Showing posts with label Systems. Show all posts
Showing posts with label Systems. Show all posts

Wednesday, 2 January 2013

By popular demand, here is the print on demand.


Figure 1: Paul Laidler, Digital image file for the Print is Dead series

OPD (On Popular Demand)
The series of paintings described in this post is an ongoing body of work that I started in 2010. Over the past couple of years I have written and talked about the series intermittently, from a variety of different perspectives and for different audiences. Subsequently and somewhat to my surprise I have received a number of requests to make the work/text available online. Given that the series has been published 'in print' this version has been edited and refocused.

Printed Paintings
The post discusses the themes of printmaking, collaboration, process, and the digital age as a series of concepts toward the initiation and production of a digitally mediated ‘print’ series ‘Print is Dead’ (figures 1, 2, 3, 4 & 5). Here the preoccupation with production and process is emphasized over the end product as a means to address the collaborative print process and the conceptual considerations for the work, engaging with printmaking themes. Whilst the resulting works are not prints in the truest sense, printmaking is imbedded as a means to consider the broadening definition of ‘print’ in the digital age. In this instance printmaking is considered as an expanded term through the production of paintings whilst the digitally mediated ‘print’ is realised through the Print on Demand model - a facility synonymous with digital technology. Collectively the themes and production processes highlight the often de-emphasised collaborative undertaking by printers for artists, and the subsequent acknowledgement of this art category, whilst the resulting artworks challenge assumptions of authorship and originality in the production of artworks for artists.

Introduction
Historically within the fine arts, print was used as a means to reproduce other works of art such as paintings - a medium of seemingly higher esteem. Although the premise of the reproduction was often for disseminatory and financial reasons, the quality of execution was still important. The reproduction was dependent upon the original source material, the skill of the engraver and techniques developed over the years to accurately transcribe and replicate. 
The transcription processes used to produce the Print is Dead series differ from the historical rationale for replication in art. Instead the work can be seen as an examination of a process rather than the reproduction of a subject; elevating the 'reproduction' to the status of an 'original'. For instance, the dependence upon an original source for accurate replication becomes impractical in this context - the source image exists as only an infinitely reproducible digital file that is susceptible to a number of transformations in appearance, both on screen and as a printed image. The resulting series of individual artworks can only ever be copies of the original digital file, yet remain unique in their systematic production. 
The allusions to production processes within the Print is dead series are considered in much the same way. The artwork is conceived by thinking about the print medium in terms of a process rather than producing printed artworks; the medium is addressed in relation to print’s inherent relationship with reproduction, where the Publish-on-Demand facility becomes the appropriated tool. The content arises from the seamless integration of digital technology within pre-digital processes, practice and media. 
The resulting (non-digital) artworks can be seen as a response to Marshall McLuhan’s “rearview-mirror view of the world” observation, that we are initially numbed by new technology until it has been completely superseded its predecessor. McLuhan states that in this transition period of ‘the present’, our senses become overwhelmed so much so that we go from the unfamiliar back to the familiar. We attach ourselves to the objects and atmospheres that characterise the past where we feel a compulsion to make the old environment more visible. 
The resulting non-digital artworks reflect McLuhan’s technological transition period in that the field of printmaking is still awaiting the arrival of its digital natives. The process and production of the Print is Dead series is representative of this current juncture between technologies and conscious of the fact that it is an analogue work within a digital age. 

