Inside the 'New
White Cube'
A Journey into the World of Virtual
Ceramics
Over the past two thousand years
the fundamentals of craft have not changed. We basically form craft
objects and craft products with our hands. This century has seen
the rise of electricity aid us in the making of craft, but still
its broader practice has changed little. Now at the close of the
2nd millennium craft is being revolutionized by bytes and bits -
the art of computing. From the first self-conscious steps with Photoshop
to the higher sophistication of 3D imaging, VRML, animation and
multi-media, craft is breaking its age-old shackles of materiality
and entering a new dimension - the dimension of virtual craft. Craft
is beginning to inhabit information space. It is merging with computer
technologies to create a new hybrid art or craft form, informed
by equal parts of the old and the new.
This transformation of craft
will be unexpected and rejected and attacked by many. The proclamation
of a new computer craft will be seen as a sacrilege by many. But
we are not inventing something that does not already exist, but
acknowledging tendencies already well under way, giving them a name,
making them easier to recognize. Those who are attentive to, and
do not close their eyes to the 'new technologies' will see its influences
already manifesting in craft: laser cutting techniques, stereo lithography,
mathematically influenced CAD, 3D rendering, VRML craft worlds et
cetera.
Ceramics have played a significant
role for mankind and have literally been around for millennia. We
may look towards the ancient Egyptians, the Phoenicians, Assyrians
or even the native peoples of the ancient Americas. From the first
clumps of earth accidentally fired in a camp-fire to the first functional
pit fired vessels. Little has really changed since that time. We
still use fire to create our pottery - in wood kilns or gas kilns.
The ancient techniques of raku and pit-firings are still very popular.
We form works by using our hands to deform, mould and assemble the
clay and throw pots on wheels. In some quarters – I am told - the
kick-wheel is still alive and kicking. We may now have electric
wheels and kilns and other gadgets, but these items don't really
constitute a fundamental change in, or addition to our tools and
materials.
However, I would say that things
are looking a bit different now as we rapidly approach the third
millennium. Technology is advancing at an ever-increasing speed.
Today anyone can buy a computer with more processing power than
a 1960's mainframe computer which took up a whole office block,
for around $1000. In western societies at least, the computer is
becoming a ubiquitous tool, with a strong presence in universities,
schools, libraries and of course business and the workplace. Even
primary school kids are going to school with their own laptops.
They may spend most of their time playing games on them, but that
will be the fertile ground on which their other digital capabilities
will grow.
The possibility of purchasing
great processing power at low prices has had a tangible effect on
the arts and crafts with more and more artists working in the digital
area, not to mention other applications like desktop publishing,
word processing, spreadsheeting etc. The computer screen lends itself
to the production of 2D images, which are not that far removed from
traditional paintings, prints or watercolours, so a fairly strong
arena of digital art has established itself. But Digital Craft?
Virtual Ceramics? Can there really be such a thing? Well, yes, some
ceramic artists and other craftspeople are incorporating the computer
and its multitude of possibilities into their work. The notion of
digital craft is being talked about and written about – here in
Australia by such people as Kevin Murray, or in the United states
by Malcolm McCullough or Stanley Lechtzin.
Ceramic artists are not just
by creating web sites for themselves, or storing their images digitally,
but also manipulating their images, and creating work, which at
least initially exists in the virtual space of the computer monitor,
by using 2D software programs like Photoshop or 3D modeling programs
like Lightwave.
The way we view these types
of works is usually on a screen. Actually we may not be so aware
of it but we are surrounded by screens: the computer screen, the
TV screen, the slide projection screen, the cinema screen, even
the advertising billboard… The computer screen itself appears to
contain the images or data we are looking at within its physical
dimensions, although it actually only displays the data which is
stored somewhere else, the hard drive. This virtual space of the
computer monitor can be viewed as an exhibition space of sorts.
Of course you do get 'virtual galleries' on the Net, and the data
stored on computers around the world is often referred to as 'information
space' - an alternative type of space or reality. But the computer
monitor also physically extends itself into space with its external
dimensions and the possibility of creating 3D worlds on the screen
creates an internal visual space. This alternative exhibition space
could be called the 'New White Cube'. That other ‘white cube’ being
of course the traditional gallery space with its four neutral white
walls.
These are works, like all others,
which are initially conceived in the mind – a type of virtual space
in itself - and then realised using computer software. They are
made of the stuff of the digital realm, namely bytes and bits, which
are basically combinations of the digits zero and one.
