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Proto-Device Art: A Western Perspective

The concept device art emerged in Japan a few years ago. However, this kind of art practice also has an international background, one that is related to drastic changes in the concept of art during the 20th century, and even earlier. In this article I will discuss a range of phenomena that go back all the way to the late 19th century and that I would like to call proto-device art − an early stage in the development of a phenomenon that is usually considered very recent. Many of the early experiments I will evoke were, in one way or another, unsuccessful. Still, it is important to understand why these projects did not succeed the way they were meant to. Finding out the reasons may send a useful message for those trying to envision the future of device art just now, in Japan and elsewhere.  

Traditionally there was something paradoxical in the notion of art, and its role(s) in Western society and thinking. Art has been considered at once material and immaterial. There has been a strong belief in the artist as a creative genius: an exceptional individual who creates things that are transcendental and even uncanny, beyond the capabilities of ‘normal people’. At the same time, artworks have been considered material objects created by tools and based on learned skills. Artworks also embody value as saleable goods. The 19th century was a period when the new middle classes came into power. This gave a strong push to the development of the commercial art market. Artworks − while still considered immaterial, works of a genius − became increasingly seen as something to be sold, collected, and stored. Art became an investment. The nouveau riche bourgeoisie inherited aesthetic values from the hereditary upper classes. As a consequence, art came to be seen as something serious and solemn, worthy of contemplation. Artworks also came to be seen as untouchable. In the literal sense, this means: you are not supposed to touch an artwork; art is for the eyes only. 

Important transitions occurred in Western society during the 19th century, preparing the ground for ideas like proto-device art. As a result of the industrial revolution, the machine began to dominate the cultural horizon, giving rise to an extensive debate. The impact of production machines affected society on all levels. One of the issues debated was whether machines would able to create something that could qualify as art. Some claimed that machines could only produce “useful ugliness” − things that were uniform, regular, and standardized. Such traits were seen as the opposite of art, which was associated with qualities like individuality, uniqueness, and capriciousness. 

The avant-garde art movements of the early 20th century questioned many of the givens of the bourgeois conception of art, opening the way for new ideas, including proto-device art. They developed a new kind of relationship to the machine, which manifested itself on three levels. First, artists began considering the machine worth representing as an emblem of contemporary technological society. This is exemplified by the Cubist paintings of machines of Fernand Léer, and in a more enigmatic way by those of the Dadaist Francis Picabia. Second, avant-gardists like Filippo Tomaso Marinetti, the leader of the Futurists, claimed that machines should be used to make art. The third and the most radical position was that machines themselves could become works of art. Here Constructivists like Naum Gabo, Vladimir Tatlin, and László Moholy-Nagy played a key role, but there was also a tradition of bachelor machines, conceptual and often perverse devices imagined by artists and writers from Marcel Duchamp to Franz Kafka and Raymond Roussel. 

Avant-garde art got inspiration and energy from ‘low’ cultural forms, such as the circus and amusement parks. It was claimed that art could be fun, instead of pretending to be serious in the sense of 19th century aesthetics. There was a change in the role of the art object itself − the idea that artworks don’t have to be just ‘useless’ objects. The bourgeoisie had stood in front of an art object in contemplation and meditation. It began to dawn that an artwork could also be something useful and functional, and still show high aesthetic quality. This is related to the fact that the border between art and design − applied art − had started to break down. The relationship between art production and mass production began to change. In the 19th century, an art object was often seen as something unique, with a special aura as Walter Benjamin famously argued. With lithography, photography, and cinema things began to change. Creativity began embracing forms that were serially produced and marketed. 

All this is epitomized by a photograph, a self-portrait by the young Czechoslovak Constructivist artist Zdenek Pešánek taken in the 1920s. It shows the artist in the way he wanted to be remembered, in a uniform resembling an engineer’s or mechanic’s suit (it reminds me of Maywa Denki uniforms). Pešánek is talking on the telephone. He is surrounded by all his gadgets, including a neon sculpture placed just behind him. Here is an artist who tried to bridge the gap between the technologies of everyday life and artistic creation. Tatlin, the “Soviet Leonardo da Vinci”, also liked to pose in worker’s uniforms. His output bridged many different forms of creation: graphic arts, fashion design, mechanized sculptures and monuments, and even a personal flying machine, his famous Letatlin (no doubt an anticipation of Hachiya’s OpenSky project).

