While ideas and concepts have always been the creative fuel of both the arts and the sciences, the defining characteristics of “information” have remained vaguely drawn, polemicized and a constant topic of investigation within 20thcentury art and academia. The artworks surveyed in this paper will illustrate a set of artifacts highlighting the thematic overlap between cybernetics and art. We can trace these correlated developments by linking the skeuomorphs of information theory and cybernetics within the conceptual art of the 1960s and the video and new media art of the 1970s and the 1990s. A skeuomorph is a term from archaeology, indicating a design feature that is no longer functional. In the development of cybernetics, skeuomorphs can signify and act as threshold devices/ideas denoting a transition and influence from one wave/constellation to another. The first wave of cybernetics began with the Macy conferences in New York City between 1946 and 1953 and drew together an interdisciplinary set of participants, which included some of the period’s top scientists. Cybernetics stems from the Greek root kybernetes, meaning steersman or governor; Norbert Wiener defined cybernetics as the study of communication and control in both animals and machines [1]. Cybernetics has since diverged into a number of fields, such as information theory, artificial intelligence, artificial life and bio-informatics (Fig. 1). Defining “Information” Information as a word is often used loosely and is rarely delineated. It is the noun of action for to inform, where both inform and informatio had previously existed in Latin. To inform traditionally meant “to give form to” or “to form an idea of.” Thus, to inform can be thought of in a multiplicity of ways: It can define that which has no form (i.e. pure content) or rather that which creates form. In The Republic, Plato often used the Greek word for “form,” Eidos, as the essence of something (i.e. ideal form), which could also denote a concept, thought or even proposition. Ultimately, Plato’s Eidos denoted a disembodied, immaterial and transcendental ideal. According to Katherine Hayles, one of the first concepts to come out of the Macy Conferences was the reification of information flows such that information itself began to be considered more important than the physicality of matter, energy and noise, thereby returning to a pseudo-Platonic ideal by envisioning information as a disembodied entity [2]. After debating possible definitions of information, in an attempt to pin down a mathematical definition, scientists Wiener and Shannon argued for a decontextualization of information as a probability function that quantifies a message that is independent of a receiver’s frame of reference. Thus, the conceptualization of information emerged as a signal whose opposite is entropic and statistical noise, and information was mathematically defined such that it would have the same numerical value regardless of its content [3]. Art as Concept and Idea It should come as no surprise that many artists were fascinated by the meaning and possible interpretation of information. Indeed, Marcel Duchamp had already deflated the aesthetics of materials by working with an assemblage of immaterials, or rather, ideas. One of Duchamp’s first readymades was a standard Bedfordshire urinal that he purchased in 1917 and submitted to an art exhibition that had proclaimed it would display all art entries. The piece, entitled Fountain (Fig. 2), was rotated by 90º and signed with the pseudonym “R. Mutt” [4]. Although Duchamp was on the committee of the exhibition, the board members were unaware of his involvement with Fountain and subsequently decided to hide it during the exhibition, as they could not agree whether or not Fountain could be considered an artwork. Certainly, Duchamp’s readymades precipitated 20th-century conceptual art, which further entrenched its immateriality via its McLuhanite and cybernetic emphasis on information theory in the 1960s. Conceptual Art: 1950 to Mid-1970s Everything we do is music [and] everyone is in the best seat. —John Cage [5] Duchamp’s ideas were developed by conceptual artists including Sol LeWitt, who further stressed that the idea/concept ©2012 ISAST LEONARDO, Vol. 45, No. 1, pp. 57–63, 2012       57 h i stor i cal perspect i ve Contemporary Art and Cybernetics: Waves of Cybernetic Discourse within Conceptual, Video and New Media Art Etan J. Ilfeld Etan J. Ilfeld (gallery director, digital media artist), 10 Cecil Court, London, U.K., WC2N 4HE. E-mail: . See for supplemental files associated with this issue. abstract This paper aims to highlight the interplay of technology and cybernetics within conceptual art. Just as