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Subject:

[CSL]: Article 93: Digitality - approximate aesthetics

From:

John Armitage <[log in to unmask]>

Reply-To:

The Cyber-Society-Live mailing list is a moderated discussion list for those interested <[log in to unmask]>

Date:

Thu, 15 Mar 2001 08:03:50 -0000

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From: CTHEORY Editor [mailto:[log in to unmask]]
Sent: Wednesday, March 14, 2001 9:05 PM
To: ctheory
Subject: Article 93: Digitality - approximate aesthetics


 _____________________________________________________________________
 CTHEORY THEORY, TECHNOLOGY AND CULTURE VOL 24, NO 1-2

 Article 93  14-03-01  Editors: Arthur and Marilouise Kroker
 _____________________________________________________________________

 Digitality - approximate aesthetics

 =====================================================================
 ~Anna Munster~

      The digital camera allows a proximity to material, to skin, to
      the surface of paint that excels the eye's trained ability to
      sort and recognise.  Skin pores become alien matter folding in
      billows, blunt bags trimmed with iridescent grease, pinked
      mudflats.  Hair meets paint slabbed on like cold marge.
      Mathew Fuller [1].

 Where and how to locate a digital aesthetic?  In a sense the
 question, although unanswerable and reaching us from a recent but
 already faded past (circa 1993), is no longer of any value for
 theorists and practitioners of "new media" and "digital" arts.  As an
 indication of both the lag and catch-up that culture, cultural
 practice and theorisation of that practice play with each other, the
 digital is itself located everywhere, if one is privileged enough to
 take advantage of the franchised globalisation of computing
 technologies.  During the early 1990s, when a range of relatively new
 art forms such as CD-ROMs and terminal-based interactive installation
 exploded into cultural life, the self-conscious announcement of a
 genre of art work called "the digital" had some strategic, and
 aesthetic substance to it.  But as Mitchell Whitelaw has argued, the
 range of practices to come under the "umbrella" of "digital art" is
 now so diverse and the digital as a category itself so mundane, that
 the art is done a disservice by being grouped in such a way [2].

 Despite the fact that the notion of digitality to promote, describe
 or identify a still emerging aesthetic seems already jaded, I want to
 argue that there is nevertheless something specific about digital
 art.  This specificity is in part a result of the mode of producing,
 consuming and participating with those machines that are the
 condition of possibility for digital art practice.  These machines
 are not reducible to a set of technical parameters nor can the
 digital be considered solely in terms of the formal qualities and
 conditions it imposes on its products or outcomes.  This is not then,
 an argument from the medium, particularly if the medium is to be
 considered as the technology that is used for the realisation of
 digital artwork.  I want to argue, alongside writers such as
 Whitelaw, that the content and ideas expressed through digital art
 should be addressed over and above the technology that supports them.
  But at the same time I want to suggest that there is increasingly a
 sense in which it is possible to aesthetically locate the digital.

 This discussion of a digital aesthetics and of a variety of digital
 art genres that constitute a diverging field is framed through my
 exploration of proximity as a structuring concern in developing a
 notion of a digital aesthetics. The grounds of debate shift away from
 concerns such as virtuality, interactivity and dematerialisation
 often cited as the preoccupations of digital art [3].   Relations of
 proximity operate at a number of levels: the closeness digital media
 continue to maintain and develop with other media such as cinema and
 photography, the redistribution of spatial and temporal relations
 into an experience of virtual nearness, and the kinship of the
 immateriality of informatics with the material strata of organic and
 inorganic bodies.

 To set the scene for the relay of connections these proximities set
 off between each other I want to look at Graham Harwood's Internet
 artwork "Uncomfortable Proximity" [4].  It is precisely the sense of
 the uncomfortable that this piece technically, politically,
 conceptually and stylistically conveys that can act as a starting
 point for traversing these various levels.  Harwood's site acts as a
 mirror to the official website of the Tate gallery in London (and its
 subsidiaries).  Navigating through the official site allows access to
 his version of the site which, when activated from its hyperlink,
 opens as a new window in whatever net browser used on top of or next
 to the official site.  This is the first step in pursuing proximity
 as an adjunct to the phenomenon of mirroring that is itself part of
 Internet retrieval, search and navigation.  Mirroring sites is a ploy
 commonly used to breach copyright, divert net traffic to more obscure
 areas and to contravene the broadcasting of material, such as
 pornography, likely to come under censorship regulations.  A mirrored
 site may simply reproduce a particular site at another server
 location or it may partially mirror the site in order to subvert,
 hack or intervene into this site.  As part of the online and offline
 collective "Mongrel", Harwood's mirroring fits within this hacking
 tradition, such that the mirror no longer reflects or reproduces but
 functions as an other version, recalling critically, hacking into and
 redistributing its meanings across the network [5].

 Perhaps what allows this strategy to remain startling and to produce
 its uncomfortable affectivity is the proximity of Harwood's mirror,
 sitting as it does on the same desktop as the public Internet face of
 the Tate.  It is not the deployment of a hacking strategy per se that
 allows the politics and aesthetics of this digital work to unfold
 here; mimicry as ironic comment or subversion is a well-trodden path
 within postmodern cultural practice.  "Uncomfortable Proximity"
 operates by unleashing momentary flashes of astonishment, discomfort
 and squeamishness, mobilising the capacities of digital technologies
 themselves to forge extreme juxtapositions, unbearable proximities,
 unspeakable intimacies.  The proximity Harwood's site offers to the
 Tate disturbs the comfortable and bland proximities information
 collection on the desktop or in the archive offers us.  The notion
 that the terminal itself gathers up the world or provides a window
 onto it is shattered as we begin to feel that terminals might instead
 be nodes for siphoning, blocking and redistributing informational
 spaces.  For Harwood the world is not reducible via terminal art or
 identity to universal history, knowledge or aesthetic experience.
 Information itself becomes a differential space for the collision of
 different worlds.  The piece is then not just a comment, a subversion
 or a dull parody but provides, as Mathew Fuller argues, an opening up
 of the history and politics of the visual that the Tate has a hand in
 constructing [6].  That is, of contributing to an exclusive,
 class-based canon of British art history.  The public and authorised
 space of the gallery and museum often finds its continuance through
 the Internet, with just about every large institution using digital
 media to reproduce or disseminate its "collection".  "Uncomfortable
 Proximity" acts to break up the homogeneity of this space and to take
 the museal on a diversion through its heterogeneous genesis [7].

