COMPLEXITIES AND CONTRADICTIONS IN DIGITAL SCULPTURE Assist. Prof. Dr. William Ganis Art Historian, NYIT, USA wganis@nyit.edu While linguistically problematic, the term “digital sculpture” has become entrenched among artists who use three dimensional modeling software to “sculpt” in the virtual realm, who use digital input devices such as laser scanners, and (most importantly for this paper) employ rapid prototyping or computer numeric controlled machines to realize their computer creations. In the past “digital sculpture” has also been used to describe artists that have created three-dimensional imagery and animations in virtual spaces. Digital sculpture has also been applied to physical three-dimensional pieces by Nam June Paik, Gary Hill and others that incorporate computer enhanced or projected video. As a trip to the Zentrum für Kunst und Media (ZKM) in Karlsruhe, Germany will attest, “digital sculpture” might describe numerous computer and electronic environments such as Jeffrey Shaw’s The Legible City (1995). In this text, “digital sculpture” will be defined by artists using virtual sculpting environments and realizing their works (or significant parts of their processes) through rapid prototyping or computer-numericcontrolled milling. As we have seen already, this term is imprecise and the artists I will discuss present challenges to the implied concepts. Digital sculpture as defined above is an ontological, as well as technological breakthrough. Until recently, virtual worlds have remained separated from actual space by the computer monitor’s proscenium arch. Digital sculptors oft use virtual space as a creative locus but also realize their works in physical space. These sculptors accomplish their pieces through 3D modeling software, rapid prototyping (RP), computer numeric controlled (CNC) and other machines that are now standard equipment in engineering and industrial design laboratories. The RP machine is a three-dimensional “printer” that allows an object that exists only in the virtual realm to become physical. This ontological shift is profound, since these RP objects of resin, polyester, or other materials are crossovers from another plane of existence—they are paradoxes of a virtuality that, up until this point, has been a one-way looking glass. No less miraculous CNC processes will be later discussed. RP, including laser sintering and other such digital sculpture machines are becoming more affordable, faster, and adaptable. Two decades ago, prototyping machines were new technologies that were themselves being developed. A decade ago, three dimensional imaging equipment was found only in commercial industry and in engineering research laboratories. Now firms such as Z-Corp and 3D Systems make machines that sell for about the price of a luxury automobile. The software for imaging has also become more affordable and now works with consumer computer processors that have speeds capable of managing data-intensive threedimensional models. Again, even a few years ago, much of this software was proprietary and had cost thousands of dollars per license. Relatively few research computers had the speed and memory capable of modeling detailed three-dimensional images. Now, there are a few free shareware applications, such as Wings 3D, and even powerful software titles like Maya and 3D Studio Max are made available to educational institutions and students for a few hundred dollars per license as their producers vie for market share and establishment of industry standards. While digital sculpture machines are still out of the reach of most consumers, they are becoming more common in design firms, service bureaus and sculpture production studios. In academia, these machines are still used in engineering laboratories, but now may also be found in programs for teaching medicine, architecture, industrial design, and even the fine arts. Institutions with digital sculpture facilities dedicated to the arts include the Partnership for Research in Spatial Modeling (PRISM) Laboratory at Arizona State University’s School of Art; Manchester Institute for Research and Innovation in Art and Design (MIRIAD) at Manchester Metropolitan University; the École nationale supérieure des beaux-arts, Paris; and the Fine Arts department at the New York Institute of Technology. Though these tools have been around for some time, it is this recent accessibilty and affordability that has is partially responsible for a boom in the use of RP for artistic purposes. The challenge for digital sculpture artists, however, is to work with new electronic media without relying on them for content or presence. It is fascinating to realize that the virtual realm can now be translated to the physical world and that sculpture files can be sent around the world for infinite dissemination and reproducibility, but, as we will see, these principles do not automatically add up to quality artistic forms and concepts. As an introduction to digital processes I will show how some artists have employed digital sculpture technologies for the fabrication of their work. For sculptors like Patricia Cronin, Tom Otterness, and Claes Oldenburg with Coosje van Bruggen, digital sculpture has been a means to and end that is somewhat incidental. There is no concept in works such as Oldenburg and van Bruggen’s Inverted Tie and Collar (1994) or Cronin’s Memorial