Archive for October, 2011
Computer Art and the Theory of Computation: Chapter 1: The Blooming

Alan Turing inaugurated the theory of computation in 1936 with the most humble but powerful manifesto of all time
What I’d like to do in a series of posts is explore the relevance of the theory of computation to computer art. Both of those terms, however, need a little unpacking/explanation before talking about their relations.
Let’s start with computer art. Dominic Lopes, in A Philosophy of Computer Art, makes a useful distinction between digital art and computer art. Digital art, according to Lopes, can refer to just about any art that is or was digitized. Such as scanned paintings, online fiction, digital art videos, or digital audio recordings. Digital art is not a single form of art, just as fiction and painting are different forms of art. To call something digital art is merely to say that the art’s representation is or was, at some point, digital. It doesn’t imply that computers are necessary or even desirable to view and appreciate the work.
Whereas the term computer art is much better to describe art in which the computer is crucial as medium. What does he mean by “medium”? He says “a technology is an artistic medium for a work just in case it’s use in the display or making of the work is relevant to its appreciation” (p. 15). We don’t need to see most paintings, texts, videos or audio recordings on computers to display or appreciate them. The art’s being digital is irrelevant to most digital art. Whereas, in computer art, the art’s being digital is crucial to its production, display and appreciation.
Lopes also argues that whereas digital art is simply not a single form of art, computer art should be thought of as a new form of art. He thinks of a form of art as being a kind of art with shared properties such that those properties are important to the art’s appreciation. He defines interactivity as being such that the user’s actions change the display of the work itself. So far so good. But he identifies the crucial property that works of computer art share as being interactivity.
I think all but one of the above ideas by Lopes are quite useful. The problem is that there are non-interactive works of computer art. For instance, generative computer art is often not interactive. It often is different each time you view it, because it’s generated at the time of viewing, but sometimes it requires no interaction at all. Such work should be classified as computer art. The computer is crucial to its production, display, and appreciation.
Aleph Null Color Music
Aleph Null makes color music. Colors are tones. Musical notes are tones. Music is tones moving in time. Aleph Null makes changing color tones move in time. There is no audio.
Aleph Null is an instrument of color music. This is about how to play it. It’ll play on it’s own. But it profits immensely from a human player interceding continually. It’s interactive online art.
Color music in Aleph Null has a simple structure. There is a central color. It’s the main color. All the other colors are within a certain distance from the central color. That distance is called the color range.
Here’s how to change the central color.
- Click the Aleph Null logo at top left or press the ‘1’ key to make the controls visible.
- Press the ‘2’ key or click the input box labelled ‘central color’ to make the central color color-picker visible.
- Click around in both parts of the color-picker to see how it works. The current central color is displayed in the central color input box.
The colors Aleph Null uses are all random distances from the central color and these distances do not exceed the color range value. The lower the color range value, the closer all the colors are to the central color. The higher the color range value, the greater the range of colors that Aleph Null will use. If the color range is set to 0, Aleph Null only uses one color: the central color. If the color range is 255, any color might be used.