POD
The POD (Print-on-Demand) facility is a relatively new addition to the artist’s possibilities for producing printed artworks via digital means. The development of the technology is a product of the digital revolution that has democratised the opportunity to self-publish. The democratisation has been possible because of the technology’s economic potential to reduce the costs previously incurred through mechanical printing processes such as offset printing. A large percentage of the POD industry caters for book and artist's book publishing, although there are a growing number of POD facilities that specialise in fine art, digital prints for both artists and publishers. 
From the self-publishing artist's perspective, the process follows a system-based procedure through a set number of options for printing a digital image. These options often include a choice in scale and substrate before remotely uploading the digital image (via the Internet) to a POD facility server. Once stored on the server, the digital image is then downloaded and printed to the previously established print options. Because the digital file can be reproduced and stored indefinitely, the edition size may be left open allowing for further renderings of the digital file at the client’s request – hence print on demand. 
The democratisation of digital technology and the marketing potential of the POD facility developed the idea of the ‘personal factory, where you can make almost anything – including electronics, homeware, fashion and furniture’. Consumers in search of bespoke designs can now access digital fabrication technologies through companies such as Anyline , imaterialise, Ponoko and 3DDC using a range of Laser cutting, rapid prototyping, 3D rapid printing and surface coating options. 
Although the Print is Dead series does not directly use digital fabrication technology, the artwork shares similarities with the fabrication process as part of the artist-fabricator approach to making. These associations consider the human crafting approach as part of a systematic and automated method to making, by employing the technical skills of others to help realise the work that informs the idea. 
Unlike most POD facilities that produce printed images for clients, the facility that I chose for the reproduction of The Print is Dead series use the hand-rendered method of painting as processes to reproduce a digital image. 

Figure 3: Paul Laidler, (order272)completed.jpg, Painting produced by Odsan Gallery, China


Figure 4: Paul Laidler, (order542)completed.jpg, Painting produced by Odsan Gallery, China


Replica Factory
Figures 3 and 4 are oil painting's on canvas produced through Odsan Oil Painting Gallery in Dafen, China. The company is one of many in the region that employ academy-trained artists within a factory-line approach to reproduce vast numbers of old master oil paintings. The act of copying great masters’ works by artists has been a continued practice throughout the ages. Conventional practices have often required that artists access the original painting to capture the intricacy, scale and presence of the work. I do not profess to being a master artist - the idea of having a work reproduced in paint that contains none of the traditional precedents for reproduction was what interested me.
More specifically the conventional reproductive process becomes inverted as the facility takes a digitally printed image and reproduces it by hand - in essence the machine and human exchange places. The use of a digital image also highlights the problematic situation of what is being copied and therefore; what is believed to be the original work?  If we consider that a digital image is susceptible to scale and colour changes through different computer monitors and print devices then the work becomes less concerned with reproducing a subject but examining a process.

Figure 2 Printed image used by Odsan Gallery to create figure 3

Perpetual Painting
The Odsan Gallery's reproduction process functions in the same manner as the POD facility when offering a client the possibility of ‘self-publishing’. As previously stated this involves the transfer of a digital image (figure 1) that is rendered to the specifications of the client. Figure 3 was created from a digital print (Figure 2) made from the low resolution digital file (figure 1) that was requested by the Odsan Gallery to create the artwork.  In this situation, the rendering is by hand, not restricted to the scale of a print device and can be reproduced in a range of different painting styles. The resulting painting for the Print is Dead series, is a photo-realistic style reproduction of the digital print that was used as the source image for the work. In this instance the reproduction of the source image contains a magenta hue produced by the printing of the digital file. 
The inclusion of the colour cast in the painting is not seen as a fault with the reproductive artwork but as a reminder of the parameters of the tools and processes we use. In his article The Aesthetics of Failure, the American composer Kim Cascone discusses the positive outcome of imperfection:

'Indeed failure has become a prominent aesthetic in many of the arts in the late 20th century, reminding us that our control of technology is an illusion, and revealing digital tools to be only as perfect, precise, and efficient as the humans who build them'. (K. Cascone,  “Post-Digital” Tendencies in Contemporary Computer Music’. Computer Music Journal, Volume 24 Issue 4, 2000, p.12)


Figure's 4 and 5 are painting's also created from photographic sources although these photo's are taken by the Odsan Gallery to show the client the painted image before posting the actual canvas. In essence the photos are proofs that need to be approved by the artist/client before the next stage can be implemented. By photographing the painting and e-mailing the digital image for approval a perpetual system for further paintings is developed. These approval photos are then used as the source image for the next painting and so on and so forth. Despite the absence of print production in the appearance of the paintings, the association with the reproductive process is embedded within to the content of the work. The possibility of an indefinite number of copies remains, although the reproductive endeavour is one of human automation or human printers.

