinity, but also re-shapes the delicate relationships between art and technology. “Experimentation” and “rebellion” are widely considered to be the core values in the turbulent history of twentieth-century Western arts. As American new-media art critic Gene Youngblood has noted, “All art is experimental, or it isn’t art.” The extraordinary visions of these experimentalist and enlightening artists brought about revolutionary change in artistic styles. For example, English-born photographer Eadweard Muybrige successfully photographed a horse in fast motion using a series of 24 cameras – an achievement which not only cast significant influence upon Marcel Duchamp’s painting, Descending a Staircase No. 2, (1912), but also came to be regarded as the predecessor of cinema and animation. The mode of thinking characterized by classical arts was effectively dissolved as Futurism avidly celebrated machinery, technology and speed, while Dada and Fluxus vehemently interrogated traditional definitions of art. Similarly, the notion of ‘authenticity’, or ‘unique existence’ so vital to traditional definitions of art, was severely undermined by the development of means of mechanical reproduction, as was techniques of representing the truth by the proliferation of ‘simulacra’. To follow these developments, the notion of ‘time art’ was added to the vocabulary of creative practice, and the pursuit of speed and dynamics renovated the contents of artwork. The fusion of cross-field performing arts, including improvisation and impromptu, has taken contemporary artists to a new direction in their practice. In the 1960s when laser was first utilized as a medium for artistic creation, kinetic art, light sculpture, optical sciences, as well as issues to do with lights and space all breathed life into contemporary art. In around the same period of time, television became a new focus of the popular daily life. This is when the first piece of video art came into being, as the father of video art, Nam June Paik, exhibited the results at New York’s á GoGo Café only hours after he filmed the Fifth Avenue with a portable SONY video recorder. This paved the way for the development of computer art, communication art, digital art, cyber art, and even interactive art. It is worth noting here that in the early days, many a computer artist had previously trained as a computer engineer or a computer scientist. It was not until the 1980s when personal computers became popularized, and the development of computer programs for image arithmetic was approaching maturity, that a breakthrough from this pattern was made possible. Other remarkable examples include biological and genetic art. However, the spirit of ‘experimentation’ and ‘rebellion’ did not appear clear in the development of tech-art in Taiwan. Although Tsai, Wen-Ying, an artist of Chinese descendant, rose to fame in 1968 with his work of kinetic art, and Taiwan has since also garnered recognition for the prominent development of technology Industry, Taiwan did not seem to have taken full advantage of this potential double bonus, as far as tech-art is concerned. It was not until the 1980s that tech-art began to sprout in Taiwan, thanks to art galleries and museums which introduced foreign exhibitions of this kind to our art scene. Among the most notable of these pioneering exhibitions included French Video Art Exhibition (1984) and Laser Art Exhibition (1985) of Taipei Fine Arts Museum. From 1986 onwards, private art galleries also began to launch exhibitions featuring video installation, including Su-Chen Hung’s exhibition in Spring Gallery, and Yi-Fen Kuo’s works in Studio of Contemporary Arts (SOCA). What followed was a new social trend which attracted students of art academies to experiment in this field, as well as a flourish of media coverage on artistic thoughts and art projects, most notably in Lion Art Magazine and Artist Magazines. These early efforts gradually paid off in the next two decades or so, as the dawn of the new millennium saw the peaking of tech-art, which has now become the mainstream genre in the art world. A number of recent developments can be seen to demonstrate this new trend. For example, since its renovation, the National Taiwan Museum of Fine Arts has placed special emphasis on digital art. Museum of Contemporary Arts (MOCA), Taipei has focused its exhibitions on works of tech-art. Besides, albeit with limited means, alternative space and the renovated former deserted space, such as IT Park and SLY Art Space, have also played a significant role in sustaining positive energy in art practice, as they have been providing local artists with opportunities and spaces for exhibitions. The area of art education also came to embrace tech-art, as the 1990s saw a growing number of universities casting vital influence by establishing research and teaching programs as a long-term project to groom younger-generation artists and to further research in this field. These institutions include the Center for Art and Technology (founded in 1992) and Graduate School of Art