 The sensation the work produces for the viewer/user is not suspension
 of belief and/or acquiesence to the phantasmagoric digital world but
 disbelief, disconnection, discomfort.  This may on the surface of it
 break the link between viewer/user and artist almost as if there is a
 need to move back, away from the monitor and disengage from the
 interactive process.  But it also produces a sensation of discomfort
 that, in terms of proximate embodied experiences, gives us a ~sense~
 of Harwood's own discomfort.  If interactive art or technologies are
 thought only in terms of the technical level of interactivity that
 occurs, that is, the degree to which the participant is
 cybernetically incorporated into the system - the parameters of which
 are preordained - then we lose the aesthetic moment as sensate
 experience of that art.  An aesthetic interaction with digital art
 may simultaneously require systemic disconnection.

 Harwood takes digital snapshots of the Tate's British masters,
 Turner, Gainsborough, Hogarth; snapshots designed not to disseminate
 the perfect copy but to show up the dirty texture of low-resolution
 imaging.  Using the techniques that make up the stock of digital
 manipulation - cut, copy, paste - he creates roughly hewn portraits
 carved from the masters, juxtaposed with images of his own body,
 those of family and friends and of the skin of infected bodies and
 the visceral, dredged-up landscape of the Thames river adjoining the
 site of Tate Modern.  While so much digital imaging manipulation is
 devoted to a construction of the seamless, Harwood points instead to
 artifice and to the sense in which this can literally be productive
 of links: links to the excluded, the minor, the disenfranchised and
 those obliterated from public and institutional histories [8].  The
 juxtaposition of canonical painting to embodied biographical images
 that Harwood achieves in his portraits, for example in _Hogarth, My
 Mum 1700 -2000_, is made possible by the artifice of digital imaging
 techniques and the flatness of low-resolution digital imaging which
 gives to texture an informatic surfacing.  This is particularly
 noticeable in online terminal-based work where, as a result of the
 necessity for compression, visuals lose information and gain noise
 and where they also glow with the luminance of the computer monitor.
  These conditions, that constitute part of the materiality of the
 digital work (that is, the material conditions for both the
 production and reception of it), pass into the sensations experienced
 by engaging with a work such as "Uncomfortable Proximity".  Not a
 sense of disembodiment and connection to a society of mind but of
 bodies pressing together, too close to each other for comfort:

      Eyes of muscle, water and jelly share the same surface tension as
      those of dried-up and lacquered oil in a self-portrait by
      Hogarth.  Beeswaxed curls crust up into sheets of colour, a
      microcosmic gesture on canvas becomes enough to smother a head
      [9].

 Proximity allows Harwood to develop a digital aesthetic that locates
 digital technology itself as more than a medium but less than an
 enframing or determining cultural structure.  Developing the digital
 through a proximity to images of organic and embodied life and
 interweaving these with the materials of official and unofficial
 histories (those, who like him, experienced the Tate as an
 institution of the British class system), Harwood finds himself in
 the midst of the compositional process.

 Digital art certainly has no claims to an exclusive ~modus operandus~
 when it comes to composition.  But it does seem to allow for
 particular modes of composition that can create zones through which
 the organic and machinic become approximate to each other.  Digital
 artists often produce those sensational flashes of wonder, shock,
 incredulity and squeamishness by laying out both corporeality and the
 informatic across a plane of artificiality, where, particularly
 within the context of the digital image, both function as
 productions, inventions, chicanery.  Art's archives and collections
 may lie in wait for the promise of restoration to the public that
 digital media, viewed as a mechanism of reproduction and pure
 translation, seem to offer.  But the rough, immediate and poor
 quality of the approximate that they actually deliver can provide the
 stuff of a different aesthetics, an aesthetics that connects to life
 as a process of composing/compositing the self.  Harwood indicates
 that the digital is not a technology that easily or seamlessly
 facilitates this process but rather one that lays open the very
 wounds and edges that are the interface to proximities.

 The borders between the scabs and Turner fragments, the hair
 follicles of his sister and the brush strokes of an oil, the polluted
 mud of the river and the aura of the masterpiece, are scars.  They
 mark Harwood's own memories of walking the Tate, seeing the art, but
 feeling that he did not belong to its world.  But they also follow
 the lines of the abrupt intimacies that the digital offers us,
 bumping up next to the skin of others and recoiling from that
 sensation.  Never quite connecting with "the other", always evading
 the full sensorium of others and feeling one's way along the edges of
 interfaces; gaining at the same time, perhaps the sense and textures
 drawn in by the alterity which is the machine.

 There are of course decompositions that the digital makes of other
 media such as the photographic which we might be tempted to think
 about in terms of lost materialities.  But surely we have moved into
 a different cultural perception of the image than continually
 counterposing the digital to the photographic analogue.  In this
 scenario, digitality can never become proximate to materiality
 aesthetically, kineasthetically or technically and always emerges
 with a deficit.  But digital modes of image production are no less
 kinaesthetic simply because they are negotiated through coded
 terrain.  They do however constitute a deterritorialisation of the
 hand; indeed as Deleuze suggests they envelop the hand completely
 within their internal relations:

      Once again, these basic units or elementary visual forms [ie
      digital code] are indeed aesthetic and not mathematic, inasmuch
      as they have completely internalised the manual movement that
      produces them [10].

 Harwood's rough tears at the borders of his images, the jamming of
 incongruities to form class proximities experienced as bodily
 memories of the "out-of-place", the slapdash movement of hand to
 mouse to screen constitute one form of a digital kinaesthetics that
 becomes ~productive~ of aesthetic experience.

 Defining the practice via the medium without regard to its
 differential proximities has landed digital art and in particular
 high-tech digital artwork and artists in a rather paradoxical
 political and cultural position.  On the one hand it has secured (for
 a few) a place for such art within a more general rhetoric that
 expounds a constantly upgradable notion of digitality as
 "state-of-the-art"[11].  Roy Ascott, for example, has been at the
 forefront of this position on digital art, arguing that the computer
 is not simply a tool but an entirely new medium ushering in a new
 visual language and producing new relations for making and receiving
 the digitally produced artwork [12].  These kinds of pronouncements
 of vanguardism have seen a range of none too critical writings accrue
 to support the doctrine of a practice and culture that follows the
 rhythm of the technology itself; always ahead of its actualisation,
 always awaiting the future as a new version of itself.

