Nevena Ivanova SOME AESTHETIC ASPECTS OF CYBERNETIC ILLUSION Computers and new technologies have changed all fields of human knowledge in the last few decades. The Internet and its greater accessibility have made possible the development of quite different aspects of human communications. The authors of art do not remain unimpressed by the possibilities, which the computer supplies. Many painters, musicians and writers experiment with new means of statement and create a nonstandard type of art. Characteristic Features of Digital Art Art in its essence tends to a dialogue relationship with its recipients. Computers and the Internet provide such means of statement, which make possible new ways of interaction between the work of art, the author and the recipient (who is often a spectator, a reader and a listener at the same time). Thus digital art changes the concept of art and creativity. In this paper I will consider how creation and perception of digital web-art merge distinctions between the author and the recipient. Some examples of art, wholly created via a computer, will be provided, so as to illustrate this thesis. They are fractal images and 'Conway's Game of Life'. Fractal Art A fractal picture is a graphical image, generated on the basis of a mathematical equation. The obtained drawing is unusually sophisticated, because all of its parts possess structure in different scales of the image. Structural interrelations are extremely various, but this variety is dependent on definite regularity. Fractal images are self-resemble. Every part contains the whole in itself or is similar to it. Every element of the fractal drawing can become a centre or a periphery of the whole by change of the viewpoint. The digital medium enables accessible and facile graphic representation of a structure in different scales. It makes possible abstract formulas of mathematics, existing beyond sensuality, to be embodied into images and thus to be perceived by sense perception. In traditional media for graphic representation, such as the pencil and the paper sheet, when the picture is scaled up the image loses its structure. Some fractal images are incredibly beautiful and that makes them objects deserving aesthetic contemplation. Classical pictures call for a definite distance to be observed, in order the whole of the image and its aura to be saved. Too great shortening of the distance between the work and the recipient merges the image of the picture; single brush-strokes become visible. According to Walter Benjamin, a work of art has an aura when it seems too distant and unattainable as though it is surrounded by an invisible aureole. Beauty in fractal drawings does not come to light through moving away from the work, but through infinitely getting closer, 'entering' in it. Here the nearest approach is sought, the lack of dark and mysterious distances; not only the whole is contemplated, but also the tiniest details are examined. Filigreed interweaving between the geometrical figures in sophisticated abstract images is that, which enchants the recipient. Closeness, which can be attained in the case of material structure of the image, does not impair the idea of harmonic entity, which is present in its appearance. When we consider creating fractal images as works of art, we have to think about the place of the artist in this process. The classical authors have a preliminary image of their completed work or at least an idea about its appearance. They generalize the spirit of their age, seek to express the secret essence of the phenomena, which they recreate in the system of art images. The contemporary author lives in a postmodern age, which has no universal identity. The very authenticity of things and their meaning are put under question. The possibility of objective discourse and absolute reality is denied. Roland Barthes speaks about extinction of the work of art as a complete entity and instead about endless creative exchange between signifiers ("signifiance"), without reducing to an ultimate interpretation; it is a free game of words in which all meanings are deconstructed. Signification is understood in the infinite process of its 'becoming'. What is important is not the completeness of the text, but the process of its writing, the very practice of art. In this context the art is understood rather as a game and a ceaseless experiment. Considering creation of fractal images, it is impossible to seek for a preliminary idea. Assigning to the computer exact mathematical equations and colours, the authors have no idea what image will be displayed on the screen. Their creative part is expressed in experimentation with equations and colours, which they give step by step to the computer program, until the obtained result meets their aesthetic criteria. In the postmodern culture similar aesthetic attitude is expressed in the concept 'bricolage'. Making trials and mistakes the bricoleur uses the instruments at hand and becomes acquainted with them, only during 'the picking'. S/he explores, arranges and rearranges familiar techniques in a new way, without taking an