to a Marriage (2003) that dictates a digital approach. Maquettes for these works were created by quite traditional means—assembly in the case of Oldenburg, and modeling in clay in the case of Cronin. Through analyses of the form, digital processes facilitated the engineering and reduced the overall cost of the Oldenburg project. A three-dimensional scan of a maquette aided the material fabrication of the work. The digital model was used to calculate loads and find stress points and helped the fabricators, Kreysler and Associates, to determine the best materials for the work’s execution. The digital model also showed exactly how much material was needed for the fabrication, thus the overall cost was reduced though much of the production was still executed by non-digital means. About halfway between New York City and Philadelphia there is a unique facility and organization called the Digital Stone Project. This non-profit entity houses the only comprehensive collection of CNC mills and lathes used in the service of the arts. Here is an opportunity to explore the CNC sculpting process. Pat Cronin’s clay original for Memorial to a Marriage was cast into plaster and this plaster model was laser scanned at the Digital Stone Project. This process created digital information that could be used by CNC machines. Once the marble material was selected the CNC carving process was a series of blocking out and refining. First, using data fed to the machines, contour cuts were made and then the material was sawed, drilled and routed with ever-increasing precision as finer and finer tools were installed. The machines can only go so far and the human hand was ultimately reintroduced in the finishing of the work, including the smoothing of the final form, addition of details and undercutting. For Cronin, the digital process became a matter of economics, since her work took about five months on the machines as opposed to an estimated year if the work was to be executed by human hands. This process made marble accessible for her very personal project of commemorating the artist and her female lover in an enduring monument. Still, machines can’t do everything and machine time is quite expensive, so much art thus produced is a combination of machines doing the blocking out and human hands doing the rest. While the Oldenburg and Cronin examples are an excellent introduction to digital sculpture processes, they are works that could have been made using traditional carving or fabrication. Digital techniques are not an intrinsic part of their realization, but mere tools of efficiency and economy. Though born from and developed within the engineering discipline, the artistic potential of digital tools were almost immediately recognized by developers such as Pierre Bezier who made aesthetically pleasing sculpted forms with their new machines. Since this time, much “engineer art,” including physical expressions of mathematical formulas, complex polyhedrons, and imagery derived from ultrasound or other technologies, has been created through digital processes. While mathematical works exemplified by the mathematician George W. Hart and sculptors Bathsheba Grossman and Derrick Woodham are often intricate and sometimes visually compelling, they are usually trite systemic expressions of fractals, redundant forms, topological manipulations or planar rotations. Hundreds of ball-shaped geometric expressions are often simple changes in formulas then input to three-dimensional imaging software. Art historically speaking, such works are the legacy of Renaissance perspective studies, contrafaitkugel turnings, M.C. Escher, the Russian Constructivists, and the optical art of Yacov Agam and Victor Vasarely. pieces are realized through a subjectivity that like his monumental works, emphasize elegance, beautiful forms and harmonic relationships. Thus far, his efforts have been rejected by the scientific community. In a sense mirroring my own dismissal of mathematic expressions that might be articulated as “Just because it’s symmetrical and illustrates abstract mathematic principles doesn’t make it good art,” Snelson has been told by one physicist, “Just because it’s beautiful doesn’t make it right.” Kenneth Snelson Atom I 2003 laser sintered rapid-prototyped in polycarbonate powder 8 x 8 x 8 in. George W. Hart 120 Cell 2003 laser sintered rapid-prototyped in polycarbonate powder. One sculptor working with scientific principles in reconceiving the structure of atoms is Kenneth Snelson. His pieces of “speculative reasoning” suggest a scenario for the orbits of electrons at the quantum level. If they remain compelling, these Obviously, the computer facilitates all of these geometric visualizations. These polyhedra are usually near automatic expressions of the medium realized through repeated regular forms. Many artists have taken two-dimensional forms and reiterated them in space. Three-dimensional software also eases the distortion of geometric forms on many planes. Sadly, they are a cliché that has already been used too many times but are still shown even in recent exhibitions of digital work. Snelson deserves the last word on this polyhedral art. (Just as) I might suggest to those making these endless permutations, it is now time for us to move on to something more noteworthy. Another trend that is a hallmark of digital sculpture today is the