Lucy Lippard has illustrated the influence of information theory within 1960s conceptual art, this paper traces the technological discourses within conceptual art through to contemporary digital art—specifically, establishing a correlation between Katherine Hayles’s mapping of first-, second- and third-wave cybernetic narratives and, respectively, 1960s–1970s conceptual art, 1970s–1990s video art and new media art. Technology is shown to have a major influence on conceptual art, but one often based on historical, social and cybernetic narratives. This paper echoes Krzystof Ziarek’s call for a Heideggerian poiesis and Adorno/ Blanchotnian “nonpower” within conceptual art and advocates Ziarek’s notion of “powerfree” artistic practices within new media and transgenic art. 58       Ilfeld, Contemporary Art and Cybernetics of a work is more important than the aesthetics of the object and focused instead on the communicated content [6]. LeWitt’s premise became anti-formalist or rather informalist, and LeWitt developed conceptual art as a “postobject” art form. Meanwhile, the conceptual artists of the 1950s were very much aware of the cybernetic discourses that were prevalent at the time. As early as the 1950s, John Cage’s composition 4’33” could be viewed as a subversive deconstruction of Shannon’s information/noise binary. 4’33” was first performed by David Tudor in 1952 at Woodstock, New York; the piece consisted of three movements during which Tudor would open and close the keyboard lid while waiting silently for the audience to settle, thereby allowing the audience unknowingly to “perform” and alluding to the fact that there is no such thing as silence. Even the length of 4 minutes and 33 seconds was chosen by chance using an I Ching process. 4’33” can be viewed as a rebuke of Shannon and Weiner’s signal-based information, which had championed signal over noise; after all, it is precisely the “noise”—whispers, coughs and ambient sounds—that became the actualized message/signal in 4’33”. By 1966, artist John Baldessari proclaimed, “I was beginning to suspect that information could be interesting in its own right and need not be visual as in Cubist, etc. art” [7], and began creating paintings that were depicted exclusively through words. Similarly, in 1968 the Institute for Contemporary Art’s Cybernetic Serendipity exhibition in London celebrated computer-aided creativity and cybernetic ideas in contemporary dance, poetry, music, animation, sculpture, robots, painting machines and “all sorts of works where chance was an important ingredient” [8]. In 1970, the “Information” show at the Museum of Modern Art (New York) celebrated the American apogee during which the synthesis of cybernetics and conceptual art was manifested in films, videos and avant-garde works such as John Giorno’s Dial-A-Poem and Adrian Piper’s blank notebooks that asked the viewers to collaborate: “write, draw or otherwise indicate any response suggested by this situation (this statement, the blank notebook and pen, the museum context, your immediate state of mind, etc.)” [9]. Shannon and Cage’s dialogue was further played out in Christine Kozlov’s Information: No Theory (1969): 1. The recorder is equipped with a continuous loop tape. 2. The recorder will be set at record. All the sounds audible in the room will be recorded. 3. The nature of the loop tape necessitates that new information erases old information. The “life” of the information, that is, the time it takes for the information to go from “new” to “old,” is the time it takes the tape to make one complete cycle. 4. Proof of the existence of the information does in fact not exist in actuality, but is based on probability [10]. Certainly, Kozlov’s notion of information as probabilistic is much in line with Shannon, and Information: No Theory emphasizes the dematerialized and transient nature of conceptual art. Similarly, Jack Burnham’s seminal 1968 essay “System Aesthetics” claimed that the “nonobjects” of conceptual art establish a “transition from an object-oriented to a systems oriented culture [where] change emanates, not from things, but from the way things are done” [11]. Lippard’s text Six Years: The dematerialization of the art object further traces conceptual art’s de-emphasis on the traditional materialist aspect of art as unique, permanent or aesthetically attractive; as a result, conceptual art began dematerializing the artworld. However, Lippard admits that “dematerialization” was an exaggerated term, since conceptual art is still physically stored or embodied via a piece of paper or photographed documentation. Conceptual art’s emphasis on the immaterial coincided with its critique of capitalistic and materialistic/consumer