László Moholy-Nagy also belongs to the proto-device artists. He was a professor at the Bauhaus, the famous school of art and design that consciously tried to bridge fields such as art, technology, design, and science. Again, I would like to point out the way Moholy-Nagy wanted to be remembered, posing in a special artist’ uniform. His external posed appearance was different from the way 19th century academic artists looked, and how they were pictured. Moholy-Nagy’ best known work is the Light-Space-Modulator (Licht Requist), now at Harvard University’s Fogg Art Museum. Moholy- Nagy spent altogether seven years in the 1920s developing it. It was one of the very first artworks that was explicitly a functioning machine. It may not feel very radical today, but it was very much so at the time.  
 

The Light-Space-Modulator had two aspects. First, it was a mechanic ballet of forms in carefully choreographed motions. Second, this device could produce a light show in a darkened space. The physical motion of the mechanism was translated into the virtual motion of the light show. Another work from Moholy-Nagy’s large production that has relevance for device art is his Telephone Picture, a ceramic work in the constructivist style made in the early 1920s. What is interesting about this work is the story behind it. Moholy-Nagy kept on saying it was a work he basically ordered by telephone by calling the factory and just giving the instructions over the telephone. This may not actually be a true story, but it could have been. It shows how Moholy-Nagy wanted to destroy the idea of the original, and to produce artworks that could be created as an unlimited series, and even be ordered by technological systems of communication. 

My third example is a less well known key figure: Thomas Wilfred. Originally from Denmark, he moved to the United States as a young man in the early 1920s, and stayed there for the rest of his life (until the late 60s). Like Moholy-Nagy, he saw light as the new medium of the 20th century. All his works revolved around an idea of the art of Lumia − the art of light. An important aspect of his early work consisted of huge colored pianos, which he called Clavilux. They were performance instruments for creating light shows without music in large auditoriums. What is very interesting is that already in the early stages of his work (in the late 1920s and early 30s), Wilfred took leaps toward device art. He kept building huge machines, but he also went on to a totally different direction: producing devices for the home. He wanted to change not just the way art is displayed, but also the nature of art itself. His artwork would be machines that anybody could buy. People would be able to enjoy beautiful avant-garde light art in the privacy of their own home. 

Wilfred created a gorgeous device which is called the Clavilux Junior, which he started manufacturing in 1930. At the time nobody had a television set at home. The Clavilux Junior looked much like a television set enclosed in a wooden cabinet, but it was meant to do something totally different. It produced abstract light shows that could be modi∫ed and controlled by a wired remote controller. One could adjust different kinds of colored lights and also the speed of the rotation of this mechanism. The lower part of the cabinet had a storage space for interchangeable picture disks, and on the upper level, a kind of turntable for rotating them rotating and also a system of mirrors and colored lights. The transparent colored disks were all hand-painted. It was like a record player with a system of light and mirrors. Wilfred even provided discs with labels, and they were about the same size as ordinary audio records of the time. Lumia was always without a musical background. Wilfred, who was originally a musician, played with the idea of parallels between music and the new music of pure abstract images. 

What is really interesting about this device is not just the mechanics and the inventiveness, but also the whole idea behind it. Wilfred wanted to use this new technology to open up new possibilities of meditation, silence and beauty in the home: something that had never existed in culture in this form. The idea failed, in a sense that Clavilux Jr. never became commonly used. It disappeared quickly − and eventually television sets came to occupy the position in the living room which Thomas Wilfred had reserved for a more abstract and dreamy art experience. Unfortunately, Wilfred only managed to manufacture and sell sixteen Clavilux Juniors even though he had dreamed of distributing them much more widely. 