Ceramics that exist in cyberspace
may be called 'Virtual Ceramics'. Cyberspace is not something that
can be measured in centimetres or inches. In a way, it can be understood
as a virtual reality, a type of alternative digital world, made
by real people, that we experience through manifestations on our
computer screen. It has become a very real element in our lives
and is no more or less real than other spaces.
While some people have trouble
accepting virtual ceramics as objects or even object to calling
them ceramics, these things do exist. They just exist in another
realm than we are used to. The computer file is a bit like a plaster
mould. Once you have made the mould, you can cast as many objects
from it as you like. Similarly, with a computer file you can print
as many prints of an image as you like, or go even further and produce
as many objects on a milling machine as you like. Where does the
justification for the term ‘ceramic’ come in? This can come from
many sources – it may be a chosen ceramic surface that we apply
to the virtual object, it may come from historical references we
assign to the virtual object or it may just be a traditional ceramic
form, like a teapot – easily recognisable by anyone.
Virtual Ceramics are not just
designs made for industrial production, i.e. CAD/CAM, but a hybrid
form of ceramics combined with elements of computer art and design,
which constitute something altogether new and different. Of course
the rise of a new ‘virtual ceramic’ aesthetic also poses many new
questions such as When is a piece virtual and when is it not?
Where are the boundries? Clearly the definitions have to
be refined. One could ask "Is there an original?" The
computer file can be copied ad infinitum without any loss in quality,
so can it be the original? Or is the print of a model the original
or the first solid output, made on a milling machine or lathe? If
the notion of the original or one-off is negated by the digital
medium, what does this mean for the craftsperson or collector? Another
question which arises from these issues is that of copyright. Because
the digital medium can be copied so easily, is there a danger there?
When someone buys a digital art work or virtual ceramic, who retains
copyright of that work? One big problem we have when dealing with
this relatively new area is that of terminology. We haven’t yet
developed a proper language to deal with virtual craft. Antagonisms
between different camps in this matter sometimes arise purely from
differences in interpretations of definitions. When you say ‘a mug’
you mean a ceramic mug. If I say ‘virtual mug’, you might see a
contradiction in terms. Yet if I show you a photo of a mug, you
will say ‘that is a mug’ – the signifier becoming the signified
- but why is no longer a mug when it is created digitally? The digital
mug is actually much more multi-dimensional and than the photo,
as it can be viewed and manipulated 3-dimensionally.
One fear of some ceramists and
potters with their feet firmly rooted in the various age-old ceramics
traditions have, is that computers and other new technologies are
taking over and replacing those old traditions. Will we all end
up just sitting at computer terminals, hacking away at keyboards,
modelling in bytes and bits and leaving the actual act of production
up to machines? Will we all be turned into designers?
The computer offers us some
avenues of exploration that were previously not possible. While
it may be a steep learning curve to master some of the necessary
software, even simple programs can offer a high level of design
flexibility. Simple functions like lathing or extruding forms, which
relate to actions we are used to from handling clay, can be replicated
on the computer and put to good effect. Freed from the constraints
of the material world, potters and ceramists are free to let their
imaginations run wild and create imaginary works with a high level
of realism. This can go as far as creating not only quasi-ceramic
objects, but whole scenes or worlds. In cyberspace there is no gravity,
so tea can flow upwards from a teapot, virtual clay can be made
to do things which would be impossible in the physical realm. You
might ask "why". I ask "why not"? And if you
wanted to make an actual work in clay, a model could be worked on
in 3D before actually rendering it in a ceramic medium.
The possibility of disregarding
the law of gravity, importing surfaces from any source, deforming
and manipulating and combining different elements, gives the ceramist
a new set of tools which can help to visualise ideas, view ceramics
from a different perspective and even to create alternate ceramic
realities. But Virtual Craft need not be restricted to the virtual
walls of the 'New White Cube'. Virtual Craft may also be translated
into actual works in clay or other materials. These may be a straight
translation of 3D modelled objects into clay. Resourceful potters
may also source alternative technologies to materialise their work,
such as Judith Cook's use of a new decal manufacturing and firing
process, or Les Lawrence's use of inkjet printers with fireable
inks. Possibly the most advanced technique of creating work at the
moment is the use of the industrial techniques of Rapid Prototyping,
Stereolithography and Selective Laser Sintering. These techniques
are used in industry to create models for industrial testing and
manufacture and are still quite expensive. A 20cm bowl could cost
thousands to make, but this technology will eventually come down
in price.
Rapid Protoyping uses a computer
file of a 3D model to cut slices of paper, which are bonded together
layer by layer, building up an object. Stereolithography uses computer
controlled lasers to harden a resin bath in increments of one tenth
of a millimeter. As you can imagine, incredible detail becomes possible.