Figure 5: Paul Laidler (order547)completed.jpg, Painting produced by Odsan Gallery, China

Further (extended) texts relating to the Print is Dead Series can be found in:
Laidler, P. (2011) Human Automation. Printmaking Today, Vol 20, No 4. Winter 2011, p. 28 ISSN 0960 9253
Laidler. P. (2012) The Human Printer featuring the Print is Dead series. (Impact 7 Printmaking Conference, 27th - 30th September 2011, Monash University, Faculty of Art & Design, Melbourne, Australia) Monash University Publishing ISBN: 978-1-921867-576

Tuesday, 22 November 2011

On Vogue

Arthur Buxton, 30 Years of British Vogue Covers, Pigmented Inkjet Print, 2011

Arthur Buxton is an artist who has recently been invited by CFPR Editions to produce a limited edition print at the Centre for Fine Print Research in Bristol, UK. Buxton's work engages with data visualisation methods that use colour extraction tools to explore trends in the natural world, painting and print media. Using open source software he extracts colours from photographs to create charts and timelines that typically display the five most common colours in each image as a percentage. In this instance, the removal of figurative and formal elements from an image present a series of colour harmonies and trends, alluding to sampling methods, information graphics, automation technologies, and objective forms of re-presentation.

The artist explains his most recent work produced with CFPR Editions; 'As the worlds most influential fashion magazine, Vogue acts as an ideal barometer for colour trends. Making use of British Vogue's own online online cover archive I use free software to extract the five commonest colours from each cover and chart them, in Illustrator, by percentage. Arranging these charts into a timeline we begin to see trends emerge - seasonal variations and also in the longer term, a gradual fashion for lighter hues. In my thirty years of British Vogue covers visualisation each column is a year beginning with September (the start of the fashion year) at the top and working backwards to October at the bottom. 1981 is on the right and the timeline runs through to 2011 on the left'.

Tuesday, 9 August 2011

Bleeding Pixels

Paul Ferragut, Time Printing Machine, 2011

Ferragut's Time Printing Machine creates a pixelated aesthetic that is realized through durational deposits of ink on paper. By using a time based algorythm to drive a mechanical plotter Ferragut has devised a mark making system that optimizes the relationship between material absorption and image rendering. Ferragut explains "The time print device uses blotting paper with Letraset felt-pen. The felt-pen ink bleed in the paper for a duration relative to the grey value of a pixel. Every "time stain" gradually recreates any image in a pointilist style." The work was produced for Ferragut's MA show at London Central St Matins and further info concerning the artists activities can be found here

Tuesday, 1 March 2011

The Human Printer: A Namesake Production

Paul Laidler, The Human Printer.tiff, Produced by The Human Printer, 2010

“We shape our tools and thereafter our tools shape us.” (M. McLuhan, 1964)

The Human Printer.tiff is part of a series entitled Print is Dead and was produced by a group called The Human Printer. The group consists of eleven individuals who specialise in reproducing by hand, the digitised rendering of a half-tone image that is normally associated with mechanical print processes. The Human Printer group has adopted the remote Print-on-demand facility for transferring digital files, although the potential to rapidly produce large editions is somewhat limited due to the extensive labour involved and the small-scale production of the studio. The Human Printer.tiff (see source file here) took just over two weeks from order to receipt.

In keeping with the mechanised half-tone print process, the digital image is printed as colour separations using the four printing channels of CMYK. To produce the final drawn image, each colour separation is traced individually on to a single sheet of semi-transparent paper so that collectively, the channels register with one another. The layering order of each colour follows the half-tone print procedure using four different coloured pens that correspond to each of the separate colour channels.The Human Printer’s transcription process includes the visual descriptions associated with reproduction through the mechanised image. The Human Printer’s rendering of a coarse photographic half-tone and its associations with automation are reminiscent of Andy Warhol’s 1963 comment “I want to be a machine”.

Further overtones of convergence between humans and technology reference a (hypothetical) Post-human future where a biological generation of humanity ends and technological one begins. The influence of science and technology upon the human condition has been a constant source of inspiration for the field of science fiction. In more recent times the fictional associations with phenomena such as implants, smart materials and cloning have accelerated the science fiction world toward are own.

The idea that a fiction can become functional through an associated process has been incorporated in to the selection of a specific technology for the work entitled Stretch out with your feelings.

The Human Printer.tiff is part of larger series of work entitled Print is Dead that continues the theme of humans as printers and the broadening definition of the print medium in the digital age. Collectively these works have contributed toward the development of paper for the Impact 7 2011 printmaking conference in Australia - further details can be found here.