use of anamorphic distortions. Such deformations can be gripping as they seem to alter visual reality. The distorted forms are uncanny— familiar, yet quite changed. The arguably best-known piece created from a digital sculpture process employs such computer-aided distortion. In payphone (2002), which was featured at the 2002 Whitney Biennial, Robert Lazzarini used RP to model his compound planar distortions. This piece was finished through painstaking material fabrication processes in which he incorporated the same substances as in the original object: thus, anodized aluminum, stainless steel, Plexiglas, and silk-screen comprise the final sculpture. Lazzarini’s skulls (2000) are realized in crushed bone though their forms were determined in virtual modeling environments and RP models were part of the fabrication process. These works point, of course, to the most famous precedent for anamorphosis, the memento mori device in Hans Holbein the Younger’s The French Ambassadors (1533). In Holbein’s work, the skull does fall into perspective at an extreme angle, especially as seen from below. The illusionistic translation of the threedimensional world into the two-dimensional world of painting can still be sorted out. However, as one tries to figure out the perspective (as in the Ambassadors) one discovers that Lazzarini’s pieces are demonic; his pieces seem to defy resolution. As the overall foreshortenings and elongations become more complicated in three dimensions, the forms remain warped from all angles. Moreover, his forms are distorted but the materials used to express the forms often behave as expected—for instance, wood grains that do not stretch as in his violin (1998) offer a visual paradox, a normalcy within the alteration. As of late, Lazzarini has started to explore other distortions. His table, notebook and pencil (2004) employs wave distortions in his manifestations of impossible objects. Anamorphosis is employed by Dan Collins as well. Collins, who is the co-founder and director of the PRISM Laboratories at Arizona State University, creates three-dimensionally distorted rapidprototyped sculptures that he presents as parts of larger media installations. In several works, including Robert Lazzarini Skull 2000 resin, bone, pigment edition of 6 + 2 AP 14 x 3 x 8 in. Robert Lazzarini table, notebook and pencil 2004 digital image for mixed media installation dimensions variable. I Cannot Tell A Lie (2004) he has trained a camera on a warped object in order to correct the severe attenuation through a video lens that “sees” the object at an extreme angle. The meaning is clear— journalists, writers of history and other interpreters are “mediators” who proffer skewed realities that society takes as truth. In an American society that has come to believe through repeated insistence communicated on television and radio that Saddam Hussein had weapons of mass destruction and was linked to Al Qaeda, Collins’s work seems all the more poignant. In other alterations of objectivity, Collins artistically plays with input devices. His Twister (2003), for instance, was achieved by having his body spun on a turning “lazy Susan” while it was laser scanned. The resulting image is akin to moving an object while it is being photocopied. Turning this scanned data into something useful was a daunting technical task, as Collins had to create a “solid” virtual form without holes that could be used by RP machines. Dan Collins Twister 2003 CNC foam with polyurethane coating. In experimentation with the digital media, Collins uses scans of himself and his mother to create strange hybrid siblings. Evocative of William Wegman’s photographic Family Combinations (1972) in his Forgetting Ourselves and Sons and Mothers works (1995-99) Collins uses threedimensional “morphing” algorithms to achieve a form arrested halfway between his face and that of his mother. RP makes manifest an incestuous crossbreed that is distinctive yet creepy in the preservation of features from the “donor” individuals. In yet another example of anamorphic distortion, Barry X. Ball stretches a laser scan representation of Matthew Barney (2000-2003) to create a portrayal that tells something of Barney’s own fantastical personas. In the virtual environment, Ball stretched Barney’s likeness and added grotesque details such as the punctured cranium, sagging bust and the subtle decorative patterning. From this digital file, Ball had a piece of Mexican onyx with blood- and phlegmcolored veins and inclusions CNC milled at the Digital Stone Project to create this techno-mannerist portrait. Barry X. Ball (Matthew Barney) 2000-2003 Mexican onyx. Some sculptors have engaged digital processes because they retain verisimilar qualities even when images are greatly scaled. For instance, Jon Isherwood enlarged fingerprint patterns for a sitespecific work titled Prints and Passages (2003) at the Bureau of Criminal Apprehension in St. Paul, Minnesota. While this work perhaps could have been realized by hand carving, the digital process is arguably necessary for conceptual resonance since it offers an “objective” form and mirrors the investigatory processes of the crime labs within. The digital fingerprint is an index of an index kept in databases that are searched and compared electronically in such police laboratories. In other works, Isherwood uses scaling to infuse the