 On the other hand, the notion that art can be defined according to
 the medium through which it is realised stands firmly within the
 discourse of modernism.  As Greenberg argued in his essay, "Modernist
 Painting", what was unique to a particular art coincided with what
 was unique about the medium it deployed [13].  Indeed, according to
 him modernism is above all a mode of calling attention to the
 conditions and limitations of a medium in order to produce from these
 something new, something positive out of the nature of the medium
 itself.  The concentration on technology per se, whether it features
 as part of the content, the development of a kind of digital style or
 the emphasis on computational processes, thus draws so much of this
 "cutting edge" digital artwork back within a modernist tradition.
 During the late 1980s and early 1990s writers such as Frank Popper
 and Cynthia Goodman promoted digital art as a new aesthetic based
 upon the nature of the medium [14].  But this reads now a little like
 an attempt to provide the digital with a genealogy that would
 legitimate it by entrenching it within acceptable art history
 traditions.

 Both Darren Tofts and Steven Holtzman have argued that digital art is
 endemic to the computer [15].  But they both broaden the argument
 from the medium and from a strictly modernist position to suggest
 that digital art occurs after the event of the computer.  Tofts
 argues that this event has an impact upon our notions of
 spectatorship in general.  Rather than the much touted collapse of
 the division between artwork and viewer, computer interactivity
 particularly as it occurs via the computer terminal makes us aware of
 the perceptual space that surrounds the terminal.  In other words,
 the computer provides a non-immersive and artificial space for
 exhibiting and interacting with digital art more akin to theatrical
 and staged space than to the promise of total identification that
 virtual reality makes.  This then is an argument about the computer
 as apparatus rather than the computer as medium and offers us a more
 expansive version of the ways in which there may be a specificity to
 the aesthetics or experience of computer art.  From a different
 angle, Holzman although reliant upon much modernist debate about the
 essential characteristics of a medium to an art, still offers the
 important point that digital technologies offer us a new language for
 expression and that this language is part of the development of
 digital media [16].  Tofts use of the term apparatus to refer to the
 computer reminds us that it is more than just a technology and that
 the digital is also indebted to its proximity to other media
 histories such as those of the cinema.  Yet aesthetic, embodied
 experience  remains an impoverished term within the range of his
 argument.

 My sense of the aesthetic possibilities produced by the event of the
 digital computer comes from the way in which digitality provides a
 set of lived circumstances in which our senses encroach upon us in a
 different way.  This occurs via a particular kind of mediation that
 gives rise to the production of a certain kind of artwork.  My
 project to locate a digital aesthetics is not foremost about the
 tradition that gives rise to digital art nor is it a speculation
 about an art that will take us ever further into the future.  It is
 about the contemporary moment.  It offers the digital not as a brave
 new category or as an umbrella for all that exists by artists working
 with digital technologies.  Instead it offers itself up as an
 approximate aesthetics.  Living life under the sign of the digital is
 about the emergence of a spatiality and duration in which relative
 speeds and differential relations are foregrounded in embodied
 experience.  It is these conditions that constitute the basis for an
 approximate aesthetics of the digital.  Digital art then, is partly
 dependant upon what it offers us specifically and uniquely as it
 affects us through its "blocs of sensation" [17].  The "bloc" or zone
 according to Deleuze and Guattari, designates a relational area of
 sensibility, the indeterminate feeling of sensate participation in
 the material world, organic or inorganic:

      Life alone creates such zones where living beings whirl around,
      and only art can reach them and penetrate them in its enterprise
      of co-creation.  This is because from the moment the material
      passes into sensation, as in a Rodin sculpture, art itself lives
      on in these zones of indetermination.  They are blocs [18].

 This of course is to suggest that the notion of the aesthetic needs
 to be rethought as an area not so much dependant upon style, media or
 the formal qualities of an art but upon the arena of sensation
 itself.  Following this rethinking of art's zone of operation as the
 affect, the aesthetic is concerned with a range of corporeal
 processes.  It is about a plane of experience which allows for the
 intersection of the force a sense impression exerts upon the body to
 a mediated reflection upon this and of course the continual movements
 between these.  The aesthetic as aesthesia would not distinguish
 between experience and contemplation of that experience as two
 operations springing from different faculties.  Instead it attends to
 the way that sensation could be productive of both of these across an
 expansive, experiential plane.  These movements, Deleuze and Guattari
 argue, are almost impossible to detect; molecular, on the verge of
 imperceptibility, they hit us at lightening speeds.  It is perhaps
 this movement, so difficult to pin down, that we experience almost as
 after-taste when engaging with art, and as the rendering of these
 forces into something concrete through the materiality of a medium
 when producing art [19].

 But if the aesthetic is specifically concerned in this way with the
 becoming of sensation then it must also take into account the
 conditions under which that corporeal becoming occurs.  I am not
 suggesting that digitally mediated experience can lay a privileged
 claim to these marginal movements of perception and sensation.
 Rather I would suggest that a preoccupation with movements between
 different perceptual states, accelerated and accentuated through
 engagements with machinic perception, does give the digital certain
 currency in relation to the mutation of affect and the production of
 new affects.  It is in exploring a relation to the possibilities of
 machinic perception - the different speeds of engagement that it
 demands from the interactant and also the artist, its instantaneity
 coupled with the interminable frustrations, stoppages (the computer
 crash) and waiting periods - that we can begin to see the aesthesia
 of the digital operate.  We need here to think of speed not as an
 absolute tool of measurement, when for example the speed of light is
 invoked in an absolutist manner or the processing speed of the
 computer becomes a measure for machine/corporeal experience.  Speed
 is an intensive, differential, corporeal quality.  The relations of
 movement that make up the speed of a particular body also allow it to
 be affected by and affect other bodies.  It is possible to change
 these qualitative relations of speed by entering into affective
 relations with other bodies and creating new affective compounds
 [20].