interest in the context in which they have been used before. The bricoleur, instead of following determined rules, plays with methods, and examines the manner in which the techniques interact with objects in the very moment of their application. In the process of the game it becomes clear which instruments to be used and for what purpose. The act of creativity becomes a matter of choice and accident, what is important is the moment of innovation and experiment. The recipient becomes involved in the game by means of various possibilities for interactive interference, thus having his own direct impact on the work. Fractal pictures are exhibited in Internet, where they become accessible not only for contemplating but for interactive intervention as well. The recipient examines them by enlarging the image inside the picture and thus the illusion of entering the wonderland is created. In the process of enlarging the image, totally new structural figures appear, which are similar to the former ones. The 'zoom' step is the lowest degree of interaction. We meet the highest degree of interaction again in the fractal images. The recipients, intrigued by what they see, become able to create new fantastic worlds on their own computer screen. The programs of generating fractals are supplied for free and are accessible to everybody who possesses enough patience to study them and enough will to unfold one's own imagination. Mathematical, physical or even artistic education is not required. It is enough for the recipient to show an aesthetic taste, in order to make a picture, which possesses some artistic value. Almost all artists of fractal images recommend their favorite programs, by means of which they have created their pictures. If we reconsider how great the change is that the statute of the author undergoes, we will notice that authors do not imagine themselves as the only creators of aesthetic values. Instead of offering complete work to the public, the authors initiate the recipient into their world, as though the initiated has been introduced in magical rituals, where he becomes an equal participant. Such art does not strive for recreating of preliminarily given authentic reality; it is not representative. As a game-ritual it rather aims at waking up the hidden capabilities of the recipient, so that he makes his own significance of the world. In this sense the language of the contemporary art is not representing: it is interactive. 'The Game of Life' - unknown aspects of life or science as art In various galleries for web-art we find out one more example of the change of the functions between the author and the recipient in the interactive digital art. This is 'the game of life': a kaleidoscope of images, which computer algorithms generate on the screen. To see how the algorithm acts, as defined by the British mathematician John Conway, we first have to imagine how the computer screen looks like. It consists of a great number of pixels, dispensed like squares in a millimeter paper. The field for the Conway's game has a structure similar to the computer screen. Some of the squares are activated, and the rest constitute the dark background. Activated squares are called 'alive'. The game begins with an exact initial configuration of squares, which change on every step when the algorithm is started. Whether some of the squares will be activated on the next step depends on the number of the neighbouring 'alive' squares. The dependence is determined by the following rules: 1. The square with less than two neighbours dies of loneliness. 2. The square with exactly three neighbours is born. 3. The square with more than three neighbours dies of overpopulation. The algorithm of Conway sets precisely the next step of the given initial configuration of squares. But after enough reiterations the development of the picture sophisticates and becomes impossible to be predicted. Like demiurge, by his algorithm, Conway creates a world, which develops according to its own rules and without external controlling intervention. Conway's game is built according to rigorous mathematical laws and is an objective image, subordinate to the same laws, which mathematics finds out in nature and the living world. Hence comes its name: 'Game of Life', or even only Life. Like a living organism, this work of art is in continuous motion, saving at the same time its intrinsic identity. This regularity and balance in motion makes the rhythm of the game. As a phenomenon of the world of the artificial intellect, The Game of Life has practical and scientific value, but at the same time it becomes an object worthy of disinterested admiration. Once started, the game is playing by itself and forms ceaselessly changing animated pictures. Thus there naturally arises the question of the author's status in this game. The only author, in the classical meaning, is Conway himself, the inventor of the algorithm. Otherwise the computer itself makes the pictures and other authors cannot take part in the process of their motion. All the rest are playing spectators. The process of creativity and its products