A report on the Creative Kernel's workshop (DEAF00) by Sandra Fauconnier.
Open source software and media art: these two fields with
conceptual common ground and potential for cross-pollination
were the subject of a workshop organised by V2_Lab and ENCART
(European Network for Cyberart).
Approximately 10 artistic
software development initiatives demonstrated their work
in an informal session where visitors were personally guided
and informed about the specifics of the projects. Also
before and after the presentations, some more formal presentations
and a panel discussion took place which clarified the participants'
positions versus the dilemma of releasing, opensourcing,
GPL'ing (General Public Licencing) the source code of their
software.
However, is there really such a sharp dilemma?
During the presentations and demonstrations the strong conceptual,
and especially artistic qualities, of many projects became
apparent: it turns out that artistic software development
has become an important sub-area of media art during the
last few years, with often a refreshing, original and socially
relevant outcome. It also turns out that for projects which
focus mainly on artistic and intrinsically aesthetic or
conceptual qualities, questions about open source, publishing
and releasing source code become less relevant. Perry Hoberman
was not invited as a speaker for the workshop but attended
out of personal interest; he commented that principally
he would not oppose against publicly releasing the underlying
programming code for his projects and installations, but
that he doubts if it would be in any way relevant or interesting
to anyone.
A similar principle applies to Crack, a project
created by Knowbotic Research (presented by Christian Hübler
and Alexander Tuchacek). This work consists of a piece of
software that was widely distributed in the city of Hamburg,
intending to involve a large group of people into the act
of password cracking and intruding into servers, raising
discussions about issues of encryption and security. Soon,
the software was adapted by "real" hackers, defying the
original intentions of the work. The people from KR+cF do
not perceive this incident as a problem or failure; but
it illustrates how originality or uniqueness still play
a discernible (although modified) role, even in the field
of media art where an object-focused approach towards artworks
is becoming obsolete.
The issue of copyright was, surprisingly,
only sparingly addressed by the artists present in the workshop;
most of them have an open and "this-is-no-priority" attitude
towards re-use and inspiration
emerging from their work.
The internal economics of the art world have always evolved
around building upon other people's work and research, and
gaining recognition because of the degree of originality
of one's work. However, people tended to be much more protective
when it came to commercial re-use, reproduction and exploitation
of a software project's code.
The issue of open source
seemed to be more relevant for a second group of software
projects, namely, the more utilitarian "tools" developed
by and for an artists' community. These tools are to be
used in the production process of artworks, as opposed to
being artworks by themselves.
KeyStroke, Geert Mul's Epic
Generator, nato.0+55, V2_OS and MMBase all fit into this
category. They have different approaches towards the issue
- partly depending on how and by whom the software is developed.
V2_Lab, the initiator of both Epos Generator and V2_OS and
a user of MMBase, is a strong defender of opensourcing its
products. As a publicly funded institution it considers
one of its tasks to feed back the productions by its in-house
team of dedicated developers into the public sphere. For
the same reasons VPRO decided to release MMBase under the
GPL, but also because this decision would positively affect
the growth, quality and development of the project. The
latter is a general argument in favour of the typical open
source "gift economy" models of production. Other projects,
developed by artists who choose to be self-sustaining (for
example the applications developed by the noteable Netochka
Nezvanova - aka "antiorp", highly valued by a dedicated
and well-informed user community) are known to be closed
source (and expensive) due to almost purely economic reasons.
This distinction seemed to be pretty obvious to everyone,
and was unable to generate a sufficiently vivid discussion
at the end of the workshop. There seemed to be much agreement
about the intrinsic value of the open source model and about
the reasons why many artists don't choose for it. For some
participants the concept of open source was mostly still
an unexplored path ("yes, why didn't we think of it?").
However, the workshop fell short of expectations since not
too many new insights or conflicting viewpoints were revealed.
Sandra Fauconnier
Nov 17, 2000