Monday, 29 November 2010

Drawing Systems

Tim Head, Slow Life, (web A2 No.5) 2002 ink on Bristol Board

Unlike the remote precision of digital programmes the drawings carry the nervous rhythms and seismic waverings of the hand made
- Tim Head
Tim Head produces hand rendered drawings according to instructions similar to digitally produced images. The drawing is created according to the results of flipping coins. In this instance if the coin lands on heads a horizontal line is made and then a vertical line if the coin lands on tails.

Friday, 26 November 2010

A Colour Sucker

Alfred Molina as Mark Rothko in Red
The horizontal field of colours (above) are the twelve most common colours that appear in the web based photographic image of Alfred Molina as Mark Rothko. These colours have been automatically sampled by the open source program Colorsuckr.
Also see Arthur Buxton's Van Gogh Visulisation and Michael Demers Color Field Paintings (Browser).

Thursday, 12 August 2010

R.A.M

Smith uses thumbnail images from the internet to construct three dimensional representations of the image and its rendered appearance in pixels.

Saturday, 17 April 2010

It's the thought that counts......

Fake flowers in full colour, Hans Gremmen and Jaap Schereen, 2008-09
Interflora adjusted logo
Art is a gift - B. Reid
Making artwork that is informed by a technical process often seems far more relevant than the technical mastery of that process.

Cocooning Cartoraphy - a journey across a desktop

Got up went to the bank, did a bit of shopping, read the newspaper, looked at some art, chatted with a few friends then got out of the house for a bit.
See links below:
Also see Anatoly Zenkov's flickr page here

Monday, 29 March 2010

Digitally Remastered!


Italic

Paul Laidler, Is it a game, or is it real, Unlimited (Hardback & soft cover versions), Produced through Blurb.com

The book work Is it a game, or is it real is a reinterpretation of David Bischoff's War Games. In this instances a remake of the Penguin book that uses the film adaptation of Bischoff's novel as the cover image. The visual reference of the film as a printed cover image is employed by publishers as marketing tool to sell more copies of adapted novels. Marcella Edwards, senior commissioning editor at Penguin Classics sees the film’s influence as a way to tap into new markets. The film image appears to make some classic texts more approachable for these new audiences. Edwards describes this phenomena where the text “becomes less classic, less difficult. You don’t need a PhD to read this stuff - it’s readable". Here the novels text is proceeded by its cinematic cover image a reinterpretation that for many becomes the original, diluting any beginning or end - and somewhat ironically, a reality made out of fiction.

Here the reinterpretation/remake foreground's the digitized theme of the novel, period and production process. Firstly the work presents the digital pixel aesthetic of the 1980's although in this instance the digitization is not screen based but instead simulated by printed dots that construct the appearance of pixels. For instances the book work Is it a game, or is it real is a digitally recorded version of the (1983 Penguin) publication although the transition from physical to digital becomes pronounced through the flatbed scanning of the books three dimensional form and the pixellated appearance of both text and image. The book has been recorded using the different resolution sizes of 12, 32, 42 and 52 ppi (pixels per inch). These resolution settings assigned to the recording of the book are purposely set below the standard amount of pixel information required for reading digital images on screen (72ppi) and in print (300ppi). 

I might add that when using automated POD facilities for producing work, low resolution preference generally sit outside of the systems approved optimum print settings. Subsequently the 'computer says no' the system breaks down and you need to convince a human directly (via the online help desk) that you want pixelation.

Is it a game, or is it real? by Laidler | 
To purchase signed copies contact the artist directly

As well as the physical, printed edition of the book, the Blurb facility also offers a virtual rendering of the book format that can be considered as a digital edition in the truest sense. The electronic format otherwise known as an e-book, allows the user to view the on screen flipping of pages as animated actions that refer to the experience of its physical counterpart. Although the e-book phenomenon engages with the dynamic potential of the Internet and allows publishers to reduce publishing costs, it does not currently provide the best reading experience to the customer.