change. The artist does not create a work of art, but the idea of an aesthetic object, that is, a program, which is supplied to the recipients. And they, being guided by this program, create the artistic image by themselves, as they like it. The pictures, made in the process of the game, provoke great interest. The way, in which these pictures are created, makes them interactive on several degrees. In the Internet there are ready initial configurations, which the spectator starts and watches their development. S/he can add new live squares to the moving picture and in this way to intervene in the change of the image. The game demands participation. It is a communicative act and it does not make a difference between the one who plays and the one who watches with great interest. The spectator is always more than a pure observer, s/he always actively sympathizes with the players, becomes their party. The highest degree of interactive intervention in the game consists in changing its own rules. In this case we again can put the question of the authorship. The creator of a new algorithm, which is able to generate animated pictures, also appears in the role of a demiurge. Similar to the Conway's algorithm is the idea of the field and interrelating squares, which form an independent living world. But the rules for their development are quite new, and the images are really fascinating. In the Internet sites of web-art there are such original examples that imitate true to life phenomena like fire, disease, slipping of a snake, concentric circles in the water. The last degree of interactivity can be observed within the game itself. The fact that the development of the configuration is unpredictable is due to the interrelation between the squares during the game. Conway's Game of Life does not need a mediator between the author and the recipient, like every other work of art, it is alive. Its elements continuously pass into each other, turn into various forms. But at the same time they remain stable in their relation to each other as is codified by the algorithm. Maybe we can say that the art generated via a computer on the basis of algorithms is ruled by principles that are quite different from the familiar ones. To what extent the process of creativity can be subjected to algorithms? The development of the computer technologies puts inevitably this question. New spheres of knowledge are created, which study objective laws according to which unique works of art are born. For science, art is a specific model of reality and so the methods of mathematics and informatics are appropriate for its analysis. What are the grounds for such a claim? They lie in the fact that art is not only uniqueness, but also universality and regularity, which can be put under scientific investigation. Today the technology determines the development both of science and of art. This dependence merges the strict boundaries between the artistic and non-artistic spheres. For additional information: ?.-?. ???????, ?.?.??????, ??????? ?????????, ?????? ?.?. ??????? ? ?.?. ?????, ???, ??????, 1993 Web-galeries with fractal images: (URL) http://linuxenvy.com/bprentice/Fractals/Display.html (Fractal Image Gallery by Brian Prentice); (URL) http://home.inreach.com/mapper/ (A Fractal Art Gallery by Ken Keller); (URL) http://computerart.org/fractal.html (Earl's Computer Art Gallery); (URL) http://www.artbymath.com/ (ArtByMath Gallery); (URL) http://www.parkenet.org/jp/fractvty.htm (Fractivity); (URL) http://www.angelfire.com/art2/fractals/ (World of Fractals); (URL) http://hometown.aol.com/fractasy/fractasy.htm (Mark's Fractal Gallery); (URL) http://www.oz.net/~alden/lakefrac/index.html (Animated Lake Fractals) - galery with animated fractals ?????? ???????, ?????????????? ???????????? ? ??????? ?? ???????? ?????????? ????????????????, ? ????????, ?????? ?????? ????????, ??????? ? ?????????, ?????, 2000, ?. 133 Roland Barthes, Text, Discourse, Ideology. In Untying the Text: A Post-Structuralist Reader, edited by Robert Young, Routledge & Kegan Paul Ltd, London, 1987, p. 43 ???????? ?? ?????????? ?? ????????: (URL) http://brighten.bigw.org/fractals/jafg/index.html (Just Another Fractal Generator); (URL) http://www.angelfire.com/art2/fractals/ (World of Fractals); ?.??????, ???? ?? ? ?????? ?? ????? ?? ???????, ?. ????????, V/22, 2001 (URL) http://hensel.lifepatterns.net/ , push Enjoy Life; (URL) http://psoup.math.wisc.edu/java/jltl.html, look at the explanation of the Conway's Game and Start the game; ?-?.???????, ???????????? ?? ?????????, ?????? ?.??????, ?????, 2000, ?. 42 (URL) http://www.absurd.org/de-A/matic/index.html, the fire deserves special attention (Combust) (URL) http://psoup.math.wisc.edu/java/recipe88.html, Load Image; (URL) http://psoup.math.wisc.edu/java/jlwodpc.html Life without Death: some elementary interactions; (URL) http://www.mirwoj.opus.chelm.pl/ca/mjcell/mjcell.html, push StartMJCell: the recipients in this game not only are able to observe already made configurations (patterns library) but to difine their won rules of the game (the menu Rules, Define own rules...)