culture. In fact, much conceptual art during the 1960s was not meant to be sold but rather to be kept as part of a gifteconomy of ideas. In many cases, when conceptual art was sold the purchase was largely a matter of supporting the artist financially. Constellations Period Homeostasis 1945 Player Self- Organization 1960 Homeostasis Shannon MacKay McCulloch Pitts Kubie von Foerster feedback loop information as signal/noise circular causality instrumental language quantification reflexive language autopoiesis structural coupling system-environment electronic rat homeostat electric tortoise frog’s visual cortex simulation mobile robot emergent behaviour functionalities computational universe von Foerster Maturana Varela Varela Brooks Moravec Reflexivity Virtuality Virtuality 1985 Artifacts Skeuomorphs man-in-the-middle homeostasis self-organization Fig. 1. Three Waves of Cybernetics, adapted from Katherine Hayles’s How We Became Posthuman, MIT Press, 1995. (© Katherine Hayles) Fig. 2. Marcel Duchamp, Fountain, 1917. (© 2011 Artists Rights Society [ARS], New York/ADAGP, Paris/ Succession Marcel Duchamp. Photo: Alfred Stieglitz, © 2011 Georgia O’Keeffe Museum / Artists Rights Society [ARS], New York.) ©2011ArtistsRightsSociety(ARS)NewYork Ilfeld, Contemporary Art and Cybernetics     59 Cultural theorists Scott Lash and Celia Lury explain 1960s conceptual art as follows: The ideas or concepts of [1960s] conceptual art are a “self-regulating series and systems of rules for the production of objects out of preformed materials. They are a series of propositions, systems of rules (and the parallel with the feedback loops of computers and other new media objects such as brands is worth drawing)” [12]. The circulation of ideas maintained a primacy over their material channeling. In the spirit of Duchamp’s readymade, Cildo Meireles “hacked” Brazil’s social systems of distribution by recycling Coca-Cola bottles after painting “Yankees Go Home” onto them; in a similar interventionist manner, Meireles added authentic-looking stamped messages onto banknotes, with oppositional political slogans [13]. Arakawa’s Sculpting No. 1 (1961–1962) attempts to transcend materiality by utilizing arrows that point beyond the canvas’s edges, thereby directing the viewer toward an invisible work outside the painting. By igniting the viewer’s imagination, Sculpting No. 1 relinquishes control of the perceptual experience yet maintains its influence through its physicality. Thus, the expected and unexpected are intertwined—a central motif in conceptual art—analogous to information theory’s signal and noise interdependence. In Argentina in 1969, Graciela Carnevale welcomed visitors to his show, which consisted of an empty room with a glass window; he locked the visitors inside and waited for over an hour, until they finally broke the glass window and escaped [14]. Carnevale’s experimental art created an interplay between unexpected behavior and the expected/ controlled physical structure, which was sufficient to motivate the audience to perform Carnevale’s intention of breaking the window: His piece transformed his audience from an indeterminate mob into a controlled signal, whose message was transmitted by their breakout. Meanwhile, the amount of time it took the audience to escape remained indeterminate until the event was actualized. Video Art: 1970s to Mid-1990s In the second wave of cybernetics, Gordon Pask extended its realm to include the study of information flows in all media (e.g. feedback loops in cosmology, cognitive science and the theoretical interaction of any actors/agents) [15]. Certainly, it is not surprising to imagine that this conceptual expansion might seep into the art sphere and be synthesized with the technology of video. Some art texts claim that between the mid-1970s and the early 1990s, media art had faded in response to the counterculture, which included many artists and curators who began to associate technology with the Vietnam War and corporate capitalism [16]. However, conceptual artists, along with newcomers, kept experimenting with video art and produced a great deal of thought-provoking work during this period. Curiously, whereas the first wave of cybernetics followed the antiquated scientific paradigm of an observer outside a system—as Hayles points out, the term “reflexivity” does not appear at any single point of the original Macy transcripts—the second wave was determined to incorporate notions of reflexivity [17]. Scott Lash has suggested that video art may be a possible model for secondwave conceptual art, whose ideas often involve the “mediascape” and the information economy [18]. Curiously, much of the video art from the 1970s into the 1990s