The pixellated appearance of Is it a game or is it real? as an e-book initially makes the viewer question the technology as a reliable tool for reading digitised information. Viewed on screen the image appears to have become corrupted, or the correct resolution setting has not been assigned to the digital file. The assumption that the e-book is not a true representation of the printed version is re-addressed once seen in conjunction with the printed, signed edition. As an artist’s book, the signature confirms the intentions for the final printed results and the subsequent reading of the physical work as an 'unsophisticated' e-book facsimile. In one sense, the book fails to function before the concept reveals the object’s primary function as an artwork that appropriates the formal designs of the book format.


The appropriation and function distinctions resonate with Michael Craig-Martin’s thinking of real objects as if they were art. Here Craig-Martin considers utilising the characteristics of objects rather than the Duchampian idea of art by nomination, “The defining aspect of an object is what it is used for e.g. scale, material, look – using their functionality as a device to make art from.” (Cork, Michael Craig-Martin, p. 43.) However, the resulting book as an art object is not in the strictest sense a direct appropriation of a previously existing object. The work is an appropriation of an object’s function that is conceived and realised in conjunction with the object’s associated on screen presence. 

And finally, like the film/novel the artist book has distopian undercurrents concerning digital technology and our trust in its utopian design. The POD facility Blurb highlights the relative ease with which one can copy, reproduce, store and send digitized imagery/objects without any concern for origins or authenticity. Further more the rapidity with which this technology moves raises archiving issues concerning the compatibility and 'readibility' of digital information between old and new software. Data is either lost or interpolated - are we preserving the past or distorting it?

Is it a game, or is it real fuses past, present, text, image, fact and fiction as an artwork that is interpreted through its mediation. Subsequently the work invokes a self-conscious presence, perhaps referencing Bischoff's vision of computer consciousness. Also see Edges of a Hardcore for further usage of the pixel aesthetic and ISSUU (an alternative e-publication platform) utilised for a digital Panorama workshop.

Is it a game, or is it real is in the artist book collection at the V&A



Sunday, 7 March 2010

Stretch out with your feelings


P. Laidler, Stretch out with your feelings, 2009, Laser Engraving

The orb image depicted in the photograph above has been burnt with a laser into the surface of a black heavy weight cotton based paper. The laser engraved orb image in the paper is a ‘Jedi training remote’ from the film Star Wars. In this instance the training remote image is only visible because of the resulting topography that is burnt (by the laser) into the depth of the paper. Therefore the orb image is described by angle, light and the papers darker fibers that sit beneath the (slightly lighter black) paper surface.

Form follows Fiction:
Upon our first encounter with the ‘Jedi training remote’ (in the film) we find Skywalker struggling to focus his Jedi abilities during the laser training exercise. There after it is decided that Skywalker should be blinded allowing the force to guide his actions instead of his eyesight or to 'let go of his conscious self'. Now blinded by 'the blast shield' Luke sees nothing except darkness (black paper) by using the force Luke is able to render the objects image in his mind (the image on the black paper). Although in his minds eye the object is devoid of physicality yet Skywalker has the ability to sense the training remotes presence in a space (the laser cut depth within the flat space of the paper). The realisation that the Jedi training remote is essentially both image and object creates a sense of mystery around the works visual presence - perhaps drawing further parallels with the order of the Jedi Knight!
Stretch out with your feelings is part of a continuing fascination with oscillations between image and object and fact and fiction. Subsequently I have an interest in film props and replicas where our associations with these objects are generally through their ‘on screen’ image presence. In this context film props are essentially objects that are preceded by their image, they are able to traverse fiction and reality when we consider that fact that they are 'real fictional' objects.
Stretch out with your feelings was conceived around the idea of creating a 'real fiction' where a physical object (an artwork) would be literally formed by some aspect of its fictional reference. In this instance the laser technology was used to initiate the traversing between fiction and reality. Here laser cutting technology refers to both the Jedi remotes fictional function (shooting lasers at Skywalker) and the actual technological process that renders the Jedi training remote visible in Stretch out with your feelings. The self-referential play around the idea of creating real fictions also has a resonance with the rapid advancement in science and computing industries. What was once thought to be only possible in science fiction is now becoming 'science faction'.
The work was included in The International Experimental Engraving Biennial 2011. See IEEB4 catalogue and video of the work installed at the IEEB4 Exhibition, Brancovan Palaces Cultural Center, Romainia.