 Digital proximities are foremost about new relations to movement,
 although these necessarily lead us to think through questions of
 spatiality particularly as these are fleshed out through geopoltical
 changes.  Perhaps the preoccupation with disembodiment or
 dematerialisation within some digital art results from riding
 roughshod over the differential speeds at which both digital
 technologies and human corporealities move.  As Katherine Hayles has
 argued, the materiality of embodiment has a particular way of
 receiving and generating meaning that gives it a vector of movement
 that may be parallel to or out of sync with but definitively not the
 same as vectors of digital information [21].  Another way of stating
 this is to look at the way in which embodiment also carries senses of
 personal and cultural histories that often seems to linger, enmeshed
 in the fibres of bodily memory.  As Jill Bennett states:

      The poetics of sense memory involve not so much ~speaking of~ but
      ~speaking out of~ a particular memory or experience - in other
      words, speaking from the body ~sustaining sensation~ [22].

 These histories themselves distribute different kinds of speeds
 within and across the differences of humans' bodies, making them
 resistant, slow, malleable, adaptable, heavy and light.  But as
 Hayles suggests, digital signals may have a mode of altering such
 things as history and memory in ways that seem out of tempo with
 embodied experience "^Einformation technologies create what I will
 call ~flickering signifiers~, characterised by their tendency toward
 unexpected metamorphoses, attenuations and dispersions" [23].

 It is the differential relation of informational speeds to embodied
 speeds that has the potential to create turbulent "blocs" of
 sensation.  These occur when, for example, objects morph into strange
 and unknown shapes in digital animations or astonishing links between
 areas of information become immediately proximate to each other
 through online hyperlinks resulting in affective wonder, laughter or
 surprise.  Or the screen freezes and adrenalin plummets and anger
 rises, as our game character no longer moves in sync with our
 movements at the control panel.  I want to argue that there is a body
 of digital artwork emerging that specifically "speaks out of"
 particular sensations sustained, to argue Bennett's point in another
 context, through the relation of digital to corporeal speeds [24].
 This work is concerned with the proximity of forces captured in the
 production of art work to those affectively produced in the works
 reception by its possible viewers.  What is also interesting is the
 extent to which this work is located at points of convergence and
 conflict with the speeds of digital technologies that affect our
 broader day-to-day engagement with machines and cultures.  Artists
 working with digital media do concern themselves with the
 permutations that their material undergoes by entering into a
 relation with code and the capacities of the digital to be affective.
  That is to say, the material that sustains the sensations or through
 which an artist enters into affective compounds also passes through a
 becoming-incorporeal in digital work.

 The form through which a work is realised digitally does, to an
 extent, also relate to this issue of speed and its differentials.
 The attention Hayles draws to the phenomenon of flickering is
 important for it reminds us of the material conditions under which we
 most commonly engage with visual digital technologies; the peculiar
 rolling light of the computer monitor.  The monitor has proved to be
 a difficult space for engaging with digital art perhaps because it
 accentuates unbearably that flickering of light but also because it
 limits the area for flickering as semiosis, as the glimmering
 transformative qualities of the digital to which Hayles also refers
 by invoking this term.  Digital artists have often opted to change
 the speed of the flicker itself by outputting terminal work to print
 media and freezing that movement, as it were.  Or else they have
 created installation spaces using large screen projection or video
 cube/walls that mediate that flicker through another display
 technology such as the video monitor.  When it comes to considering
 what kind of aesthetic experiences digital art works offer us we need
 to consider the hypermediation of the technology itself through a
 range of media machines (video, television, print, photography) and
 the speeds through which they engage us with the technology.  In
 other words, it is not just our bodies that introduce the question of
 histories into the discussion but also digital media themselves.

 Rather than producing an exact science of feelings or resulting in a
 judgement of taste, a digital aesthetics would at best be an
 approximation.  This is not to say that the digital misses its mark
 but rather that we need to be cognisant of what the conditions for
 contemporary media experience are likely to be.  Digital media are
 quite capable of registering affectively; we underestimate our
 corporeal capacities if we suggest that the speed and geographical
 fragmentation wrought by these media lead to dematerialisation,
 indifference or desensitisation.  But we also need to be wary of the
 claims made for digital media's abilities to capture a more authentic
 or fuller sensorium because of its proximity to "the real".  As Lev
 Manovich has argued, the digital's claim to the real is part of a
 retrospectively constructed genealogy of Western visual realism that
 places the digital image, in particular, as the progressive
 overcoming of older technically degraded media [25].  It is possible
 and perhaps preferable to unhinge this kind of genealogy by ceasing
 to pronounce the digital necessary heir to a dominant tradition.   As
 Maras and Sutton argue, a medium is not a single system but a
 production that is inherently unstable.  They argue for:

      ^Ethe possibility of understanding medium specificity not in terms
      of purity or as a norm, but precisely as a product of interaction
      between different elements in an assemblage of material processes
      [26].

 Digital media have a number of lineages then that can be recalled
 depending upon the way these media coalesce and interact with other
 media at specific times.  They also have the ability to rearrange
 these histories in relation to each other and in relation to the
 flows of other matter, such as human corporealities, with and into
 new modes of expression.

 Approximation as a qualification of the proximate allows several new
 ways of dealing with digital aesthetics.  First, it captures the
 sense in which an attempt to theorise contemporary artwork and
 practices like digital art never quite reaches its destination
 because the contemporary is always temporary and is in the process of
 being remade.  This occurs at varying speeds wrought by the relations
 of corporeal and media histories to each other.  An absolute measure
 of speed is unlikely to adequately capture the differential of these
 forces but we can provide estimations of the affectivity produced as
 part of digital experiences.  Second, approximation machinically
 qualifies the sensation of those flashes of affectivity and indeed
 the affective hankering after flickering speeds that surround the
 making and consumption of digital art as we conterminously make of
 the digital our ~habitus~.  Experience of digital artwork is marked
 by the broader cultural claims that the integration of computing into
 day-to-day life brings about.  The most consistent of these claims is
 for the proximity of the digital to housing the real, gleaned at the
 level not just of photorealism but also as digital software, hardware
 and artists promise their audiences access to the full sensorium
 [27].