Another interesting artist whose work has been rediscovered recently is Nicolas Schoeffer. He was originally from Hungary, but worked most of his life in France. In many ways his work − mostly made from the 1950s to the early 1980s − was the continuation of the ideas that Tatlin, Moholy-Nagy, and Wilfred had experimented with earlier. He had a total vision: the idea of cybernetic technology turned into an all-embracing art form. His art ranged from very large-scale public installations and monuments to little things produced for the home. His famous cybernetic towers were responsive to sound or light or some other input. He also created responsive cybernetic sculptures that were often used in ballet performances from the 60s to the 70s. Maurice Béjart performed with the Spatiodynamique, and Carolyn Carson with two huge Kyldex machines. These were interesting and strange ways of combining human movements with the motions of the machine. Schoeffer also made a piece called Sculpture Automobile in the early 70s. It was a moving sculpture where he built a special car with a light display system, and it was seen while it was driving through cities. This brings to mind Kazuhiko Hachiya’s ThanksTail, which is also an artwork created to enhance and change an automobile. 

Just like Wilfred, Schoeffer also had the idea of changing the home. Together with the Philips Corporation, he realized and produced a series of moving, technological artworks for the home. The first one of these was called Lumino, a very small light box for the home. Another work was called Le Mini Effet, and in the 70s these were followed by the Varetra. One could combine individual Varetra boxes into different configurations, and customize the installation for the home. Once again, this was an attempt to re-invent the idea of art in relation to all the electronics and technology that was then entering the home. It should be noted that Philips was one of the leading electronics companies in Europe at that time, making devices such as cassette recorders and record players, among others. It is a very interesting idea to re-invent that kind of product category. However, it is important to keep in mind that Thomas Wilfred already had the same idea in 1930 − a visionary intuition.

Another proto-device art pioneer is Brion Gysin, visual artist, and poet. His contribution was the Dream Machine. He invented it in 1958, and first exhibited it in several different versions in 1960. This device was inspired by a famous optical toy, Zoetrope. But instead of having animation picture strips inside the drum, he placed abstract calligraphic paintings there and illuminated them with a bright light. He took a patent and tried to manufacture the Dream Machine with the Philips Corporation as well. In his patent application he wrote about “a procedure and apparatus for producing artistic sensations”. Evidently, the Dream Machine was also inspired by drug culture. It was seen as an alternative way of achieving a drug-like effect without actually using drugs. According to Gysin, you can use the Dream Machine in two ways, with the eyes either open or shut. It was a step from visual art to the art of the brain. Gysin also made special roller paintings inspired by this experience. Some of them were just displayed on the wall, but a few of them were placed inside these drums to enhance the effect of pulsating light.
 
I have one more proto-device artist to mention. Even after all these amazing people, his contribution is probably the most important. I mean Marcel Duchamp − one of the most radical artists of the 20th century. Marcel Duchamp’s contribution to the 20th century art is a much too large topic to deal with here, so I am going to concentrate solely on his contribution to the field of proto-device art. Duchamp was one of the very first people − or according to Jack Burnham, the first person − to apply a mechanical principle to an artwork. I am referring to the famous bicycle wheel from 1913, as well as to other works that were also machine-inspired, like the Rotary Demisphere from 1923. The most radical proto-device artwork Duchamp produced is his set of Rotoreliefs, optical disks made public in 1935. In his correspondence Duchamp wrote about them as a playtoy.
 
What is important is that Duchamp wanted to patent and distribute his Rotoreliefs on a massive scale − not just for collectors but for anybody interested in optical illusions. Signi∫cantly Duchamp introduced his work not in an art gallery or a museum, but at Concours Lépine, a popular inventors’ fair in Paris. Like others, he set up a little booth to promote his invention. Unfortunately, he only sold two of these sets. The Rotoreliefs were a total failure at the time and basically disappeared. Later they reappeared as more expensive collector’s editions, but that was not what Duchamp originally had in mind. What is also interesting is that Duchamp imagined a way of re-defining a familiar piece of technology that everybody had at home: the gramophone. The optical illusion disks would be placed on the record player.
 
