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–GRAPH - Art exhibition on Feral File

Curator’s Note

Casey REAS avatar

Casey REAS

30 November 2021

Plotting the Course

When I created my first plotter drawing in 2015, it was a personal revelation. Fifteen years earlier, when I had just started translating my code systems into drawings on paper, I didn’t even know what a plotter was. In 2006, I saw my first historical plotter drawings at the Sonic Acts: The Anthology of Computer Art exhibition in Amsterdam and I was shocked by the material quality of the drawings. The wide range of papers and colors felt nothing like the generative drawings I had seen before. At that moment, I felt the constraints of relying on the limited papers prepared for printing and the pigments required for contemporary printers. Compared to the deep world of inks, paints, and the huge variety of papers that can be used with plotters, most printers require inks and papers that are only available in a very narrow range. A plotter drawing is a physical drawing created with a mechanical drawing machine. Plotters were created by industry to automate precise technical drawings, but were soon co-opted by artists in order to explore new ways of creating drawings. They range from a two-ton ZUSE Graphomat Z64 from the 1960s to a four-feet tall HP 7580 from the 1980s to an AxiDraw from the 2000s, which is compact enough to fit nicely on a small table. Before high-resolution printers and computers with screens, plotters were the primary way that code became drawings. When the endeavor of creating drawings with plotters began over 50 years ago, computers were incredibly different from today. Artists would start coding by making diagrams on paper, then they would encode their instructions onto physical cards that would be inserted into a room-sized computing machine. Today, we get immediate visual feedback by typing directly into a text editor and seeing the result on screen as we work. Back then, the first time the artist saw the result of their code, their drawing, was after it had been plotted by a large, mechanical drawing machine. In 1965, the first plotter drawings were shown in exhibitions at the Howard Wise Gallery in New York and Galerie Wendelin Niedlich in Stuttgart. These exhibitions had little international impact at the time, but new artists continued to discover and use plotters for their work throughout the 1970s and 1980s, until new kinds of printers took over. Artists working with plotters never went away, and in recent years there’s been a renewed interest in the practice. In the years that followed my own introduction to plotters, I was fortunate to meet some of the pioneer artists working with code and plotters while we shared walls in group exhibitions. It was through meeting artists like Manfred Mohr, Frieder Nake, Jean-Pierre Hébert, Mark Wilson, and Colette Bangert, and spending time with their drawings, that I learned the craft. I was in Roman Verostko’s studio in Minneapolis in 2015 when I discovered more about the material possibilities of working with plotters. Rather than working with colors “out of the bottle,” Roman mixes his own colors to create his vibrant work. Bottles of ink in Roman Verostko’s studio in Minneapolis in 2015. Photo by Casey Reas. When I made my first plotter drawings, I can say without exaggeration that it completely transformed my understanding of the history of computer-generated drawings. Before, I had vaguely understood how they were created, but now I felt their production in detail. This method of creation is fundamentally different from anything that I had done. Each drawing is truly unique and is often the result of careful physical adjustments and extreme patience. In contrast to a software “undo,” twelve hours of work with a plotter can be destroyed by a pen leak or errant line. In my personal experience, this often happens! Unlike at the origins of artists working with plotters, using a plotter to create images from code today is one decision to make among many others. Making plotter drawings is difficult and wonderful, and the artists in –GRAPH are passionate about this medium. These artists all share a love of working with visual systems and writing code, and transforming how the code is rendered through drawing machines. Each of the six artists in –GRAPH have created one software artwork that creates 30 unique physical drawings. Each drawing in this exhibition is a 1/1 artwork, meaning only one will ever be created. Along with each of these unique drawings, there are millions of other compositions that are embedded in the software that can be viewed through an interface created by each artist. — Casey Reas, November 2021
(The illusion of) depth of knowledge by Aleksandra Jovanić

