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History of generative art / Chapter 05 · 1970s

Generative Art in the 1970s: The Artist-Programmer Era

As the accessibility of computers improves, we see more trained artists beginning to work with code directly and the rise of AI in art with Harold Cohen’s AARON.

From Le Random’s Generative Art Timeline. Original moment texts by Peter Bauman.

Artists develop technical practices

The archive’s entry on the artist-programmer describes practitioners working across artistic and technical disciplines as access to computers widened. Sonia Landy Sheridan’s Generative Systems program offers a concrete educational example. Its experiments combined communication equipment and other technologies, treating process and inquiry as central to the work. The chapter therefore concerns studios, teaching and experimentation as much as individual machines.

Jasia Reichardt photographed in London in February 2022, seated in front of a filing cabinet topped with a row of toy robots; this is a recent portrait, not a photograph from the 1970s.
Jasia Reichardt, London, February 2022. Photo: Studio International, CC BY 3.0, via Wikimedia Commons.

1974

Jasia Reichardt Captures Key Theme of ‘70s Computer art: The Artist-Programmer

According to Jasia Reichardt and Grant Taylor, the 1970s marked the era of the artist-programmer. The practitioners of computer art began shifting away from the engineers and scientists who began the movement a decade earlier. From the early ’70s it was being pushed forward according to Frank Dietrich in Taylor when “a growing breed of technological artists with hybrid capabilities started to appear.” Traditionally…

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Sources for this moment
  • Taylor, WMMA p. 111

1970

Sonia Landy Sheridan Founds Generative Systems at the School of the Art Institute of Chicago

Sheridan founded the Generative Systems program at the School of the Art Institute of Chicago that would continue for a decade. Often combining a variety of equipment in unusual ways, she was interested in exploring the creative possibilities of the latest technology. Like today’s generative art, Sheridan’s work was process and conceptual-focused. Sheridan wrote: "Generative Systems is not primarily equipment and machines, but an…

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AARON and autonomous drawing

Harold Cohen’s AARON places artificial intelligence within the history of art decades before today’s image models. The 1973 entry pairs the named drawing system with Cohen’s writing on autonomous art-making. A later Stedelijk Museum exhibition follows the work into public display. For an account of the project’s longer development and its presentation, continue to Christiane Paul’s discussion of curating AARON.

Spalter Digital. At The Tate #1. 2023. spalterdigital.com

1973

Harold Cohen Pioneers AI Art with AARON

AARON, the autonomous drawing machine Cohen named at Stanford in 1973, pioneered the use of AI to create art. With his seminal 1973 essay “Parallel to Perception: Some Notes on the Problem of Machine-Generated Art,” Harold Cohen articulated his efforts to develop “autonomous art-making behavior” that was inventive and could “conjure meaning.” Cohen differentiated this “autonomous art-making” from computer art, which he did not…

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Sources for this moment
Harold Cohen's Amsterdam Suite A, an AARON drawing from the body of work shown at the Stedelijk Museum, held by the Victoria and Albert Museum.
Harold Cohen, Amsterdam Suite A. © Victoria and Albert Museum, London / Harold Cohen

1977

Harold Cohen Exhibits AARON at the Stedelijk Museum

Now referred to as his “turtle,” AARON was showcased in a one-person show at the Stedelijk Museum in Amsterdam across 1977 and 1978. At the exhibition the turtle would roam around drawing while viewers could see finished pieces on display such as the Amsterdam Suite, prints from which are now in the Victoria and Albert Museum. AARON was only capable of drawing in black…

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Generative processes move through bodies and video

Analívia Cordeiro’s M 3x3 connects generative choreography, the camera and video. Dan Sandin’s Image Processor opens another route through electronic image-making, using modular video synthesis. The works call for attention to movement and duration as well as the final image. They also help explain the importance of experimental video within the generative art history discussed in Casey Reas’s historical interview.

A still from Analívia Cordeiro's M 3x3 (1973): dancers in high-contrast black-and-white silhouette, arms outstretched, spaced along the dashed grid lines of the three-metre-square studio matrix.
Analívia Cordeiro, M 3x3, 1972–1973, video, black and white, sound, 9 min 50 sec. Courtesy of the artist, © Analívia Cordeiro. Via AWARE: Archives of Women Artists, Research and Exhibitions.