 In important ways then a digital aesthetics depends upon the fact
 that digital art is culturally indebted to the popularisation of
 ideas and claims about what digital technologies are capable of
 achieving.  Rather than making the notion of digital art culturally
 obsolete, the proximity of this art to the integration of digital
 technologies into life remains an ongoing ~raison d'etre~ for a
 number of artists making digital work.  This has meant that digital
 aesthetics can and have also become approximate to a politics where
 the artwork has concentrated on the creation of a digital mode that
 is syncopated to the rhythms of an emerging experience of embodiment
 marked by digitality.   For a number of female digital artists
 working within a postfeminist arena and for people of colour
 operating within the politics of postcolonialism this is emerging as
 an ongoing concern.  Most importantly approximation gives us a way to
 look at what I am suggesting is one of the most important conditions
 and issues running through digital art, the problem of proximity
 itself [28].

 Proximity itself becomes a mode of elaborating not just a relation to
 technology but to others and to culture as it is digitally inflected.
   Proximity is thus a way of fleshing out the aesthetics of artwork
 that must take into account its reliance on a particular kind of
 machine, simultaneously landing the digital artist within the sphere
 of the ethical and political.   This is not to say that all digital
 artists voice these concerns or are willing to engage with these
 issues.  But some of the more conceptually interesting although
 possibly less technically "cutting edge" digital work signals
 belonging to this proximate aesthetics.  It is possible to argue for
 a digital aesthetics that is not confined to the qualities of the
 medium, but does develop its own particular concerns produced through
 the embodied experiences of living in digital times.  Working through
 this notion of proximity indicates how a digital aesthetics can
 provide us with a strange set of affinities for both producing and
 engaging with new media's artefacts.  Approximation is about paring
 down the expectations that the digital, and in particular digital
 art, has been burdened with: delivering the real, promising freedom,
 authenticity or utopia.  But is also about nearness, the way in which
 digital media have an odd way of creating affinities and compounds.

 Digital media do, on a larger scale provide the platform for a
 broader process of self-composition.  This is not to argue that they
 provide some renewed possibility of self-representation or that they
 are inherently libertarian or that access to them will provide for a
 more open political process.  As black artists such as Keith Piper or
 writers such as Cameron Bailey have explicitly shown, cyberspace is
 equally a synergy of corporate and military surveillance
 technologies.  These regulate, for example, the flow of immigrant
 workers in and out of the collapsed nation states and borders of
 virtual territories such as the "new European state" [29].  In his
 interactive installation of 1992, _Tagging the Other_, Piper
 highlights how digital technologies of surveillance have produced an
 "other" to this fictional white state.  This "otherness" has been
 composed by technologically monitoring the bodies, lives and
 movements of South East Asian, West Indian and African migrants
 forced to locate and relocate themselves in the wake of
 reconfigurations of technology at a worldwide level.  Bailey and
 Piper offer us an interesting extension to the debate around
 disembodiment by calling attention to the limits of composing
 subjectivities that unmitigated notions of flux surrounding the
 rhetoric of new technologies in fact imply.  In other words, one
 disembodied avatar's gender, race or class fluidity is another
 person's lived and dislocated embodiment.

 Initial euphoria surrounding the seeming lack of bodily markers in
 cyberspatial relations tended to line up with hope for a politics of
 tolerance, in for example Sherry Turkle's exploration of net culture
 in _Life on the Screen_ [30].   But artists such as Harwood and Piper
 and remind us that this rhetoric belongs to the time and space of
 particular kinds of subjective compositions.  It is here that
 aesthetics opens onto and approximates the questions of ethics, of
 our embodied relations and actions towards others.  In composing the
 self, given that living digitally that self is foregrounded as
 networked and distributed, we are also immanently composing our
 relations to others, relations of course which are not fluid in the
 way information promotes itself to be.  In Sean Cubitt's words then,
 there is a "^Eradical disjuncture between the new media and the new
 geopolitics" [31].  As Maria Fernandez argues, constructions of
 identity by electronic media theorists and participants tend to
 revolve around the extent to which the individual can create or
 control their sense of self [32].  This form of hyperindividuation
 places the self once more at the centre of a world: claiming a stake
 in virtual real estate, controlling the production of virtual
 gameworlds and for those artists who deny the ethical implications of
 their aesthetic productions, producing digital work that feeds into a
 universalist (albeit a flowing, mobilising), informatics.

 Cubitt's work on digital aesthetics is important because it
 implicates aesthetics within the realm of the ethical by insisting on
 the relation between digital art and the economic and social
 polarisations brought about by the more general deployment of digital
 technologies.  Connectivity, for example, cannot just be thought as
 experiences produced by interactive artwork, but as a broader flow of
 information that links only certain networks of people throughout the
 world (primarily corporate networks) [33].  But Cubitt invests both
 too much and too little within the aesthetic sphere.  For him,
 aesthetics should offer us a different mode of living in the world,
 one which is not of the present time, but for the future.  A digital
 aesthetics must transcend its current preoccupations with sedimenting
 the power of the coherent self. Cubitt places an engagement with
 aesthetics as a contemplative exercise designed to reflect upon the
 state of the world.  But aesthetics is very much in and of the world
 and because it is so situated at the site of bodies and sensations,
 reflection does not work well as its mode of operation.  The artwork
 and the digital work no less, cannot offer us, ahead of itself, the
 conditions for a better life; it can only give itself over to the
 life it is in the process of becoming.

 Fernandez makes the salient point that where electronic art and the
 postcolonial impulse have met  tends to be within digital art forms
 such as digital photomedia and video work, already regarded by some
 as obsolete practices of new media [34].  This is enough to remind us
 that the hankering after ever newer, grander more complex schemes to
 support or actualise art work, especially technological art, is
 itself an indication of the wider global distribution of digital
 technologies towards the needs and desires of an elite, usually first
 world, few.  To suggest then that digital art dissolves into the
 ubiquity of digital life is to forget that digital technologies are
 most definitely not located everywhere or evenly.  It is worthwhile
 pulling apart ~the~ digital as a universal arrangement and into a
 diversity of practices whose differences are produced not simply
 formally but also via the differing cultural and economic conditions
 that the bodies engaged in making and consuming the work find
 themselves.   So while this implicates a digital aesthetics within an
 ethics of digitality, it does not guarantee that the digital will
 raise itself via this connection to more democratic proportions.