properties of one material in another. Works like Temptress (2003) started out as plaster models that were subsequently laser scanned. In this case, the Swanson red marble that is cut on CNC machine retains the plaster’s organic irregularity and slump. The loose spontaneity of shaping and cutting plaster is captured in this transubstantiation; viewers are unaccustomed to seeing such marks or material expressions in marble. On the other hand, Isherwood adds machine-perfect incisions and designs to these organic forms. Works such as The Sensualist (2003) suggest the digital process inherent in their creation through such precise patterns. Jon Isherwood Prints and Passages Bureau of Criminal Apprehension, St. Paul, Minnnesota 2003 granite. In another example of transformation and scaling, Lawrence Argent includes huge mouths in his Whispers (2001) installation situated at the University of Denver in Colorado. In this work, the mouths were once again laser scanned from real people. The resulting digital data was used to sculpt these large mouths through a CNC milling process. Despite the hyperbolic enlargement, these sculpted mouths retain the veristic features, including skin texture and folds, of their life models. Lawrence Argent Whispers University of Denver, Colorado 2001 limestone, bronze, interactive sound elements. Michael Somoroff also works with a realism that he then alters and mines for data. In his Tempus Formare (2001) works, Somoroff, starts with photographs of nudes taken through long exposures that he then combines to create abstracted forms of varying values. Somoroff then transforms these values into three-dimensional forms by plotting highlights and shadows on the z-axis. The resulting form achieved through an RP process is a subtle abstract relief. Jon Isherwood Temptress 2003 Swanson red marble 20 x 17 x 15 in. Keith Brown is an artist who has been using digital technologies for years and runs the Manchester Institute for Research and Innovation in Art and Design. Brown’s works are formal abstractions derived from 3D modeling tools. His works deal with beautiful relationships of organic shapes and complex interlaced curves. In a recent work, Through (2005), Brown emphasizes a phenomenological approach to looking insofar as the piece constantly reveals itself as the viewer walks around it. Derived from an RP process, Brown uses polished bronze in his final realization not just for its material splendor and link to sculptural tradition, but to achieve a reflectivity in the work that shifts with the viewer and “animates” the piece. Brown has stated that “reflections were the first virtuality,” thus he sees the distorted mirrorings as allusions to the virtual process. Keith Brown Through 2005 bronze. Keith Brown Shoal 2003 ABS plastic 10 1/4 x 8 x 7 3/4 in. In another investigation of virtual forms, Brown gives us Shoal (2003). This biomorphic work is so complex, with so many undercuts and complex interior spaces that it would be impossible to create with the human hand. RP machines, since they build thin layer by thin layer have no problem creating intricate relationships among hollows and solids. In this instance, Brown explores what forms these new technologies make possible. Shoal is achievable only through RP manufacturing. The raw RP material revealed in Shoal leads to another point. To date, institutionally successful digital sculptures have been “transubstantiated,” as many artists have their forms painted or cast in bronze or other metals in order to make works that are “finished” and attractive. RP pieces become more acceptable when, through application of finish and fetish, they offer an alluring materiality. Despite the digital sculptor’s subversion of traditional approaches, materiality is re-established in singular or rare objects when they are finished in bronze, paint, or other substances or offered in limited editions. The eggshell matte white RP materials are hardly appealing, moreover, they read as studies. Limited to sizes smaller than a cubic foot in the most affordable machines, the sizes and plaster textures of the raw works suggest maquettes. Moreover, the term “prototyping” indicates the transient: thus each of these objects seems merely a model for later actualization. Indeed, this has often been the case. Elona Van Gent uses digital sculpture to create completely different forms of fantasy. The digital sculptor Michael Rees has described digital imaging as a process in which one can “place a tomato inside of a rock,” Using 3D scans of animal parts incorporated into three-dimensional digital models, Gent has made fantastic machines and now makes animal amalgams such as Rover (2003) or Acephilopod (2003) similar to those fantastic beasts painted by Matthias Grünewald or Hieronymous Bosch. Her works point to a historic moment when feats in craftsmanship and new technologies were considered wonders akin to mutant biological specimens. She creates creatures for twenty-first century cabinets of curiosity that seem to have one foot in the late medieval world. Her works infuse a historic fascination that prevents us from becoming blasé about the miracle of RP’s spontaneous materialization. Robert Smith also makes eccentric sculptures that are a late expression of surrealist language in their overt and oft ambiguous sexuality. While it seems that his work could be realized