also corresponds with second-wave cybernetic thought. Indeed, Humberto Maturana’s neurophysiology research proved in the late 1950s that a frog’s visual perception constructs reality into what it wants/needs to see, which are small and fast-moving flies rather than large and slow-moving animals such as cows. Later, with Francisco Varela, he developed the term autopoiesis to describe a living system through its ability to self-organize, while insisting that organisms were structurally coupled with their environment. Second-wave cybernetic discourse stressed that language is structurally coupled as a social system founded on a “reciprocal consensus” and therefore not representative of an external reality but rather of “consensual objects” [19]. Thus, Maturana and Varela emphasized reflexivity and an inevitably constructed subjectivity that permeates disciplines ranging from philosophy all the way into the hard sciences. Video art’s specificity is inherently reflexive: Video’s closed-circuit feedback technology enables the transmission of live images capable of denoting their own structural organizations; this feature stands in direct opposition to the illusionism of film and TV, motivating the slogan “VT ≠ TV” (videotape is not television), which was employed during this time [20]. Additionally, video art maintained the dematerialist trend of first-wave conceptual art, as both tape recordings and live feeds projected onto screens dematerialized physical objects into visual representations—prompting a videotaped Jean Baudrillard in 1988 to Fig. 3. Scott Blake, Self Portrait Made with Chuck Close Filter, net art, 1500 × 1950 pixels, 2008. (© Scott Blake) 60       Ilfeld, Contemporary Art and Cybernetics ask: “Am I a man, or am I a machine?” [21] Influenced by his participation in the Fluxus movement, Nam June Paik also began exploring video art and as early as the 1960s had created his first multitelevision-sculpture work, TV Cross. However, it was not until 1974 that Paik created one of the first sculptural-video feedback installations, TV-Buddha. By creating a live feed of a Buddha statue, Paik’s work generated interplay between Western media and an Eastern icon—enabling the viewer to interlace his own image into this media ecology. Paik considered broadcast TV to be an oppressive institution, which he attempted to subvert by turning the viewer into a user of the medium [22]. Akin to video, phenomenology contradicts realism by insisting that objects only exist for a user. Video’s structural coupling and phenomenology both shift objective judgment toward experience through the realization that there is no such thing as a subject-at-a-distance [23]. As a result, video art installations such as Paik’s TV-Buddha (1974) and Bruce Nauman’s Live/Taped Video Corridor (1970) address a subject that is fully immersed and invite the viewer to self-reflexively play with his or her environment, continuing conceptual art’s tradition of transforming its audience into an active user rather than a passive viewer. Mid-1990s to Present Day “You’re just analog players in a digital world.” —Ocean’s Thirteen (Film, Warner Brothers, 2007) The recent obsession to digitize is prevalent in everything from the Human Genome Project—completed 5 years ahead of schedule, in 2003—to Google’s attempt to digitize all the books within Stanford University’s libraries. Inevitably, as with Shannon’s noise-signal informatics, interpretation and digitization are confluent with discrimination (a close cousin of censorship) and are a loss of that which does not surpass the analog threshold from which a digital signal emerges. Additionally, digitization reinforces the realm of the virtual; as early as 1985, third-wave cybernetics explored the digitally structured worlds that could be created either as virtual representations of our physical world or as autonomous entities within the field of Artificial Life. Certainly, digital/ virtual representations come with many advantages over “real”-world physical objects. Unlike physical objects, virtual objects can be transported at the speed of light and perfectly duplicated. Thus, the recent “Information Age” (or rather Digital Information Age, if we consider the information age to have begun with first-wave cybernetics) has sparked an all-encompassing digitized convergence. Even video art became digital in the 1990s and, as such, a sub-genre of new media art. Jean Baudrillard claimed that the digitization of biology (DNA), sound recording, TV/film, information Fig. 4. Vuk ´Cosi´c, Deep ASCII, ASCII animation, 1998. Programming by Luka Frelin. (© Vuk ´Cosi´c) Fig. 5. Jeremy Wood, My Ghost, GPS drawing, 2000–2009. (© Jeremy Wood) Ilfeld, Contemporary Art