NOSTALGIC TECHNOLOGY:
NOTES FOR AN OFF-MODERN MANIFESTO
1. A Margin of Error
“It's not my fault. Communication error has occurred,” my computer pleads with me in a voice of lady Victoria. First it excuses itself, then urges me to pay attention, to check my connections, to follow the instructions carefully. I don't. I pull the paper out of the printer prematurely, shattering the image, leaving its out takes, stripes of transience, inkblots and traces of my hands on the professional glossy surface. Once the disoriented computer spat out a warning across the image “Do Not Copy,” an involuntary water mark that emerged from the depth of its disturbed memory. The communication error makes each print unrepeatable and unpredictable. I collect the computer errors. An error has an aura.
To err is human, says a Roman proverb. In the advanced technological lingo the space of humanity itself is relegated to the margin of error. Technology, we are told, is wholly trustworthy, were it not for the human factor. We seem to have gone full circle: to be human means to err. Yet, this margin of error is our margin of freedom. It's a choice beyond the multiple choices programmed for us, an interaction excluded from computerized interactivity. The error is a chance encounter between us and the machines in which we surprise each other. The art of computer erring is neither high tech nor low tech. Rather it’s broken-tech. It cheats both on technological progress and on technological obsolescence. And any amateur artist can afford it. Art's new technology is a broken technology.
Or shall we call it dysfunctional, erratic, nostalgic? Nostalgia is a longing for home that no longer exists or most likely, has never existed. That non-existent home is akin to an ideal communal apartment where art and technology co-habited like friendly neighbours or cousins. Techne, after all, once referred to arts, crafts and techniques. Both art and technology were imagined as the forms of human prosthesis, the missing limbs, imaginary or physical extensions of the human space.
Many technological inventions, including film and space rocket were first envisioned in the science fiction; imagined by artists and writers, not scientist. The term “virtual reality” was in fact coined by Henri Bergson, not Bill Gates. Originally it referred to the virtual realities of human imagination and conscience that couldn't be mimicked by technology. In the early twentieth century the border between art and technology was particularly fertile. Avant-garde artists and critics used the word “technique” to mean an estranging device of art that lays bare the medium and makes us see the world anew. Later the advertisement culture appropriated avant-garde as one of the styles, as an exciting marketable look that domesticates, rather than estrange the utopia of progress. New Hollywood cinema uses most advanced technology to create the special effects. If artistic technique revealed the mechanisms of conscience, the technological special effect domesticates the illusions and manipulations.
Has Art itself become a mere outtake, a long footnote to the human history? In the United States it is technology, not culture, that is regarded to be a space for innovations. Art, it seems, has overstayed its welcome. But the amateur artists, immigrants from the disintegrated homeland, survive against all odds. Often they cross the border illegally and like the diasporic repo-men try to repossess what used to belong to them, re-conquer the space of art.
The amateur artists aspire neither for newness nor for a trendy belatedness. The prefixes “avant” and “post” appear equally outdated or irrelevant in the current media age. The same goes for the illusions of “trans.” But this doesn't mean that one should try desperately to be in. There is another option; not to be out, but off. As in off-stage, off-key, off-beat and occasionally, off-color. One doesn't have to be “absolutely modern,” as Rimbaud once dreamed, but off-modern. A lateral move of the knight in game of chess. A detour into some unexplored potentialities of the modern project.
Broken-tech art doesn't thrive in destruction. At times, I go so far as to hit my computer, give it a mild spanking, push it to the limit. I want to handle it manually, like a craftsman handles his tools but without craftsman's faith in the materials. Yet I never wish to annihilate the computer and return to the anxieties of leaking pens and inkblots on the grid-paper of my childhood. Broken-tech art is not Luddite but ludic. It challenges the destruction with play.