through traditional processes, Smith maintains that the virtual environment allows freedom to experiment with “universal” organic forms, that is, Freudian and Jungian symbols, that are unbound by materiality. In other words, the artist can develop numerous ideas quickly and concurrently and without the boundaries of traditional materials. Many of these initial forms are rejected, some are developed and relatively few are materially expressed. The virtual modeling environment is far superior to the sketchpad in that objects can be examined from all angles and ideas for scale, texture, coloration and lighting can be tried and modified. Smith also shows that works can be further modified, scaled and made in different materials; he has executed his works in RP resin, CNC foam, marble and black granite. Elona Van Gent Rover 2003 laser sintered rapid-prototyped in polycarbonate powder 6 x 6 x 3.5 in. Robert Michael Smith Gynefleuroceraptor 2004 black granite. Robert Michael Smith Artemisa I, Amaranthe I 2004 CNC foam with polyurethane coating. Ironically, in some parts of the world, human labor is still less expensive than using CNC cutting machines. Robert Michael Smith had the latest version of his Gynefleuroceraptor (2004) executed in China. His employment of manual labor is ironic since Smith creates his three-dimensional images using digital 3D modeling software. In a twist of process, he gave a digitally executed maquette to a fabricator who set a team of craftsmen to work carving his piece in black granite. Smith was able to have the sculpture (along with a large granite base) executed, polished, crated, and shipped for approximately one-fifth the cost of making the work by machine in the United States. Michael Rees Putto 4 over 4 2004 Luminore iron on fiberglass over styrofoam with a steel tube armature 145 x 87 x 138 in. Another artist employing biomorphic forms, Michael Rees is one of the most successful sculptors consistently employing digital processes. His exhibition “Large, Small and Moving” from 2003 shows the relationship of his sculpted forms to their genesis in 3D animation. The looped Putto 8 2.2.2.2 (2003) video is the focal point of the exhibition, the literal source for all of the objects; it demonstrates the kinetic possibilities of the sculptures and an entity that with eight infantile legs and a segmented shared torso, struggles with itself and shows us a timeless model of the human condition. His Putto works bespeak conflicts of faith, the internal angels and demons of conscience, and the drama of the psychodynamic. All of the sculptures in the exhibition are then rapid prototyped or CNC milled from 3D stills from the animated subject. In a more recent series Rees starts with another animated investigation of conflicted organic forms. From this animation he derived Putto 4 over 4 (2004) that was installed at the Aldrich Museum of Art in Connecticut. Using a digital process in which CNC foam was milled, armatures added, and then resin and iron coated, Rees made a monumental object that escapes the size limitations of most rapid-prototyping processes. In her use of digital technologies Karin Sander takes a radically different approach to making sculpture. An artist renowned for her conceptual and sociological approaches to art making, she uses digital sculpture techniques in a hands-off method, sending her subjects to imaging laboratories to be scanned and fabricated through RP. Her 1:10 (1999-2000) series is a collection of miniature individuals. Each person chooses the way he or she is captured in the laser scan including the clothing worn and the pose. The laser scan is an objective recorder of data; the resulting sculptures capture details from facial expressions to wrinkles in clothing that are quite realistic—these three dimensional works are uncanny because we are familiar with such spontaneity in photography, but not in sculptural expressions. Her works evoke the photography of her (sur)namesake, August Sander, who, in the early twentieth century photographed a cross-section of German society. Karin Sander also captures a section of contemporary children, men and women. Because until just recently RP processes have been quite limited in their ability to render color, as part of her process Sander had the sculptures sent to an airbrushing studio, where anonymous artists added colors based on photographs taken along with the body scan. Despite the fact that digital sculptures can be quite refined, Sander has chosen to leave in these finished pieces jagged edges or coarse image “pixels” as a trace of the digital process. In a twist on the 1:10 series, Sander created a participatory installation at the Staatsgalerie, Stuttgart. 1:9.6 (2002) is another title based on the scale of the objects produced through RP. In this work, visitors to the gallery were able to participate in the exhibition by each paying eighty euros to have their bodies scanned for manufacture of miniature likenesses. Each homunculus was then donated to the museum as part of an installation kept in the permanent collection. Sander again used a laizesfaire approach. She simply set up the process and allowed individuals to choose whether or not to participate and to express individual personalities by each choosing their own poses, clothing and props. 