1973

M 3x3 by Analívia Cordeiro

The seminal work of Brazilian video and computer art pioneer, Analivia Cordeiro, M 3x3 is not only a work of generative choreography, it is also a work of video art. The piece syncs the movements of the cameras with the dancers who wear abstract geometric outfits in black and white. M 3x3 anticipates the merging of technology and dance while criticizing Brazil’s military dictatorship…

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Sources for this moment
Wikipedia. 2023. "Daniel J. Sandin." Wikimedia Foundation. Last modified August 13, 2023. en.wikipedia.org.

1971

Dan Sandin Creates the Sandin Image Processor

Arriving at the University of Illinois at Chicago, Sandin quickly leaves his mark by developing the revolutionary Sandin IP (Image Processor). The Sandin IP would change thinking about video art as well as computational art as it was one of the earliest modular video synthesizers. The Sandin IP would be used to be make famous works of early video art including Phil Morton’s Colorful…

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Languages for making images

GRASS and Zgrass trace the development of programming environments for visual work. The Zgrass entry names Thomas DeFanti, Jay Fenton and Nola Donato and follows the language toward smaller computers. Such tools connect the artist-programmer story to the next chapter’s personal computing. The chapter discussion with Joan Truckenbrod, Hans Dehlinger and Anika Meier provides accounts of working across these artistic and technical contexts.

Wednesday Night Spiral, a live performance by Dan Sandin and Thomas DeFanti. Original still and caption reproduced as Figure 3 in DeFanti’s 1976 paper describing the GRASS system.
Dan Sandin and Thomas DeFanti, Wednesday Night Spiral, live performance. Still reproduced as Figure 3 in Thomas A. DeFanti, “The digital component of the circle graphics habitat,” National Computer Conference, 1976, p. 196. Primary paper scan published by the Electronic Visualization Laboratory, University of Illinois Chicago.

1973

Thomas DeFanti Develops Animation Language GRASS (Graphics Symbiosis System)

GRASS (Graphics Symbiosis System) is simply put one of the most important advancements in computer graphics, well, ever, but especially of the 1970s. Combined with Dan Sandin's Image Processor and others, it transformed the capabilities of computers. It gave them the ability to animate in real time on a screen, something dreamed of since the days of oscillographs. Completed as DeFanti’s doctoral work at…

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Sources for this moment
  • DeFanti, Thomas A. "The Digital Component of the Circle Graphics Habitat." National Computer Conference 1976, 195-203.
Cover of Datamax's 1981 sales brochure for the UV-1 ZGRASS graphics system, showing a grid of television screens carrying ZGRASS-generated images.
Datamax Inc., "Datamax presents... living art: UV-1 and ZGRASS, system for graphics artists" (1981), brochure cover. Via Internet Archive

1978

Thomas DeFanti, Jay Fenton and Nola Donato Develop Zgrass

An extension of Defanti’s GRASS, ZGRASS was used for generating 3D imagery and developed to be used on smaller, personal computers and gaming devices. In an effort to better control images and make electronic visualization easier, Thomas DeFanti developed ZGRASS with Jay Fenton and Nola Donato for the Bally Home Library Computer. It would go on to be used as a programming language for…

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Sources for this moment
  • DeFanti, Tom, Jay Fenton and Nola Donato. "BASIC Zgrass: A Sophisticated Graphics Language for the Bally Home Library Computer." ACM SIGGRAPH Computer Graphics 12, no. 3 (1978): 33-37. https://doi.org/10.1145/965139.807366

In conversation

Listen to the chapter

All 137 moments in this chapter

The complete chronology, including works, ideas, exhibitions and the technologies around them.