 The CD-ROM as a digital art practice is placed at the intersection of
 a number of these problems and concerns and proves a useful form to
 help further elaborate them.  In the spirit of Hernandez's comments
 about the aesthetic obsolescence of particular areas of digital art,
 the CD-ROM could likewise be seen as having passed its used-by date.
  Interest in it seemed to peak around the mid-90s and this was marked
 in Australia, for example, by the 1996 _Burning the Interface_
 exhibition at the Museum of Contemporary Art [35].  While CD-ROMs
 continue to be made by artists and attract both commercial and public
 sector funding and investment, the form itself seems to have given
 way to attention around net.art or to high-tech interactive
 installations.  There is a sense in which the CD-ROM as artwork has
 failed; failed to attract the commodification of digital art that it
 seemed to so easily promise in its cheap and distributable form and
 failed as a form to deliver the multimedia experience as an aesthetic
 experience [36].  The _Burning the Interface_ exhibition marked this
 failure, presenting rows and rows of computer terminals with
 different groupings of artists' work at each terminal for viewers to
 sit at, all housed within the conventional white wall, concrete floor
 of the modern gallery space.  Although the work was public, only one
 person could use a terminal at a time and the separation between
 notions of the private producer and consumer of digital media and the
 public as an audience for contemporary digital art became only too
 clear.  Not only did the show bring to the fore the problem of the
 monitor as a space for viewing/engaging with digital art, but also in
 the promise invested in delivering multimedia at a mass level.  This
 promise to provide vast quantities of heterogeneous data within a
 standardised space (the desktop), at a speed at least comparable to
 broadcast media - largely failed to be met [37].

 And yet artists continue to make CD-ROMs and indeed it has become an
 area for developing work that is often more ostensibly politically
 engaged with the structures of information cultures and the problems
 of the senses and embodiment in relation to these structures.  In
 order to understand why this is the case we need to think through the
 question of what kind of aesthetic experience can be offered by the
 CD-ROM as an art work and how this also engages us with broader
 questions about where it is placed in relation to other digital
 media.  As a number of writers have argued, the interactivity of the
 CD-ROM often amounts to choosing between predetermined choices
 specified by the parameters of the coding and hence the feeling of
 immersion or engagement with the piece, its access to a "full"
 virtual engagement seems poorly approximate [38].  The CD-ROM is
 haunted by its inability to be digital or to fulfill the promise of
 the digital.  This failure translates for the audience of the CD-ROM
 artwork into frantically clicking and sweeping the cursor across the
 screen waiting for it to refresh, to provide more information, to
 come up to speed.

 But this is precisely why the CD-ROM could be considered the digital
 art form ~par excellence~ if we think about it from the standpoint of
 the arguments I have been making about an approximate aesthetics.
 Coalescing in one place we find, particularly in artists' CD-ROMs,
 speed itself becoming a set of differential relations.  These are
 enacted between the participant, the artwork, the bodies that sustain
 the production of the work (that is the artist and their
 collaborators - programmers, designers, sound artists etc) and the
 assemblage that is the technology of the digital computer.  That
 frantic clicking for more information is in part produced in relation
 to the broader promise of digital media capable of operating at
 inhuman speeds.  But it is also a sensation produced in (inverse)
 relation to the body of the artist making the CD-ROM.  Typically an
 artists' CD-ROM takes around two years to make.  During this time one
 finds oneself concentrating enormous amounts of bodily energy around
 the small space of the monitor, clicking frantically within the
 parameters of off-the shelf software that never seems to fit the
 infinite horizon of possibilities that is the project.  Making a
 CD-ROM forces one's body to move at lightening speeds, gathering
 endless quantities of material from heterogeneous sources, losing
 duration for hours in the space of the monitor's flicker,
 concentrating the diverging forces of the body to remain tied to
 rapid eye and hand movements.  But it is also incomparably slow,
 hours of dragging the cursor across a landscape of code to find one
 small programming flaw, the repetition of imaging processes, the
 constant disruption of imagining the user as interactor, becoming
 part of the work's process.  Aside from any content that CD-ROMs
 might draw from in terms of the corporeal, they are intimately caught
 up with the sensations of digital embodiment as sets of differential
 speeds from both the perspective of the artist and the person
 interacting with the artwork.  As artist Linda Dement states:

      Aside from the content being from the physical, my flesh, sitting
      restrained at the desk burning my eyes out at the monitor -
      there's that thing that happens when you restrain and focus
      physical energy, tension and stillness and of course eventually
      pain & damage. Almost trance like if it's going well [39].

 The CD-ROM itself comes out of a relation (or tension) between
 movement and stillness experienced at the embodied level of its
 production and by engaging, for the user, with its limited form of
 digital interactivity.  If its affective dimension so often registers
 as malaise or fatigue with its audience this is perhaps also because
 it is for the artist about a tiring of the body in relation to the
 triumphant onward march of information, media and technological
 saturation.  As Douglas Kahn notes the CD-ROM comes out of a process
 of creative fatigue [40].  The fatiguing of media forms as they
 recycle themselves through the multimedia format, the fatigue of the
 artist's body adjusting to the rhythm of media cycling and
 technological upgrade and unfortunately often the end fatigue of the
 user who easily tires of its iterative structures.  The art of the
 CD-ROM, against its dissolution into an aesthetics of the everyday
 boredom of the computer terminal, must lie in its ability to not just
 recombine as Kahn suggests but to recompound or recompose the self as
 resensitisable.