Aleksandra Jovanić

(The illusion of) depth of knowledge

Series of 30 works

CHERTI by Iskra Velitchkova

Iskra Velitchkova

CHERTI

Series of 30 works

Chaos Blocks by James Merrill

James Merrill

Chaos Blocks

Series of 30 works

Umwelt by Julien Gachadoat

Julien Gachadoat

Umwelt

Series of 30 works

Endless Monologue by Licia He

Licia He

Endless Monologue

Series of 30 works

F(l)ight by Tyler Hobbs

Tyler Hobbs

F(l)ight

Series of 30 works

Aleksandra Jovanić avatar

Aleksandra Jovanić is an artist and programmer from Belgrade, Serbia. She holds a doctorate in Digital Arts and a BSc in Computer Science. In her research and artistic practice she combines various media, mainly in the field of interactive art, art games, and generative art. Jovanić’s recent works focus on the aesthetic of data visualization and optical illusions, as well as explorations of accepted concepts of truth and reality. Her work has been exhibited internationally in exhibitions at Unit London, VerticalCrypto Art, Feral File, Vellum LA, and ArtBasel. As an assistant professor, she currently teaches at all three levels of study, at the Faculty of Fine Arts in Belgrade, at master studies of the Faculty of Applied Arts, and at art doctoral studies at the University of Arts in Belgrade.

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Iskra Velitchkova avatar

LocationMadrid, Spain

Iskra Velitchkova is an artist currently based in Madrid. Her work explores the present and potential interactions between humans and machines, and how instead of making technology more human, this relationship can push us to better understand our limits. She believes that roots and tradition can nurture her work with greater truth. After a stint in the tech and artificial intelligence industry as a visual thinker, Iskra decided to apply her knowledge and experience to her own research using art as a medium for generative explorations. Her work is based on mixed techniques: both digital and physical.

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James Merrill avatar

LocationVermont, U.S.

James Merrill is a multidisciplinary digital artist who explores abstract visualizations. He resides in a small town in rural Vermont and enjoys all things outdoors. As a third generation artist, his initial interest in geometric artwork was origami. His life changed in 2003 when he obtained a copy of Macromedia Flash and began teaching himself programming and digital art techniques. He contributed to digital art groups such as EvokeOne and Depthcore and became life-long friends with many emerging artists in the scene. The interplay between mathematics, simulations, and aesthetics are the primary strands that connect the many different mediums that James has explored his career. His interests in programming and art naturally coalesced around generative art, and the introduction of a physical medium in plotter art captured his full attention. He now dedicates his time creating algorithmic artwork for plotters and 3D simulations.

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Julien Gachadoat avatar

LocationBordeaux, France

Julien Gachadoat has been exploring generative drawing for many years, creating unique art with algorithms. He works with the emergence of abstract form, combining monochrome and geometric shapes, playing with repetition, and using random operations to generate an element of surprise. Developing his own tools of creation based on simple graphic rules, Julien Gachadoat uses the computer—“this unique performer” (Vera Molnár)—to explore the formal possibilities that ensue. It is through the process of printing these unique pieces, using a plotter (AxiDraw), that he creates a link between text and code. He brings together, on paper, the computer and the pencil, the rigor of code and the poetry of art. Julien grew up in the ’90s with the demo-scene, making visuals with code. Ever since then, programming languages have been his creative tools.

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Licia He avatar

Artist

Licia He

LocationLondon, UK

Shiqing (Licia) He is a generative artist and a human-computer interaction researcher dedicated to creating artistic expressions through technological innovations. With a Ph.D. in Information Science and a Bachelor of Science degree in Studio Art and Computer Science, Licia currently resides in London, UK, as a full-time artist, focusing on capturing and presenting information around her through visual art. Fascinated by the possibilities of human-machine collaboration, Licia's explorations led her to combine generative art with robots, bridging her digital and physical painting practices through pen plotters.

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Tyler Hobbs avatar

LocationTexas, U.S.

Tyler Hobbs is a visual artist from Austin, Texas, who works primarily with algorithms, plotters, and paint. His artwork focuses on computational aesthetics, how they are shaped by the biases of modern computer hardware and software, and how they relate to and interact with the natural world around us. Tyler develops and programs custom algorithms that are used to generate visual imagery. Often, these strike a balance between the cold, hard structure that computers excel at, and the messy, organic chaos we can observe in the natural world around us.
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–GRAPH smart contract:ethereum