and Cybernetics     61 technology, etc. generated the idealization of reproducible codes such that there is no longer any meaningful difference between a copy and its original [24]. Of course, 1960s conceptual art had already emphasized collaboration, de-authorship, dematerialization and the un-uniqueness of the art object; however, digitization shifted the notion of “postobject” art into a virtual object and introduced a digitized production process whose ontology intermixed creation with technological duplication. In classical Greece, Techne was known as the patron goddess of practical knowledge and art, and the word techne was used to refer to art and was responsible for the Greek derivation tikein—meaning “to create” [25]. In The Origin of the Work of Art (1935) and The Question Concerning Technology (1949) [26], Martin Heidegger pointed out that the root techne within technology originally implied a mode of revealing that which is hidden. Heidegger claimed that within art, techne was a “bringing forth out of concealedness” as a form of creative poiesis; whereas, within an instrumental context such as science, techne implies a mode of technicity that discloses intrinsically calculable resources. Technicity is that aspect of the creator/user/viewer’s identity that both forms and is represented via technological differentiation [27]. According to Krzystof Ziarek, as technicity becomes digitized in the “Information Age,” Adorno and Heidegger’s terminology can be rephrased as: Calculation becomes computation; manipulability or instrumentality becomes programmability; enframing becomes formatting, or mainframing; resources and standing reserves become databases; and technicity becomes synonymous with digitality. Ziarek also claims that the technicity of digitization can be folded upon itself so as to reveal a form of poiesis; that is to say that technology can be operated in a non-instrumental mode of play, and that its digitization can be creative— thereby generating a space for digital art. It is interesting to note that digital art does not necessarily need to be in binary code or magnetically archived. In fact, one could consider Chuck Close’s meticulous paintings within the realm of digital art, as their grid-based production process involves a form of digitization and strongly alludes to computerized pixels. Indeed, Close’s fractal-like pixelwithin-pixel drawings bear a striking resemblance to JPEG compressions and to LCD monitor neighboring-pixel approxi- mations. As a post-photographic phenomenon, Close’s works hint at our photographic misreadings and at how we interpret visual stimuli. Certainly, the viewer of Close’s works is as much a user, who is able to zoom in or zoom out of the paintings by walking a few feet closer or backward, severely altering his/her perception of these colossal canvases—often as large as 20 feet—and their unusually large “pixels.” Artist Scott Blake has attempted to emulate Close’s pixel-aesthetics by creating a software program, The Chuck Close Filter, that emulates and utilizes elements of Close’s technique in order to create his very own Chuck-Close-like artworks. Scott Blake’s Self Portrait Made with Chuck Close Filter (Fig. 3) demonstrates the potential of appropriating Close’s aesthetics into a purely digital form and resonates strikingly with Close’s work. Similarly, Vuk ´Cosi´c digitizes classic films and TV shows—such as Star Trek, Psycho and Deep Throat (as Deep ASCII [1998] [Fig. 4])—into animations in which ASCII characters substitute for pixels [28]. According to post-structuralist theorist Maurice Blanchot, “power” cannot mark its own limit or “conceive” of a mode of “non-power,” and yet a nonutilitarian playfulness might provide an alternative, as a form of “non-power”—that is, neither active nor passive, but rather a mode of letting be [29]. Viewed in this light, ´Cosi´c’s work synthesizes technical techne and poetic techne and illustrates the playful potential of ASCII text. Fig. 6. Eduardo Kac, Genesis, transgenic work with artist-created bacteria, ultraviolet light, Internet, video (detail), edition of 2, dimensions variable, 1999. Collection Instituto Valenciano de Arte Moderno (IVAM), Valencia, Spain. (© Eduardo Kac) 62       Ilfeld, Contemporary Art and Cybernetics Curiously, ´Cosi´c is also famous for being the first to coin the term net.art in 1995, which was a sort of Duchampian readymade, since he had seen the words “net” and “art”—joined by a period—in an e-mail message [30]. Conceptual Net.Art has cultivated an alternative—albeit virtual—platform and infrastructure for the Information Age’s social and economic systems. In 2000, Michael Daines hacked the virtual worlds of finance and cyberspace