Selective Laser sintering is a similar technique that uses a mixture
of nylon and glass powder, which is then also hardened by lasers.
In fact, I would not be surprised
if one day, we will have kilns that 'fire' clay by sintering a clay
powder with computer guided lasers. Technology may even go further
and at some time in the not-too-distant future, we may be able to
rearrange the molecules of the air to produce any desired material.
Experiments in this direction are already happening. The result
would be a 'ceramics replicator' - a machine which might look similar
to a microwave and would create an object chosen from a 'menu' -
maybe an Alessi or Walter Gropius teapot, a Leach Bottle or an Anagama
water jar, or maybe even a 2nd century BC Greek Vase.
I realise that many of you will
scoff at such ideas, but with rapid prototyping, nano-technology
and self-replicating machines, we are already moving in this direction.
Less than a decade ago, we wouldn’t have thought it possible to
manipulate genes so well that we could clone other beings. Yet not
long ago a sheep named ‘Dolly’was cloned. And a doctor in the USA
is openly working towards cloning the first human being. It's certainly
not going to hurt to be aware of current developments and future
possibilities. And let's not forget that it's not always easy to
foresee the future correctly. In 1949, the magazine Popular Mechanics,
forecasting the development of computer technology, suggested that
"Computers in the future may weigh only 1.5 tons" (!).
Of course much of Virtual Ceramics
is based on imagery and to a degree illusion. In a majority of cases,
our visual knowledge of the world, it’s art and ceramics, is based
on what we know from books, magazines and other media. Knowledge
is brought into our living room via television. Ceramic objects
we have never seen in the flesh are brought to our attention via
magazines and catalogues. As we may never have seen the actual ceramic
objects, this is also a form of virtuality. In contrast to previous
ages, today the dominance of the image is complete, with mass media,
photography, video, television, and now affordable digital photography,
scanners, high quality inkjet printing and ever cheaper, more powerful
computers. In fact the material value of a computer is less than
$100, and in the US, some companies are starting to give them away,
paid for by advertising that flashes up on the side of the screen.
Art is a type of illusionism,
exemplified in the works of MC Escher, 17th century Delftware or
18th century German Renaissance ceramics, or on a more contemporary
note, the work of Elisabeth Fritsch or Wayne Higby. With Virtual
Ceramics, this is even more so the case, although trompe l'oeill
isn’t necessarily the intention. But the possibilities of today’s
software go far beyond what we might be able to recognise. Today
we can create realistic images, which are difficult, if not nearly
impossible to distinguish from the ‘real thing’. Of course this
raises the question of what sort of world we are living in. Is it
a world of visual lies? Are we already in ‘The Matrix’? When shown
an image of a manipulated pot at College in Melbourne, one lecturer's
response was 'oh, when did you make that?' My reply was 'I didn't'.
Since then the realism of the imagery of Virtual Ceramics in my
own work
and that of others has increased considerably.
The stereographic image of the
Virtual Ceramic lends even more credibility to the illusion, the
eyes perceiving a 3D virtual scene that is deceptively real. The
next step from here will be to create a fully immersible 3D Virtual
Reality environment, perhaps a ceramics gallery, where, with the
help of a Head Mounted Display (HMD) and data gloves, you would
actually be able to move around in the environment and pick up and
touch things. I suspect that you may be able to experience this
type of technology in a few years time.
The philosophy behind these
explorations is not mere CAD/CAM, not the use of the computer as
another design or production aid, but rather the use of the technology
to broaden the horizon of traditional crafts practice, to create
new unforeseen methods and new unforeseen real and virtual craft
objects. The intent of these explorations is not to jettison traditional
crafts practices and replace them with industrial techniques, after
all, this is a phase we already went through in the 19th C, but
it is the intent of these explorations to add new elements, techniques
and results to what we already know and have.
No, craft will not die. As long
as we have material and aesthetic needs, craft will fulfil many
of them. But as our intellects evolve, so too will our needs concerning
craft - and crafts practice will evolve or perhaps revolutionise
itself. To stop now and say "you can't drink from a virtual cup"
would be stepping backwards. Virtual cups were never made to drink
from in the first place. Rather, armed with a new set of tools,
we will create virtual objects for virtual purposes, with the very
real possibility of artful and craftful manifestations.
Today the craftsperson can become
a programmer, and the programmer can become a craftsperson; what
is of interest, and what will reinvigorate the crafts in the 3rd
millennium, is where the two areas intersect. No, craft is not dead,
but it will never be the same again.
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