and Technology (2002), Taipei National University of the Arts, Graduate Institute of Sound and Image Studies in Animation, Tainan National University of the Arts (1998), and other similar programs in National Taiwan University of the Arts as well as National Yulin University of Science and Technology. Further signs can be seen to indicate the society's growing recognition of tech-art, as sponsorships from both public and private sectors have been drawn to the development of tech-art in Taiwan. These funding bodies include a number of leading arts foundations which regularly hold arts awards and sponsor art-related projects, such as Acer Foundation, Yageo Foundation, Chew’s Culture Foundation, Lite-on Cultural Foundation, and National Culture and Arts Foundation. Moreover, public art projects can also be seen to adopt tech-art as the chief medium, such as Aura of Technology(科技靈光), i.e. the 2004 Taiwan Lantern Festival held in Taipei County, and the nearly NT$100 million public-art project in Nankang Software Park. Whether it is a temporary exhibition or permanent installation, tech-art has evidently expanded its territory beyond traditional art space, e.g. art museums, galleries, or alternative space, and made its mark on open social spaces such as office buildings, public squares and parks – an achievement which can be seen to mark a significant milestone in the development of tech-art in Taiwan. The winners of the NCAF Techno Art Creation Project, 2007 include Tsai, Wan-Shuen’s Promenade Nocturne (2003), Chang Buo-Chih’s A Floating Project, Lin, Jiun-Ting’s The Missed Tense / Vanished Tense, Lin, Chi-Wei’s Machine Kafka, and Wu, Chi-Tsung’s Wire III. All these five projects will become significant indicators of Taiwan's tech-art, as they provide five micro samples of the respective dimensions from which one can observe the development of tech-art in Taiwan. At a time when the development of tech-art is still going strong in a present continuous tense, and cannot be summarized in a perfect tense, it would seem inevitable that one can only adopt a micro approach in observing the dynamic development of tech art, since one cannot claim to offer an panoramic account on ecological and environmental issues. Overly Edutainment and Properly Interactive Art With a 3D tractor installed in the lantern, Lin Jiun-Ying ‘walks’ the viewers into a virtual space. Lin Chi-Wei’s Machine Kafka, on the other hand, requires the intervention of the body of a ‘real’ human being, in order to complete the act of understanding the messages conveyed by Machine Kafka. ‘Interaction’ is a method widely employed by contemporary tech-artists in their communication with the viewer. Via the interfaces of the human body and machinery, the artist sends to the viewer an invitation more delicately designed than one that traditional arts could offer. The viewer is now given the power to choose the elements of presentation as well as the viewing routes (Lev Manovich). On the other hand, a work of art is no longer a monologue of the artist. Rather, a piece of artwork is not completed until the viewer has engaged in the creative and interpretive processes, making the artwork connect with the external world and generate meanings (Marcel Duchamp). Broadly speaking, one’s spiritual understanding of artwork is itself a mental activity. In 1960’s Pop art, the artist would often demand that the viewer participated in the creative processes by way of game-play and interaction. Nevertheless, in a more sense, it was not until the late 1970s and early 1980s, when high-speed arithmetics began to be developed and the human came to interact with a computer by means of the bodily actions, that interactive art came to maturity. The emergence of interactive art can be seen to meet the demand of our time to call for democracy and to break the class boundaries, both in political and art-historical terms. It advocates that art should enter the popular lives by departing from the rigid traditional modes of perception which often came with a cultivating or domesticating connotations, and that art should prompt the viewer to spontaneous reflections by way of game-play. To be more specific, in the ‘viewing’ processes of the interactive tech-art, the ‘viewer’ is often encouraged to enter a situation in which the artist would be flaunting the state-of-the-art techniques, as though to participate in a ritual ceremony or a tribal feast. However, in the midst of such celebration, one also often encounter over-maneuver of technology or skills. As a result, the noise and excitement created by the interactive devices often overtake the artist’s feeble aesthetic intentions. As art, science, technology and entertainment share the same interests and the boundaries between them become obscure, there seems to be a union between commercialism and art, and too often art galleries are on the verge of turning into an interactive-science theme park. In other words, the ‘viewing’ of interactive art is in danger of becoming a pure act of consumption, as the progressive implications