It is important to understand the link between Rotoreliefs and some other cultural products that have never been associated with the field of fine arts. As I have been trying to show in my writings, there may be a link between Rotoreliefs and earlier optical illusion devices like the phenakistiscope. The device was independently invented by Joseph Plateau, an eminent scientist in Brussels, Belgium, and Simon Stampfer in Vienna, in 1832. It took less than one year before this device − originally meant as a scientific demonstration tool for research into the persistence of vision − was put into market in wonderful and beautifully designed boxes. Plateau was not ashamed of having his name publicly associated with this device, which some people saw as a toy.
Plateau had some artistic talent, and he himself designed the most famous one of these disks called the Little dancer. It would be interesting to follow this line on how proto-device art took ideas from other fields. Duchamp’s idea of using the gramophone had been anticipated in the 1920s by toys like the Gramophone Cinema, where the phenakistiscope disks were rotated by the record player and seen through a viewing device. I am sure that Duchamp knew these devices. Duchamp replaced one function by another one: he replaced the aural by the visual. But he could not bring those two aspects together. The Rotoreliefs EP Picture Disc by the techno-group called Flexitone did exactly that. It looked like a Rotorelief but was also a music disk one could play. What makes Duchamp’s idea of Rotorelief important and radical is the fact that he was not afraid of doing something fun and playful, and thinking of releasing it to an audience that was totally different from the usual art audience. The other aspect of Rotoreliefs that is interesting is that another function was given to the record player.
 
Another important work by Duchamp is La Boite-en-valise (Box in a suitcase). This is like a miniature museum of his artworks. What Duchamp did with his Boite-en-valise, was continued and taken further by the Fluxus movement in the 1960s and 70s. Fluxus artworks were often conceived as boxes or toys or devices that were sold by mail order and even through some Fluxus shops. Although these works are not technological device art pieces, we can easily find some links and connections with later works. Especially interesting are the tactile boxes and finger boxes by AY-O, the Japanese Fluxus artist. These boxes, which were designed to be explored with one’s finger, are a part of the early history of interactive and tactile art, and should be re-estimated in that context as well.
 
There is a link that connects Duchamp with device art: Toshio Iwai’s Electroplankton for Nintendo DS, a beautiful work. Actually, Iwai told me that this was his version of La Boite-en-valise. All of a sudden this revelation opened amazing links in my mind. Just like Duchamp had created a portable miniature museum of his work, Iwai’s Electroplankton is like a condensation of the works he created from the early 80s. Another interesting point is the similarity between what Duchamp did with his Rotoreliefs − giving the record player a new function − and what Iwai did for the Nintendo DS. This device is mostly understood as a game console. I don’t think anyone else had thought of Nintendo DS as a platform for art. I think there is also a link on this level between Duchamp and Iwai. But there are other examples. The important but largely forgotten American media artist, the late Jim Pomeroy, once released his artwork as a box that contained a View-Master plastic viewer accompanied with 3-D disc sets. A very important step was taken here − toys can be re-invented as a medium for serious media artists.
 
Many of the proto-device art projects I have introduced failed, or at least didn’t match the expectation of the artists. Why didn’t Wilfred’s Clavilux machines become widely used in homes? Why didn’t Rotoreliefs become the biggest sensation of the time? I think it has something to do with the marketing channel. It is not clear which is the right channel to make these things public and to distribute them. There must be something in the identity of device art we should think about. Should device art works be useless, or useful? Should they be serious or should they be just fun? Could they be combinations of these two aspects? We should ask if they are meant for consumption for just a very short term: something to buy, use for a little while, and throw away. Could there be device art that would be used for a much longer period and that would eventually end up in a sort of device art museum?
 
We should also ask whether device artworks should be individual creations that stand by themselves, or parts of a wider artistic strategy: just like Maywa Denki, which makes and sells devices but also gives performances, and produces DVDs, CDs and music videos that support and create interest in devices like the Knockman family. My final point has to do with culture. In Los Angeles I have a collection of Japanese device art pieces, including works by Ryota Kuwakubo and Maywa Denki. When I show these works to others, they are usually very fascinated but uncertain about the identity of the gadgets. Should creators of device art think about a certain culture, or about a particular market, for instance the Japanese market, or try to reach a much wider international clientele? The answer to this question affects the nature and identity of the work itself, and might be able to point out ways past and beyond the dead-end encountered by proto-device artists.
 
© Erkki Huhtamo 2007-09
 
 
 
 


















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