  1. Trained Artists Intervene with Computers
  2. Information exhibition at the Museum of Modern Art
  3. Software at the Jewish Museum, New York
  4. Computer Art Meets the Venice Biennale
  5. Xerox PARC Founded
  6. Gene Youngblood Publishes the Seminal Expanded Cinema
  7. 1970 Osaka World’s Fair Showcases Global Nature of Computer Art
  8. Women Pioneers Bring Naturalism to Computer Art
  9. Early Computer Graphics Conferences Appear
  10. Sonia Landy Sheridan Founds Generative Systems at the School of the Art Institute of Chicago
  11. Generación Automática de Formas Plásticas Exhibition at the Centro de Cálculo of the University of Madrid
  12. Martin Gardner Publishes John Conway’s Game of Life in Scientific American
  13. Lewis Mumford’s The Pentagon Of Power: The Myth Of The Machine and Alvin Toffler’s Future Shock Take Pessimistic View on Technology
  14. Georg Nees, Computergrafik Computerplastik (Computer Graphics Computer Sculpture) Portfolio
  15. The Senster by Edward Ihnatowicz
  16. City Painting by Grace C. Hertlein
  17. Journal Radical Software Begins Publication
  18. Terry Winograd Builds SHRDLU at MIT
  19. Lillian Schwartz and Ken Knowlton Make “Pixillation”
  20. Art et ordinateur by Abraham Moles and Marie-Luce André
  21. Howard Wise Gallery Closes
  22. Frieder Nake’s Publicly Announces End to Computer Art Practice
  23. Herbert W. Franke Publishes Computer Graphics—Computer Art
  24. Dan Sandin Creates the Sandin Image Processor
  25. Jasia Reichardt’s Publishes The Computer in Art
  26. Franke: The Program Is the Art
  27. Art and Technology Exhibition at the Los Angeles County Museum of Art (LACMA)
  28. Manfred Mohr’s First Solo Museum Exhibition of Computer-Generated Art
  29. James Seawright, Network III, 1971
  30. Key Tech Developments for Digital Generative Art
  31. Kenneth Martin, Chance and Order V, 1971-2
  32. Myron Krueger, Psychic Space
  33. Tsai Wen-Ying, Umbrella
  34. Arteônica Exhibition by Waldemar Cordeiro
  35. Graffiti Emerges as an Art Form
  36. Frank Rosenblatt Dies at 43
  37. Richard Fikes and Nils Nilsson Introduce STRIPS
  38. Vladimir Vapnik and Alexey Chervonenkis Publish a Theory of Learning From Examples
  39. Charles Csuri Founds the Computer Graphics Research Group
  40. Lillian Schwartz and Ken Knowlton Make “UFOs”
  41. Dennis Ritchie Develops the C Language
  42. Harold Cohen’s early work exhibited at LACMA
  43. Manfred Mohr Begins Exploring the Cube
  44. Grenzgebiete der bildenden Kunst (Frontiers of Fine Arts) Exhibit at the Staatsgalerie Stuttgart
  45. Atari Founded
  46. P-120-A Meta Language II by Manfred Mohr
  47. Important Early Publications Including Computer Art
  48. Edward Lorenz Presents Paper on the Butterfly Effect
  49. Robert E. Mueller Pans Computer Art
  50. Surface Substitution on 36 Plates by Jennifer Bartlett
  51. Shigeko Kubota’s Video Diaries
  52. Atari Releases Pong
  53. Arteônica by Waldemar Cordeiro
  54. Teuvo Kohonen, Kaoru Nakano and James Anderson Publish Associative Memory Networks
  55. Alain Colmerauer and Philippe Roussel Create Prolog
  56. Hubert L. Dreyfus Publishes “What Computers Can't Do”
  57. Edward Shortliffe and Colleagues Develop MYCIN at Stanford
  58. Cybernetic ARTRIP in Tokyo
  59. Thomas DeFanti Develops Animation Language GRASS (Graphics Symbiosis System)
  60. Harold Cohen Pioneers AI Art with AARON
  61. M 3x3 by Analívia Cordeiro
  62. Arte y Computadoras by CAYC
  63. France Hosts International Computer Art Events
  64. The Computer Arts Society Organizes INTERACT: MACHINE: MAN: SOCIETY
  65. Xerox PARC Develops Alto Personal Computer
  66. 1024 Colours by Gerhard Richter
  67. Malcolm Hughes Establishes Experimental Department at the Slade
  68. P-154-C by Manfred Mohr
  69. Motorola Begins Developing First Handheld Mobile Phone
  70. IBM Produces First Portable Computer
  71. International Computer Arts Festival at The Kitchen, New York
  72. Six Years: The Dematerialization of the Art Object from 1966 to 1972 by Lucy Lippard
  73. Thomas DeFanti Founds Electronic Visualization Lab (EVL)
  74. The Lighthill Report Is Published
