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A Brief History of Virtualisation in Developed
Countries Appraisal for UK-Based Think Tank on the Arts, February,
2030.
The virtual exhibiting process that began
a generation ago is now part of normal recreational life. In the
early part of the third millennium, it became clear that the out-moded
institutions could no longer deal with the kind of artwork being
produced, increasingly in the digital realm, which finally consolidated
institutional obsolescence. Disparate groups of art radicals began
to work instead in the unrestricted domain of cyberspace and to
provide constant access to their work for those who were interested.
It was around this time that government-endorsed think tanks like
this one predicted the demise of the museum in the face of more
exciting pursuits competing for audience attention in the comfort
of their own homes.
In the beginning, the audience was slow
to adapt and used their home computers to seek other two-dimensional
pleasures. But, as domestic entertainment systems became more advanced,
courtesy of the electronics giants from Japan battling for sales,
totally interactive three-dimensional experiences became available
and a 'high art' component was included as part of the package for
those acquiring new consoles from the market leaders. This was comprised
of the basic architecture of a virtual museum and, using the networked
potential of the new machines, provided access to constantly updated
artistic content. It is no coincidence that this move towards digitisation
in the arts coincided with advances being made by leading architectural
offices working with new modelling software, primarily in Europe
and on the West Coast of America. Several of them secured major
commissions to create museum-like structures for the entertainment
industry while the more experimental among them developed entirely
new domains, relieved of the obligation to comply with Cartesian
space.
In what has become known as one of the most
complex deals this century, both legally and financially, the main
museum and private collections began in the 2020s to sell the virtual
rights to their masterpieces, in many cases for similar figures
as the works commanded the first time around. Profits from the sales
were used to pay off board members and their shareholders who, no
longer motivated by philanthropy, had consistently been running
museums according to classical business models. Barely any objections
were raised or media attention given to the sales at the time, perhaps
due to a deliberate act of suppression by the parties who would
profit from these transactions. In any case, corporate involvement
in the arts was already so prevalent that intervention on this level
was hardly newsworthy. At this point, it is difficult to assess
what the future impact of this change will be for the real artworks.
Even the movement that became dubbed 'Nouveau Realist', on account
of their resistance to the changes taking place, do not seem to
have any tangible suggestions about what to do with the thousands
of works in storage around the world.
It is difficult to explain the motivation
of the corporations in perpetuating high culture as it is doubtful
that they felt it to be a threat to their audience figures and the
inclusion of this additional software to their packages barely featured
in their marketing strategies. Perhaps representing fine art was
the best way to demonstrate that the long sought-after Total Realism
had been achieved. Some say that the acquisition and appreciation
of artistic masterpieces from both East and West was such a tradition
in these large companies that those in power - sensing an exodus
from the museums in response to their products - could not allow
them to supersede fine art altogether (which may jeopardise the
future of this project as new generations of executives deviate
further from tradition).
Perhaps equally hard to understand is the
rationale of the new audience in participating enthusiastically,
as they have been shown to do, except perhaps that they felt culturally
challenged in an increasingly hedonistic gaming environment. And
the kind of work that has been collected for them by the industry-sanctioned
virtual museums represents the main canons of art history, repackaged
in virtual space, so that generations of children may now experience
formerly inaccessible or remote artworks as accurately rendered
in pixels as they once were in plaster or paint. In the early days
of two-dimensional computer-generated art, there were complaints
of sensory deprivation but now the interface is much improved and
significantly more interactive than the experience of attending
the old museums. Even the social functions of visiting these once-holy
places are represented in virtual space - with avatars muttering
their words of appreciation or critique, to be overheard or over-ridden
by the user - and the former acousti-guide trend evolving into new
levels of information, providing access to every detail of the artist
and their work if desired.
Ironically, immediately prior to their timely
demise, the museums consolidated the position of digital art, introducing
it into the discourse, initially by allowing monitors to enter their
hallowed walls in real space and ultimately by making virtual version
of themselves in which to house new and existing work. The paradigm
shift from real to virtual entailed a major transfer of power from
arts administrators to designers and programmers capable of uploading
and maintaining the content. Only those who were prepared and able
to deal with digital artworks maintained their positions. Some trends
were difficult to escape, though; old school curators may be heartened
to note that thematic exhibitions persist in cyberspace. Curators
and artists no longer need to travel frenetically as the majority
of interesting work has become accessible online. Inevitably, a
new art market has been fashioned from the museum's ashes, offering
desirably exclusive downloads to delight the bourgeoisie.
But this is to consider only the most conservative
impact of new technology in a dramatically altered cultural landscape.
The process that began in response to moves within the artistic
community has not yet ended in a wholesale takeover of virtual space
by commerce or the old institutions. In the same way that the abundance
of video art took everyone by surprise at the turn of the millennium,
no one could have predicted how easy open source libraries would
make it for artists to render their work. In the early days, media
art collectives emerged whose individual members - initially programming
and distributing demos from their bedrooms as teenagers - had no
formal artistic training and blurred the distinction between artist
and engineer (adequately documented at www.). A whole movement is
evident that does not rely on the conventions of representation,
rather generates work that is specific to its digital site. Several
artists are harnessing the potential that a two-way relationship
with the viewer provides. In the lineage of art history, just as
the earliest games were being developed in the 1970s, conceptual
artists were affirming the necessity of the viewer to complete their
work. Nowadays, the viewer can literally interact with the finished
artwork and make alterations to its final structure.
While formerly radical gestures on the Internet
effectively became institutionalised, artists are using the means
of digital activists and the protest movement to subvert the knowledge-based
economy, invading corporate structures to harvest information, analyse
data and counteract propaganda. Where once the museums were exclusive
to artists and audiences alike, the most adept hackers are usurping
virtual territory and intervening into the most prestigious spaces.
In the largely unregulated space of the new networks, yet others
are creating even more cutting edge sites than their establishment
rivals, with all the legitimacy of 'official' institutions. Cyberspace
is the new frontier, the battleground on which conflicting ideologies
are being articulated. It is a vast public domain, with all the
discursive potential that implies.
Rebecca Gordon Nesbitt
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