The
Social Art Internet Art Project
Back
in 1999, I began to conceptualize an idea for an Internet
art gallery where upcoming artists and musicians could display
their work. I built a proto-type, enlisted a handful of artists,
and in November of 1999 launched SocialArt.com. Social Art
was, at best, a great portfolio. Without mechanisms in place
to generate new content and keep the site fresh, or people
to promote the site, the appeal of Social Art faded. The
energy required to maintain a place for artists to display
their work was immense, and so the idea for Social Art began
to seem pointless.
By
September of 2002, I had spent two years learning how to program
computers in order to further my understanding of Internet
technologies. I set out to learn the full gamut of web technologies
and how they were interrelated. I learned many things including:
database design and implementation, both object-oriented and
procedural programming styles and how to design enterprise
systems, how to seamlessly utilize applications with databases,
how to administer networks and the servers on them, how to
enforce security and optimize an application’s performance,
and that the more you know about the server your application
runs on, the more options you will have with your application.
Throughout this time of discovery, I often entertained the
idea of combining these skills into an art project.
I
was introduced to a few articles written by net artist Mark
Napier and was delighted to learn that other artists were
combining art with technology. When I saw Napier’s java code
program that created a dynamic image based on user feedback,
I was inspired. I realized that I could use technology to
create a dynamic image that could be printed on a larger scale.
I had already learned how to perform loss-less manipulation
with gif images, so an effortless way to create an image was
just what I needed in order to keep SocialArt.com fresh.
SocialArt.com
was reborn and I began to experiment once again with art on
the Internet. I modified my original vision for an Internet
art gallery. Instead of showcasing work by upcoming artists,
I would showcase dynamically created art. I knew right away
that the best way to generate dynamic images would be with
the use of keywords. I was very familiar with the way Internet
search engines functioned, and knew that I could use them
to get the locations of relevant, downloadable images. This
process was the perfect source for my art. Using the search
engines I could provide users with the ability to create art
with words.
I
decided to kick-off project development with a catchy name.
Inspired by Napier’s talk of art machines, the name “art machine”
seemed appropriate. I later changed the name to “the artists’
studio” because it seemed to fit better with the theme of
the website. Regardless of the name, I saw this project as
the quintessential art machine. Like art, it would be pretty
to look at, and like a machine, it took input and provided
output. I quickly moved on to creating the initial proto-type.
I knew if I could figure out how to download the appropriate
images based on the user input, and find software to collage
them, I could finish the Social Art Project. Within three
weeks I had what I needed to feel confident as I moved forward
with my second attempt at an Internet art gallery. I had
an application that resembled a search engine, but instead
of returning a list of pages containing the searched keyword,
it returned a single collaged image. If I wanted an image
of monkeys, I would type in monkeys and have the search engines
retrieve the locations of monkey images. My application would
then download and collage the images.
It
took me several attempts to get the right formula for the
placement and blending of the images. My original plan had
the images randomly placed on the canvas with a random rotation,
but eventually I settled on a random placement without any
rotation. The software I chose to collage the images with
provided many of the same options as Photoshop. Filters are
one example of this. I started out with one filter option,
difference, and was pleased for the first week. Eventually
I grew bored with the tie-dye effect caused by difference,
and expanded the filter options to nine.
Several
friends assisted me with the development of this project by
using the application to generate images based on their keywords.
This allowed me to get a better understanding of how the application
would perform with increased usage. I had decided early on
to save each image created with the application. I did not
anticipate, however, that I needed to save each image based
on a unique ID rather than by the query string. It was a
rookie mistake, and I lost several hundred images because
of it. To correct this situation, I decided on making a database-driven
art gallery application capable of indexing and storing every
image created with the application.
I
tried to model my work after traditional concepts used by
museum curators. I knew I would eventually have a large body
of art work, perhaps eventually the largest in the world,
so I knew I needed a flexible way of storing and retrieving
each image. Like any inventoried item, I chose to use a unique
number to identify each image rather than the name. This
helped me save every image, and with a relational database
it was a snap to store other vital information such as the
query string that created it, and the time and date it was
created. I found the search phrases my friends had used very
interesting, and began to realize that the real appeal of
this project would be the words that people searched for,
rather than the tool that created the images. Although the
tool helps, I now believe that if the tool is any good its
product will be better. I imagine that this statement should
hold true to all “art machines”, or at least should be every
artist’s goal in making one.
The
way the images looked concerned me most. If the finished
product, the image, lacked intrigue, the success of this project
and the usefulness of an Internet art gallery would be minimal.
If I have learned anything using Photoshop, it is that with
filters you can usually make any image look interesting.
And being generated dynamically by the computer, no part of
the image will ever be contrived. Manipulated images, with
programs like Photoshop, usually look contrived because the
artists went overboard somewhere on the canvas. With no bias,
the computer-generated images are truly unique.
There
have been many things throughout this project that have made
this experience rewarding. For instance, the images that
are downloaded to make the collage are significant. Typically,
search engines are based on popularity. The images you receive
based on your search phrase represent the popularity of a
group of images during a specific time period for a specific
search engine. As time progresses, different images move
up and down in popularity. For instance, if you type in “sex”,
the first image you get is that of a popular TV show called
“Sex and the City”. Two years ago you would have gotten some
porn image, and tomorrow you may get something completely
different. The key here is that the ten or so images you
receive for your collage are the ones most commonly accessed
by the general population. In short, the general population
has a major role in the outcome of your collage. The name
Social Art now seems more fitting.
With
an endless amount of phrases to search with and images to
pool from, the potential for dynamic artwork is endless.
When working with the Internet, however, it easy to forget
the limitations of this medium. Bandwidth, for example, is
the single most challenging aspect of the Internet. Bandwidth
played a decisive role in the outcome of this project. My
original plan was to amass a pool of thousands of images and
create a single collaged image. In my initial test, I tried
only twenty images and found out that in order to download
twenty images it took over a minute. Then the images had
to be collaged together, which took several more minutes.
Cleary, in order to create a successful Internet project speed
is key. Society has a high demand for high-speed Internet,
and becomes impatient waiting for content to load. I knew
I must decrease the time it took to deliver an image if this
project would ever be successful. I decided to limit the
number of images that were processed to ten. I now had a
manageable completion time of around a minute. Surprisingly,
fewer images looked better because there was less clutter.
Everything seemed fine until, once again, bandwidth caused
me to make another unfortunate decision. There was not enough
RAM or CPU available to handle multiple processes from multiple
persons. To counteract this, I had to create a waiting room
application that managed how many people could use the application
at one time. Hopefully, as time progresses, I will be able
to find a way to serve this application to thousands of people
simultaneously without a waiting room or any bandwidth restrictions.
The
Social Art Internet Art Gallery may not be around in a few
years, but the pictures that were created by it and printed
will surely last several generations. My goal, with this
project, was to create something with technology that had
a life longer than the technology that had created it, and
to create something that was constantly evolving based on
user interaction. This goal has been met. Not only do I
have a self-updating gallery with great images, I have the
ability to scale each 700x400 pixel dynamically generated
image into a print ready 46x64 inch image. Not all of the
images that have been produced by the application have been
masterpieces, but more than less are appealing. I am very
excited to see how many images will be created with the application,
and am even more excited to view them. I have laid the framework
for an evolving project and must now maintain it. In programming,
things usually need revision. As users interact online and
provide feedback, I will attempt to make the necessary adjustments
in order to fulfill the demand. I hope that since this application
is dynamic the commitment of my time will be minimal so that
I can spend my time enjoying the final product.
Shawn Moore
shawn@socialart.com