of interactive art seem no longer cared about. All five winners mentioned above may keep well clear of these negative aspects of the development. Or, as even computer games are now beginning to be considered as a form of ‘tech-art’, worries of this kind may seem unnecessary or even invalid. However, as both artistic and commercial works employ the same set of technological devices, the creator/producer of such works seems to be allowed to freely switch between the roles of an ‘artist’ and an ‘entrepreneur’. Questions of funding may come into play in the definition of ‘art’ here. More specifically, while practitioners of ‘tech-art’ enjoy the collective financial support of taxpayers in the form of awards and state-funded projects, tech-art commodities, on the other hand, are subject to commercial competitions as well as taxation. The crucial difference here would justifiably cause debates on the (re)-definitions of art. A relatively clear set of criteria should be constructed, no matter how obscure they might have been. Technology and Art … Connecting In his Wire III, Wu Chi-Tsung experiments on the speed and stability of images of the kinetic devices with an artist’s intuition. While in the end the artist manages to solve the technical problems, he also encountered, during the course of the creative processes, a number of beautiful accidents. This could be seen to demonstrate that while artistic concepts and aesthetic intentions play a significant role for a tech-artist in the creative processes, in the end it is the combination of techniques and concepts which determine the result of an artwork. There have always been hard-fought physical battles between tech-artists and the techniques/ media they employ in a working studio. (Lin, Chi-Wei, The convergence between art, science and mathematics). In this sense, it could be suggested that the complex situation an artist faces on a regular basis – that is, issues of techniques and media – may be best summarized as a confrontation between ‘artistic technology’ – a term fashioned by Soiizen Lab’s Technical Director, Jason Lee – and ‘tech-art’. The role of ‘Artistic technology’ is to provide the artist with all forms of employable devices including technology, equipment, tools, software techniques, hardware, and devices of system integration. National Culture and Arts Foundation (NCAF) are well aware of such needs. Such awareness is demonstrated right in the beginning of the Regulations of Funding for the Special Techno Art Creation Project . “Applying the concept of ‘matching funds’ which encourages cooperation between the arts and commercial sectors, NCAF hopes to strengthen the relationship between tech-artists and the private funding bodies by providing sponsorships and means of professional integration.” Commissioned by Department of Cultural Affairs, Taipei City Government, the Center for Digital Arts are also planning a training program for tech-art technical specialists. We understand that without the support of a strong team of technical specialists, tech-artists will continue to face the long-standing nightmare resulting from the grave dearth of resources in art technology. Consequently, this will continue to subject tech-artists to situations in which one has no options but to follow the routes taken by Wu, Chi-Tsung: that is, to let intuition and mistakes solve the problems as encountered. We hope that with the efforts from all parties, the realms of art and technology can soon be connected. Gazing at God’s Window As Tech-art opens it As opposed to a common impression which tends to associate tech-art with speed and dynamics, Tsai Wan-Shuen’s Night-Time Wandering (2003) and Chang Po-Chi’s A Floating Project take to the other end of the speed meter, i.e. slow, and in so doing probe into the world of the viewer’s perception. During most of the twentieth century, the dreams of ‘progress’ were largely fulfilled by the relentless pursuit of speed. However, in the last decade of the twentieth century, this mode of thinking began to be questioned, as a large number of highly developed countries throughout the world coincidently witnessed a series of movements which advocated the values of slowness, e.g. slow eating, slow living, or even slow sex. Such a reflection quickly fermented in the contemporary art scene (Lee, Yu-Ling, “Re-considerations of the meanings and values of time). It should be noted that while the presentational processes of tech-art could be slow, questions of ‘speed’ may not necessarily be at the core of the issue concerned. Rather, to rebel against the stereotypes created by speedy mechanical mass-reproduction, one often resorts most appropriately to a time-consuming, quasi-manual approach to the creative practice. As Milan Kundera has noted in his novel, Slowness, a sense of leisure and the pleasure of slowness may be key in the viewing of artwork. “A person gazing at God's windows is not bored; he is happy.” This is precisely the sort of mental states that we hope the viewers can enjoy, as they visit Wandering in the Poetry.