by attempting to sell his body within eBay’s sculpture category. Similarly, in 2002, artist Keith Obadike tried to sell his AfricanAmerican identity on eBay in Blackness for Sale (2001); by echoing the slave auctions within the virtual world, Obadike illustrated that the body’s identity politics (gender, race, ethnicity, sexual orientation, etc.) are just as significant in today’s digital/virtual age [31]. Emergence in Cybernetics and Digital Art The key relation between third-wave cybernetics and digital art is exemplified in the conceptualization and practice of emergence, which has opened new horizons and modes of art production. Howard Rheingold correlates the emergence of an on-line “collective intelligence” as analogous to the behavior of swarm systems where agents residing on one scale produce higher-level behavior and patterns [32]. Emergence may also occur when a recursive feedback loop evolves within a system in such as a way as to lead to previously unforeseeable phenomena. Emergence provides an indeterminate and noninstrumentally playful evolution, allowing for a creative freedom. As a conceptual framework it is aligned with Blanchot’s notion of non-power as a mode of letting be and with the technological synthesis of Heidegger’s techne’s poeisis and technicity. Like Heidegger, Blanchot stated, “That which art discovers, or uncovers, or lays bare will not be found under any encyclopaedic subject heading. To put it very simply: art is useless matter . . . art uses matter such that it is unused, workless, idle, useless” [33]. Similarly, Lev Manovich perceptively points out that new-media objects are readymades by default and are in line with Barthes’s criticism of the author as a sole-inventor, such that the text becomes a “tissue of quotations drawn from the innumerable centers of culture” [34]. Viewed in this light, the “computational ready-made” is a product of self-generated (emergent) algorithmic operations upon a newmedia object and exemplifies the spaces within creativity, science and art. Jeremy Wood is a GPS artist who carries a receiver with him religiously— everywhere he goes. His appropriation of GPS technology is both a form of emergent gameplay and a visual manifestation of emergence. In My Ghost (Fig. 5), Wood documents a decade of his movements throughout London and illustrates that the emergent patterns that are revealed as he treks are constrained within the city’s urban infrastructure. His practice takes place on several scales, and he often spells out sentences through his movements. Zooming in on the lower right of My Ghost reveals a Moby Dick quote tracing Wood’s movements, proclaiming: “True places are not on any map.” John F. Simon’s aLife (2003) is a realtime software-driven animation that models the emergent evolution of six miniature and artificial worlds [35]. Curiously, Simon’s aLife is not concerned with scientific or instrumental knowledge but rather with exploring aesthetic possibilities and “capitalizing on accidents” [36]. Thus, emergence can be used to blur the boundaries between signal and noise— facilitating a mode of non-power that allows the cultivation of the unexpected and indeterminate. Similarly, Eduardo Kac utilizes emergence in his transgenic bioart. In Genesis (1999), Kac translated a quote from the Bible (Genesis 1:26) into Morse code and then converted it into a DNA sequence—ordered from a genetics lab—and infused it into a Petri dish with fluorescent E. coli bacteria (Fig. 6). Finally, the bacteria’s light source was connected to the Internet such that web users could turn it off and on, influencing the E. coli’s unpredictable mutation. As a result, Genesis parodies genetics’ tendency toward technoscientific manipulation and exemplifies the potential of emergence as a bridge between technological techne and poetic techne. Conclusion Cybernetics concepts such as dematerialization, reflexivity and digitization remain highly influential within contemporary art practices. For example, Arakawa’s Sculpting No. 1, which consisted of a canvas filled with arrows pointing outside the frame, is much aligned with first-wave cybernetics and the idea of dematerialization, while John Cage’s 4’33” highlights elements of chance and noise. Peter Kennedy’s 1970s 10-minute video piece in which he removes and transfers bandages from a microphone to a video camera illustrates the transition from silence to invisibility and exemplifies 1970s video art’s themes of reflexivity, structural coupling and phenomenology—in accord with second-wave cybernetic discourse. Similarly, new media art employs third-wave cybernetic discourse and champions notions of emergence, virtualization, de-authorization, gift economies and