 Linda Dement's CD-ROM _In My Gash_ moves us in this direction.  Not
 towards the desensitisation of photography and a metaphorics of loss
 but towards a resensitisation of the nervous system as a set of
 pathways not contained within or on the skin but forming as
 relational pathways to machines.  Rather than abandoning a
 photographic practice, she has allowed the multimedia platform to
 reassemble her visual practices and preoccupations.  Dement's work
 has consistently valued a rich, visual style garnered from her
 initial aesthetic practice as a studio-based photomedia artist.  In a
 sense, _In My Gash_, represents the outcome of Dement's unwillingness
 to abandon the quality of the photographic intermeshed with the
 potential that low-end interactive media are only beginning to show.
  But _In My Gash_ is more cognisant of the space-time of the computer
 monitor and its flickering inability to hold the viewer's gaze.
 While these conditions for new media perception often lead to an
 hysterical oversaturation of information, Dement uses the opulence of
 her photographic practice to slow down this propensity.  _In My Gash_
 allows the fullness of her imagery to unfold in relation to the
 user's actions, revealing layers and screens of lacerated bodily
 organs, destroyed petals, discarded syringes and torn limbs to appear
 and fade across the field of vision.  Subsequently the manic desire
 to point and click that informs so much interactivity gives way here
 to an engagement with the piece as multi-mediated.  This tends to
 provide a slower tempo for engagement; iterations do not follow the
 speed of cyclical repetition but move in terms of the decomposition
 and recomposition of images.  At other points filmic fragments seem
 to tear at the fabric of the synthetic computer image as if the
 medium that carries an image were itself capable of bearing down upon
 the body and wounding it with sensations.  What Dement has been so
 successful in achieving through her practice is to redeploy
 photographic and filmic ~decoupage~ as the dream and memory space for
 multimedia.  The aesthetic experience as the experience of engaging
 the interactant at the level of sensation, a shiver in response to
 the dilating and contracting of Dement's digital wounds, is
 simultaneously a digital mediation of other media experiences.

 The zones of proximity digitality can call up for us in contemporary
 life include the digital's relations to other media forms such as the
 photographic and the cinematic and to institutions such as the
 gallery, museum and archive in which art and media are housed and
 displayed.  They also include our relations to others in the world
 and thus implicate the production of digital aesthetics within a
 wider context of ethics.  As a result of both of these foregoing sets
 of relations, digitality as an aesthesia is produced in a relation of
 (a)proximity to embodiment.  I have signalled that this closeness to
 the sensate and affective dimensions of life can only be grasped as
 approximate.  Yet the aesthetic experiences this produces might be
 described as uncomfortable in their proximity, in the case of
 Harwood's work or galvanic in a work like Dement's _In My Gash_.
 The digital in both its production by artists and consumption by
 audiences introduces a universe of reference that is both
 hypermediated and incorporeal.  But current experiences of extended
 and distributed embodiment, which aesthetic digital experience can
 offers us, are also recompositions of materiality through its
 differential relation to immaterial information.

 Notes
 -----
 [1] M. Fuller, "Breach the pieces"
 http://www.tate.org.uk/webart/mat2.htm (accessed 16/02/01).

 [2] Mitchell Whitelaw, "The end of new media art?", Working the
 Screen 2000, special issue of _Realtime_, no.38, August-September 2000,
 p.7.  The same point was made at the end of the 1980s when the
 nomenclature of "computer art" was beginning to seem a little drab.
 See, R. Wright, "The Image in Art" and "Computer Art", _Leonardo,
 Computer Art in Context Supplemental Issue_, 1989, pp.49-53.

 [3] See for example F. Popper, _The Art of the Electronic Age_, Thames
 and Hudson, London, 1993.pp.86-87.

 [4] See Harwood@mongrel, "Uncomfortable Proximity"
 http://www.tate.org.uk/webart/mongrel/home/default.htm(accessed
 15/02/01)

 [5] Mongrel in fact deploy a general strategy of hacking to create
 parallel .networks and virtual spaces rather than as a means to
 directly subvert or destroy pre-existing sites.  Their development of
 the "Natural Selection" project uses code from widely used Internet
 search engines redesigned to promote portals for anti-racist sites
 and artwork.
 See http://www.mongrelx.org/Project/Natural/index.html (accessed
 10/10/00).s

 [6] See M. Fuller, "Breach the Pieces", op. cit.

 [7] ibid.  It is this breaking up of space achieved by producing
 relations between the virtual and the concrete, the digital and the
 actual which occurs so often in digital art.  This makes it resonate
 with earlier spaces of museum collection that began in the sixteenth
 and seventeenth centuries through, for example, the _Wunderkammer_.
 See B. M. Stafford, _Good Looking: Essays on the Virtue of Images_, MIT
 Press, London and Cambridge, 1996, pp.32-34.

 [8] Harwood@mongrel "Uncomfortable Proximity", op. cit.

 [9] M. Fuller, "Breach the Pieces", op. cit.

 [10] See G. Deleuze, _Francis Bacon: The logic of sensation_, D. W.
 Smith, private translation, 1992, p.61.

 [11] R.L. Rutsky has made a sustained argument for the fetishism that
 surrounds the notion of "state-of-the-art" in relation to technology
 in the way that artists, designers, theorists, entrepreneurs,
 publicists and advertisers all deploy this term.  See R. L. Rutsky,
 _High Techne: Art and Technology from the Machine Aesthetic to the
 Posthuman_, University of Minnesota Press, Minneapolis and London,
 1999.

 [12] See, for example, R. Ascott, "On Networking", _Leonardo_, vol.21,
 no.3, 1988, pp.231-2.

 [13] C. Greenberg, "Modernist Painting", _Art and Literature_, no.4,
 Spring 1965, pp.193-201.

 [14] See, F. Popper, _The Art of the Electronic Age_, Thames and
 Hudson, London, 1993; and C. Goodman, _Digital Visions: Computers and
 Art_, Harry N. Abrams, Inc. Publishers, New York, 1987.

 [15] See D. Tofts, "Your Place or Mine?: Locating Digital Art", _Mesh_,
 no.10, Spring 1996, pp.3-4 and S. Holtzman, Digital Mosaics: The
 Aesthetics of Cyberspace, Simon and Schuster, New York, 1997.

 [16] This point is likewise made by Steven Maras and David Sutton in
 their article, "Medium Specificity Re-Visited", _Convergence: The
 Journal of Research into New Media Technologies_, vol.6, no.2, Summer
 2000, pp.99-113.  This article is particularly useful, mapping out a
 recent history of the notion of medium specificity in relation to new
 media.

 [17] This is Deleuze and Guattari's description of the grouping of
 sensations into affectual moments that occur in aesthetic experience.
  See, G. Deleuze and F. Guattari, "What is Philosophy?", H. Tomlinson
 trans, Columbia University Press, New York, 1994, pp.173-4.

