Title: Conserving Digital Art for the Ages
1Conserving Digital Art for Deep Time
Francis T. Marchese Pace University, New
York http//csis.pace.edu/marchese fmarchese_at_pac
e.edu
Venice, Winter Morning on the Grand Canal,
January 2011
2Giovanni Bellini, Madonna and Child with SS.
Nicholas, Peter, Mark, and Benedict, 1488.
Tempera on panel, S. Maria Gloriosa dei Frari,
Venice
3Challenge
- Year 2511
- Curate show of time-based digital artwork from
1st decade of 21st century - What kinds of works will be available?
- What will be the format of theses works?
4Problems Change and Diversity
- Diversity of programming languages
- C/C, Java, JavaScript, C, Flash, HTML, XML,
Python, Processing, Perl, and Max/MSP. - Diversity of development libraries
- mobile apps, sound composition, virtual worlds,
and computer games - Software substrates in continuous flux
- operating systems and network protocols evolving,
database formats changing, and globally
accessible resources either disappearing or
becoming redistributed - Hardware - guaranteed obsolescence
5Digital Art Conservation c. 2011
- Stockpile computer technology - replace when it
fails. - Archive computer programs to durable media.
- Refresh to new storage medium when either it
decays or becomes obsolete. - Attempt to Document artwork.
6Digital Art Conservation c. 2511?
- Proceeds from redefinition of artworks identity.
(Pip Laurenson, Tate Modern, 2006) - A digital work should be considered as a
collection of properties which include - the artist's instructions
- approved installations intended to act as models
- an understanding of the context in which the art
was made - the degree to which the artist specifications
reflect his or her practice at the time the art
was created. - Hence Documentation !
7Software Engineering (SE)
Requirements
Stakeholders
8SE and Documentation
- SE - systematic methodology for creating and
maintaining documentation - Documentation
- Intrinsic part of any system
- Supports communication preservation of system
and institutional memory - Works with all stakeholders
- Supplies comprehensive information about a
computer systems - capabilities, architecture, design details,
features, and limitations
9Kinds of Documentation
- Requirements
- What the artwork is supposed to do its
conceptual foundation. - Architecture/Design
- What are the essential parts of the system and
how do they fit together. (Usually expressed as
diagrams.) - Technical
- Source code, algorithms, comments within source
code. - End User
- Manuals (e.g. static documents, hypermedia,
training videos, etc.) for end-user,
administrators, and support staff. - Supplementary Materials
- Anything else (e.g. legal documents, design
histories, interviews, scholarly books,
installation plans, drawings, models, documentary
videos, websites, etc.)
10Adapting the Software Development Lifecycle
11I Want You to Want Me (2008) - Jonathan Harris
Sep Kamvar
- Interactive installation about online dating at
MoMA - Sky filled with 100s of pink and blue balloons,
each representing an individual's online dating
profile. - Viewers touch individual balloons to reveal
personal information about the dater found inside
12Trigger (2005) Jodi Zellen
- Sensor-activated, immersively projected,
interactive art installation at the Pace Digital
Gallery (NYC). - Explored transient stories that emerge from our
relationships with urban spaces. - Filled gallery with overlapping videos from 7
projectors, infusing its space with transient
sounds.
13Which to show in 500 years?
- I Want You to Want Me
- Distributed architecture
- Multiple operating systems
- Several programming languages APIs
- Unknown data mining algorithms
- Hardware Dependence
- No source code
- Trigger
- Simple architecture
- Sufficient documentation
- Clear requirements
- No source code
14Finally For Future Art Historians
- Authorship
- Was it in the hand of the artist, or was it built
by others? - Educational/Cultural Context
- Who influenced the artist conceptually or
technologically? - Craftsmanship
- How well was the program written and system
built? - Aesthetics
- How well conceived and designed is the software?
- Development Process
- What were the design strategies used by the
artist? - Technical Context
- What were the development tools available at the
time the artwork was created? - Theoretical Foundation
- What theories of computing did the artist use?
15Conclusions
- Display of digital art at some time in the
distant future remains an open problem - Solution will come from efforts by artists,
conservators, and curators - Software engineering practices allow
transformation of conservation practices - Process will aid digital art scholarship
16Future Work
- Engage conservators and curators to integrate SE
process into museum acquisition and conservation
practice - Engage digital artists and art educators to
investigate how SE methods may be adapted and
integrated into digital art education
17Thank you !