1:9.6 also allowed everyday people to have their portraits included in the collection of a world-class museum, thus Sander’s work offers an inclusivity that subverts the historically elite museum milieu. Karin Sander Karin Sander 1:10 1999 3D bodyscan of original person, Fused Deposition Modeling, Rapid Prototyping, Acrylonitrile — Butadiene — Styrene plastic, airbrush paint dimensions variable. Another artist who uses RP in the service of investigating larger sociological concerns is Elizabeth Demaray. In The Hand Up Project (2004), Demaray has used computer aided design software to create small houses for hermit crabs. Because too many people comb beaches and take shells, there are very few large shells left for these creatures that shed their old shells and trade them in for larger ones as they grow. Out of earnest concern for these creatures Demaray has created tough polycarbonate shells in varying sizes that easily fit the crabs. Demaray uses nearly indestructible plastic in the service of (despite plastic doing so much harm to) ocean ecology. All digital sculptors deal with data as visual information is quantiified by the computer. The last sculptors I would like to discuss are those who derive their images directly from data taken from existing sources. Mary Bates Neubauer, for instance, creates Karin Sander Gordon Tapper 1:10 1999 3D bodyscan of original person, Fused Deposition Modeling, Rapid Prototyping, Acrylonitrile — Butadiene — Styrene plastic, airbrush paint 7 1/16 in. high. three-dimensional models using information from urban sytems. In her Philadelphia series she uses statistics regarding city water and electricity usage among other figures to create her organic sculptures. Through an aesthetic object, Neubauer shows the organic patterns of collective human behavior. Gregory Ryan has created sculptures based on measurements from United States Geological Survey satellites. His Landcubes (2003) show sections of the earth’s surface at a scale of 1 to 100,000. Ryan enters these measurements into modeling software and gives three-dimensional expression to each value. The result is a strikingly detailed topographic map that reveals mountain ridges and valleys, even while typical depictions of ecologies, climate and even patches of water are missing from this description. The forms of Ryan’s Water Walls (2003) are derived from liquid algorithms that are mathematical models of the behavior of water in wind. Ryan makes works that seem to have a nearly photographic specificitiy, though the water revealed never existed as such. These algorithms are again expressed in threedimensional modeling software. CNC foam is then cut from this data, and Ryan then casts the finished works in aluminum, which is brushed to approach water-like reflectivity. In both of these examples Ryan reveals forms that are recognizable, yet they have a distanced relationship from the natural geographic and hydrokinetic phenomena described. As the product of a new technology, digital sculpture today seems parallel to nascent photography in showing an unfolding potential. Digital sculpture in all of its present forms will likely later seem much as we now perceive Niépce’s heliographs, Talbot’s prints, or Daguerre’s plates. In early examples, we recognize technology’s promise—ghostly images that will yield robust pigmentation; grainy calotypic multiples that anticipate gelatin-silver negatives; even stereoscopic prints that portend extraction of the “real” from the “virtual.” Artists using digital sculpture point the way to the potential of these technologies. Exhibitions with works produced at each of multiple venues show that the infrastructure for increased accessibility is already in place. Like photographers hand-tinting their work in the 19th century, artists who today transform materials in their digital 3D works disclose capabilities they desire. As anticipated by artists through their material transformations, incorporation of full color and controlled application of different materials is already being introduced in the newest generation of machines. As the technology becomes more sophisticated, these machines will also enable illusionistic material expression and moving parts. Combined with nanotechnologies, these machines may one day be able to express different materials through “printing” molecular changes. With these possibilities in mind, it seems that digital sculptors have just begun to scratch the surface in exploring a new set of media tools. Now that the introduction to the new medium is over, digital sculptors have to move beyond complex polyhedra, distortions, filters, morphing, scaling and other obvious solutions that are already revealed as clichéd in this small sample of artists. A generation away from the inventors of the medium, perhaps it is more accurate to say that today we are standing next to the Nadars and Disdéris of digital sculpture. It is exciting, if futile, to imagine what manifestations the digital Cartier-Bressons, Callahans, Shermans, Salgados and Gurskys will yield in the upcoming generations. I can think of no other medium so poised to offer myriad new possibilities for expression. As our artists of today show, the expressions can be inane meditations on the medium or conceptually brilliant, but despite the mediation, they can be pieces that in the future tell us about the human condition and must do so with relevance and resonance.