digitization. The artworks surveyed in this paper have provided a set of artifacts that illustrate the thematic overlap between cybernetics and art. While the art practices surveyed are far from an exhaustive taxonomy, they provide examples of the prevalent concepts of each period (Fig. 7). The question remains as to why there has been at minimum a 15-year lag between the ideas proposed in cybernetics and their artistic counterparts. What caused this delay? While it takes time for Period Conceptual Art Video Art New Media Art 1960s-mid 70s Mid 1970s-mid 90s Mid 90s to Present Primacy of Information Institutional Critique Ontological Crisis Collaboration (viewer as user) De-authorship Gift Economy (free communication of ideas) Chance/Noise/Probability Structural Coupling Recursive Phenomenological Feedback loop Emergence Virtual Collaboration (viewer as user) De-Authorship Gift Economy (open source) Reflexivity De-materialization Readymade Minimalism De-materialization Reflexivity Digitization Skeumorph Fig. 7. Constellations of 1960s conceptual art, 1970s to 1990s video art and new media art. (© Etan Ilfeld) Ilfeld, Contemporary Art and Cybernetics     63 ideas to seep into the social consciousness, artists are often capable of rapidly integrating ideas and conceptualizing new ones. Perhaps these ideas first had to be incorporated into the technologies these artists used. New media studies often suggest a form of technological determinism; however, scholars such as David Morley and Raymond Williams strongly oppose the idea that technology follows a path that is intrinsic to its inner structure (a sort of predetermined road of progress); instead they emphasize that technological history is often the outcome of social struggles between powerful interest groups [37]. Perhaps the correlation between cybernetics and art is itself a form of emergence? One thing is certain: Cybernetic thought and art’s synthesis have revealed a poetic technicity within the technological and spawned an ever-emerging and continuous source of concepts and ideas. References and Notes Unedited references as provided by the author. 1. Norbert Wiener, Cybernetics: Or Control and Communication in the Animal and the Machine (MIT Press, 1965). 2. Katherine Hayles, How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics (University of Chicago Press, 1999). 3. C.E. Shannon, “A Mathematical Theory of Com- munication,” Bell System Technical Journal, vol. 27, pp. 379–423 and 623–656, July and October, 1948. Shannon defined information as the mathematical logarithm of the number of elements within a message set. In contrast, it is worth noting that this notion of information was highly contested by Donald McKay, who advocated a contextualized meaning for information based upon a message’s interpreter; for McKay, see Hayles [2] p. 54. First-wave cybernetician Ross Ashby explains Shannon’s and Wiener’s notion of communication as an act that “necessarily implies the existence of a set of possibilities,” which he illustrates with the example of a coded set of messages from a wife attempting to send a message to her husband in prison, which the warden attempts to interpret/obstruct. Ashby, Ross, An Introduction to Cybernetics (Clapham and Hall, 1957) p. 123. 4. Janis Mink, Duchamp. Taschen, 2004. 5. Marshall McLuhan, The Medium Is the Massage (Bantam Books, 1967) p. 119. 6. Lucy Lippard, Six Years: The dematerialization of the art object from 1966 to 1972 (University of California Press, 1996) p. 5. 7. See Lippard [6] p. 14. 8. . 9. See Lippard [6] p. xix. 10. Lippard [6] p. 80. 11. Peter Osbourne, Conceptual Art (Phaidon, 2002) pp. 260–213 in Artforum, 7:1, September 1968. 12. Scott Lash and Celia Lury, Global Culture Industry (Polity Press, 2002) pp. 68–69. 13. Osbourne [11] pp. 150–151. 14. Lippard [6] p. xx. 15. Gordon Pask, The Cybernetics of Human Learning and Performance (Hutchinson, 1975). 16. Mark Tribe and Reena Jana, New Media Art (Taschen, 2006) p. 21. 17. Hayles suggests that reflexivity was avoided during the first wave because its recursive nature required a more advanced level of computational power and that homeostasis was more in line with 1950s McCarthyism, which stressed a return to normalcy. See Hayles [2] p. 69. 18. Lash and Lury [12] p. 68. 19. Humberto R. Maturana and Francisco J. Varela, The Organization of Living Things. In The Tree of Knowledge. (Shambhala, 1998); John Lechte, Fifty Key Contemporary Thinkers (Routledge, 2008) pp. 339–341. 20. Sylvia Martin, Video Art (Taschen, 2006) pp. 7–13. 21. Baudrillard, Jean, The Transparency of Evil: Essays on Extreme Phenomena (Verso, 1990). 22. David Morley, Media, Modernity and Technology: The Geography of the New (Routledge, 2007) p. 284. 