 [18] ibid., p.173.

 [19] ibid.

 [20] G. Deleuze, "Ethology: Spinoza and Us", _Incorporations_, eds J.
 Crarey and S. Kwinter, Zone Books, New York, 1992, p.262.

 [21] N. K. Hayles, " Virtual Bodies and Flickering Signifiers",
 _Electronic Culture: Technology and Visual Representation_, T. Druckrey
 ed, Aperture Foundation, New York, 1996, pp.262-3.

 [22] J. Bennett, "The Aesthetics of Sense-memory: Theorising Trauma
 Through The Visual Arts", eds F. Kaltenbexk and P. Weibel, _Trauma and
 Memory: Cross-Cultural Perspectives_, Passagen Verlag, Graz, 2000,
 p.87.  Bennett's argument in this paper develops some of Deleuze's
 notions of sensation to account for the way in which visual arts can
 be produced out of a field of bodily memories (such as those of child
 abuse) and can also produce affective responses in the viewer.  She
 argues against the notion of art as representation as this removes
 the aesthetic experience of the artwork, especially artwork dealing
 with traumatic experience, away from the bodily context out of which
 it is produced by the artist and which allows it to register for its
 audiences.

 [23] N. K. Hayles, "Virtual Bodies and Flickering Signifiers",
 _Electronic Culture: Technology and Visual Representation_, op. cit.,
 p.263.

 [24] J. Bennett, "The Aesthetics of Sense-memory: Theorising Trauma
 Through The Visual Arts" op. cit.

 [25] L. Manovich, "The Paradoxes of Digital Photography",
 http://www-apparitions.ucsd.edu/~manovich/home.html(accessed
 15/02/01).

 [26] S. Maras and D. Sutton "Medium Specificity Re-Visited",
 _Convergence: The Journal of Research into New Media Technologies_, op.
 cit., p.102.

 [27] Perhaps the best example would be Jaron Lanier's prediction for
 an ultimate experience of virtual reality in which all of the senses
 would respond to the experience of a virtually created and shared
 reality. See, J. Lanier, "A Vintage Virtual Reality Interview"
 http://www.well.com/user/jaron/vrint.html(accessed 16/9/00).

 [28] My discussion of this notion of proximity was spurred on by
 conversations held over the last year with Mitchell Whitelaw.  I am
 grateful for his sense of provocation and for his intellectual and
 conversational generosity.

 [29] See, for example, Piper's own discussion of his piece:

      The new technologies that are being implemented to fix and survey
      the "un-European other", in the faltering consolidation of this
      "new European state", form the basis of Tagging the Other.
      Central to the piece are the framing and fixing of the black
      European, under a high-tech gaze - a gaze that seeks to classify
      and codify the individual within an arena where the logical
      constraints of race, ethnicity, nationality and culture are
      unchanging, and delineated in a discourse of exclusion.

 K. Piper, "Tagging the Other", _Iterations: The New Image_,. T.
 Druckrey ed, International Centre of Photography and MIT Press,
 Cambridge, Massachusetts, and London, 1993, p.121.

 [30] See, for example, Turkle's argument:

      When identity was defined as unitary and solid, it was relatively
      easy to recognise and censure deviation from a norm.  A more
      fluid sense of self allows a greater capacity for understanding
      diversity. It makes it easier to accept the array of our (and
      others') inconsistent personae - perhaps with humour, perhaps
      with irony.  We do not feel compelled to rank or judge the
      elements of our multiplicity.  We do not feel compelled to
      exclude what does not fit.

 S. Turkle, _Life on the Screen: Identity in the Age of the Internet_,
 Phoenix, London, 1997, pp.261-2.

 [31] S. Cubitt, "Orbus Tertius", _Third Text_, no.47, Summer 1999, p.3.

 [32] M. Fernandez, "Postcolonial Media Theory", _Third Text_, no.47,
 Summer 1999, p.14.

 [33] ibid., p.14.

 [34] M. Fernandez, "Postcolonial Media Theory", op. cit., p.15.

 [35] The ~Burning the Interface~ exhibition ran from 27 March to 14
 July 1996 at the Museum of Contemporary Art, Sydney, Australia.  It
 was curated by Mike Leggett and Linda Michael and was an
 international survey of CD-ROMs by artists.

 [36] Michael Punt argues that the CD-ROM has failed to deliver as a
 mass market phenomenon because of the technological constraints that
 it places on the user - one can only read and retrieve data, not
 write back to it - and because the way in which it has been conceived
 by producers as a storage medium.  Users on the other hand use it to
 retrieve information but producers often fail to look at the models
 of retrieval they build into their design.  As a result the
 interactivity of the CD-ROM is hardly that; the user is reduced to
 merely following the "command" to retrieve and as a result finds the
 experience to be one of a command control dynamic rather than the
 celebrated, open, connected, democratic, multimedia environment.  See
 M. Punt, "CD-ROM: Radical Nostalgia? Cinema History, Cinema Theory
 and New Technology", _Leonardo_, vol.28, no.5, 1995, pp.387-394.

 [37] See ibid., pp.388-9.

 [38] See for example, Z. Sofoulis, "Interactivity, Intersubjectivity
 and the Artwork/Network", _Mesh_, no.10, 1996, pp.32-5; and K. Murray,
 "Mouse, where is thy sting?" _Burning the Interface: International
 Artists' CD-ROM, catalogue_, Museum of Contemporary Art, Sydney, 1996.

 [39] Private email correspondence with Linda Dement, August 8, 2000.

 [40] D.Kahn, "What Now the Promise?", _Burning the Interface:
 International Artist's CD-ROM_, op. cit, p.24.


  ____________________________________________________________________

 Anna Munster lectures in Digital Media Theory in the School of Art
 History and Theory at the College of Fine Arts, University of New
 South Wales, Sydney, Australia.  She is also a practising digital
 artist whose digital print work was recently part of the USA touring
 exhibition Digital2000 for ASCI. She has just completed a website
 wundernet (http://wundernet.cofa.unsw.edu.au) on wonder, curiosity,
 the digital and baroque and is currently working on a CD-ROM
 expansion of this titled Wunderkammer, due for release in 2001.
  ____________________________________________________________________

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