  75. Inaugural SIGGRAPH Conference Held
  76. Vera Molnár Begins her Iconic (Des)Ordres Series
  77. Art et Informatique by Maison de la Culture d’Angers
  78. The Bat-Sheva-Seminar on the Interaction of Art and Science
  79. Frieder Nake Publishes Ästhetik als Informationsverarbeitung (Aesthetics as Information Processing)
  80. TV Buddha and TV Garden by Nam June Paik
  81. Incomplete Open Cubes by Sol LeWitt
  82. Jasia Reichardt Captures Key Theme of ‘70s Computer art: The Artist-Programmer
  83. The Dinner Party by Judy Chicago
  84. Noisefields by Steina and Woody Vasulka
  85. Videoplace by Myron Krueger
  86. Vera Molnár Develops Molnart Software
  87. Science and Technology in the Arts: A Tour through the Realm of Science/Art by Stewart Kranz
  88. Muriel Cooper Founds the Visible Language Workshop
  89. Marvin Minsky’s Frames and Roger Schank and Robert Abelson’s Scripts
  90. The First AI Winter
  91. Brian Eno Releases Discreet Music
  92. The 2nd International Conference on Computers and the Humanities (ICCH/2) at the University of Southern California
  93. Mandelbrot Coins the Term Fractal
  94. Computer Graphics by Melvin L. Prueitt
  95. Untitled Computer Assisted Drawing by Paul Brown
  96. Altair 8800 Microcomputer
  97. Hypertransformations by Vera Molnár
  98. Yoichiro Kawaguchi Develops the GROWTH Model
  99. Ruth Leavitt Publishes Groundbreaking Book, Artist and Computer
  100. Vera Molnár First Solo Exhibition Transformations
  101. Grace Hertlein Begins Editing *Computer Graphics and Art*
  102. Steve Jobs and Steve Wozniak Develop the Apple I and Found Apple
  103. The VHS Recorder Brings Digital Media to the Home
  104. Harold Cohen Exhibits AARON at the Stedelijk Museum
  105. ICCH Held at the University of Waterloo in Canada
  106. Atari 2600 Released
  107. L’ordinateur et les arts visuels by François Molnar
  108. P-196-A and P-197-A by Manfred Mohr
  109. Computergraphik by Lothar Limbeck
  110. Apple Introduces Apple II
  111. Alan Kay and Adele Goldberg of PARC Publish "Personal Dynamic Media”
  112. 3-D Computer Animation by Charles Csuri
  113. PostScript Language Developed
  114. The Third Mind by Beat Writer William Burroughs
  115. Alvy Ray Smith Develops PAINT
  116. Arbitrary Fragments by Barbara Latham
  117. Arts et Informatique organized by the Swedish Cultural Centre in Paris
  118. Art of the Space Era – Museum of Art, Huntsville, Alabama
  119. Art and the Computer at the Worcester Art Museum and Computer Generated Art Exhibit at Old Dominion University
  120. Algorithmic Aesthetics: Computer Models for Criticism and Design in the Arts by George Stiny and James Gips
  121. Computer Art Grows
  122. Energized Artscience at the Chicago Museum of Science and Industry
  123. The Vasulka’s: Steina: Machine Vision; Woody: Description at the Albright-Knox Art Gallery
  124. Computer Graphics World begins publication
  125. Thomas DeFanti, Jay Fenton and Nola Donato Develop Zgrass
  126. Space Invaders, Asteroids and Pac Man Released
  127. LaserDisc Introduced
  128. C++ Developed by Bjarne Stroustrup at Bell Laboratories
  129. The First ARS ELECTRONICA Festival Takes Place in Linz, Austria
  130. Dance by Lucinda Childs
  131. Frank J Malina Publishes Visual Art, Mathematics, and Computers
  132. Informatrix by Edward Zajec
  133. Douglas Hofstadter’s Publishes Book Gödel, Escher, Bach: An Eternal Golden Braid
  134. Jim Blinn Simulates Voyager Probe for NASA’s JPL
  135. Cybernetic Symbiosis, Berkeley: Lawrence Hall of Science
  136. Larry Cuba, Two Space
  137. Lorna, Lynn Hershman Leeson

About this guide

This guide connects selected entries from Le Random’s archive of 1,147 moments. Dates follow the individual records. The excerpts, source references and image credits come from those records; follow a moment to read its full account and related interviews.

The archive includes historical precursors and surrounding developments as well as generative artworks. Inclusion does not mean that every object or event was described as “generative art” in its own time.

Browse the complete archive →