23. Lash and Lury [12] pp. 154–164. 24. Lechte [19] p. 303. 25. Leonard Shlain, Art and Physics (William Morrow, 1991) p. 424. 26. Martin Heidegger, “In the Origin of the Work of Art” (1935) and “The Question Concerning Technology” (1949), in David Farell Krell (Ed.), Basic Writings, 2nd edition (Harper Collins, 1993). 27. “Particular tastes and their associated cultural networks have always been marked by particular technologies, e.g., rockers with motorbikes and mods with scooters.” Jon Dovey and Helen W. Kennedy, Game Cultures: Issues in Cultural and Media Studies (Open University Press, 2006) p. 149. 28. See also for an online xhibition of work by ´Cosi´c. 29. K. Ziarek, The Force of Art (Stanford University Press, 2004) pp. 144–145. Thomas Carl Wall, Radical Passivity: Levinas, Blanchot, and Agamben (State University of New York Press, 1999). 30. Tribe [16] p. 19. 31. Tribe [16] p. 38. 32. Howard Rheingold, Smart Mobs (Perseus Books, Cambridge, 2002) p. 178. The term “collective intelligence” was coined by Pierre Levy in 1994. 33. Ziarek [29] p. 69. 34. Lev Manovich, The Language of New Media (MIT Press, 2003) p. 125. 35. . 36. Tribe [16] p. 86. 37. Morley [22] p. 241. Manuscript received 5 April 2010. Etan Ilfeld launched Tenderpixel Gallery as a platform to showcase emerging artists in central London. Ilfeld is particularly interested in the intersections of art, technology and media. After graduating from Stanford University he added to his eclectic education a Master’s in Film Studies from the University of Southern California and a Master’s in Interactive Media from Goldsmiths, University of London. He is also a professionally ranked chess master, filmmaker and serial entrepreneur. Additionally, Ilfeld is a digital artist and his New Kind of Cinema work has been featured and archived in Rhizome’s ArtBase. a word of thanks Thanks to Our Reviewers The Leonardo publications are peer reviewed: before acceptance, every article is reviewed and commented on, usually by three anonymous reviewers. Based on these reviews we make a decision whether to publish the text. Leonardo covers a wide variety of fields, many of them interdisciplinary and often in emerging areas of experimentation, research and scholarship. Our peer reviewers help us focus on new topics of interest, as other areas may move out of the center of experimentation and become part of established disciplines. In very new areas of inquiry it is often difficult for us to identify three reviewers competent to review the work; in these cases we may ask the authors themselves to suggest new reviewers for our peer review panel. The Leonardo Network in a very real sense grows and evolves through this process of collaborative filtering. We wish to take this opportunity to thank some of the reviewers who in the past year have on a volunteer basis spent time writing very thoughtful reviews that both help us make a publication decision and help the authors to improve their texts: Jan Baetens, Roy Behrens, Eleonora Bilotta, Lawrence Bird, Julien Bogousslavksy, Bruno Bossis, Sabine Brauckmann, Anne Burns, Dave Burraston, Antonio Camurri, Mark Cheetham, Ken Ciuffreda, Mary Anne Clark, Tim Collins, Capi Corrales Rodrigáñez, Christoph Cox, Alain Depocas, Clive Dilnot, Christo Doherty, Arthur Elsenaar, Michele Emmer, Carlos Fadon, Loe Feijs, Enzo Ferrara, Jason Fiering, Erma Fiorentini, Paul Fishwick, Liane Gabora, Jean Gagnon, Philip Galanter, George Gessert, Gabriella Giannachi, Peter Gloor, Joshua Goldberg, Charles Gross, Heide Hageboelling, Jennifer Hall, Stephen Hirtle, Derek Hodgson, Patrick Hogan, Erkki Huhtamo, Jonathan Impett, Amy Ione, Tim Allen Jackson, Alice James, Boris Jardine, Stephen Jones, Loukas Kalisperis, Rajesh Kasturirangan, Matjuska Teja Krasek, Nick Lambert, Ellen Levy, Margaret Livingstone, Jacques Mandelbrojt, David McCarthy, Jon McCormack, Malcolm McCullough, Edgar Meyer, Colin Milburn, Eduardo Miranda, Xenophon Moussas, Frieder Nake, Mark Nunes, Bruce Odland, Richard Olson, Simone Osthoff, Jack Ox, Galina Pasko, Rob Pepperell, Ana Peraica, Sheila Pinkel, Louise Poissant, John Pollock, Jane Prophet, Anthony Ptak, Jane Quon, Harry Rand, Janine Randerson, Stuart Reeves, Hannah Rogers, Mark Rollins, Robert Root-Bernstein, David Rosenboom, Warren Sack, Sundar Sarukkai, Philippe Saugier, Benjamin Schmitt, Elizabeth Seckel, William Seeley, Carlo Sequin, Gongbing Shan, Eddie Shanken, Christopher Smith, Jen Southern, Tami Spector, Tibor Tarnai, Richard Taylor, Paul Thomas, Patrick Tresset, Rainer Usselmann, Susan Ryan, Stefaan van Ryssen, Gert van Tonder, Julian Voss-Andreae, Ruth Wallen, Neal White, Mitchell Whitelaw, Claude Willey, Amanda Wilson, Arthur Woods, Sam Zheng