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History of generative art / Chapter 07 · 1990s

Generative Art in the 1990s: The Net Era

The rise of the Internet propelled mass media art, the demoscene and net art as well as early practitioners of Flash like LIA and Joshua Davis.

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

The web becomes an artistic setting

The public opening of the World Wide Web provides technical context for the chapter’s networked art. Nettime then shows how a mailing list could support debate and the formation of a scene. JODI’s website offers an artwork-level entry. Taken together, these moments shift attention from images made by a computer to the computer network as a place for artistic activity.

Wikipedia. 2024. "Webcam." Wikimedia Foundation. Last modified March 5, 2024. en.wikipedia.org.

1991

World Wide Web goes public

January 1991 the first Web servers outside CERN itself were switched on. On August 6, 1991, Berners-Lee posted a short summary of the World Wide Web project on the alt.hypertext newsgroup. This date also marked the debut of the Web as a publicly available service on the Internet. While CERN would not place the Web software in the public domain until 30 April 1993,…

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The cover of README!, the nettime reader published by Autonomedia in 1999 — a print anthology filtered from the nettime-l mailing list that formed in 1995. It is a 1999 publication, not a 1995 document.
Cover of README! ASCII Culture and the Revenge of Knowledge, Filtered by Nettime (New York: Autonomedia, 1999). Monoskop.

1995

Nettime Forms and net.art Begins

In the spring of 1995, Nettime, a mailing list and platform that was instrumental in the formation of net.art, formed. The list gathered the earliest net.art practitioners and was where the term took hold. It consisted of JODI’s Joan Heemskerk and Dirk Paesmans, Geert Lovink, Heath Bunting, Vuk Ćosić and Alexei Shoulgin. Organized by Geert Lovink and Pit Schultz, Nettime as a group met…

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A Netscape screen capture of JODI's Automatic Rain, one of the first works the pair published at jodi.org in 1995, with the address wwww.jodi.org/betalab/rain/auto.html visible in the location bar.
JODI, Automatic Rain, 1995. Rhizome, Net Art Anthology.

1995

jodi.org by JODI

In the early days of the public web, JODI emerged as pioneers of net art with their enigmatic website, begun around 1993, archived at wwwwwwwww.jodi.org. Their webpages, visually jarring and avant garde, challenged traditional site design norms. Navigation relied on cursor movements, with links hidden within repeated images. Some images led to new visual landscapes, blurring the lines between art and exploration. wwwwwwwww.jodi.org/ epitomized…

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Software as a work and a shared resource

Joshua Davis’s praystation combined experimental code-based work with shared source code. LIA’s Re-move brought interactive audiovisual compositions to online audiences and later to CD-ROM. The two entries reveal different relationships between artist, program and viewer, while making distribution part of the historical story. The chapter conversation with Auriea Harvey, Joshua Davis, LIA, Scott Draves and Vuk Ćosić follows these practices through firsthand discussion.

A screen from ps0.praystation.v0, Joshua Davis's first version of praystation.com, with the pixel-lettered PRAYSTATION wordmark over an orange game-derived composition.
Joshua Davis, ps0.praystation.v0, 1998. Courtesy the artist, Joshua Davis Studios.

1998

Joshua Davis releases ps0.praystation.v0

Flash creative coder pioneer Joshua Davis released ps0.praystation.v0, his website for exhibiting experimental design and art using code, specifically Flash. The site also served as an important community resource for open source code. As a place for artists to both exhibit and learn, praystation.com was critical in the development of the intersection of the Internet, digital art and Mass Media art.

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1999

Re-move by LIA

Another important example of net.art and the rise of Mass Media art that was popularizing around the end of the decade, LIA’s Re-move (1999–2003) explores generative-audiovisual compositions that combine organic forms “with the rawness of fin-de-siècle Viennese abstraction.” These works were originally created in Macromedia Director and released “on the internet to be accessible by everyone,” the artist told author Peter Bauman. They were…

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Artificial life and collective selection

Karl Sims’s Evolved Virtual Creatures used genetic algorithms to evolve simulated bodies and their behavior. The entry distinguishes evolved networks from networks trained on datasets. Later, Scott Draves’s Electric Sheep combined distributed rendering with viewers’ selection of animations. Both make iterative change central to the work, while differing in what evolves and how people participate.

Three evolved swimming creatures from Karl Sims's Evolved Virtual Creatures (1994), from the artist's own page on the work.
Karl Sims, Evolved Virtual Creatures, 1994. Courtesy of the artist, karlsims.com.

1994

Evolved Virtual Creatures by Karl Sims

This is an early example of art built on artificial neural networks, although the networks were evolved by genetic algorithms rather than trained on data. The work stands as one of the most significant links from the rule-based AI of Cohen to “Modern AI art,” relying on the evaluation of trained data. The work showcased the evolution of virtual block creatures through simulated Darwinian…

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Wikipedia. 2024. "Electric Sheep." Wikimedia Foundation. Last modified March 19, 2024. en.wikipedia.org.

1999

Electric Sheep by Scott Draves

Described as a “collective intelligence,” this early example of machine learning in art was inspired by the evolutionary art work of Karl Sims. Scott Draves’s software art Electric Sheep is a distributed screen-saver-as-art and pivotal advancement in AI, artificial life and fractal art that originated from the Fractal Flame algorithm. Electric Sheep leveraged a distributed system with a client/server architecture, transforming computer screensavers into…

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Learning to think with code

John Maeda’s Design By Numbers closes the decade with an explicitly educational environment. Its constrained canvas and syntax were designed for artists and designers learning computation. The entry traces Ben Fry and Casey Reas’s involvement and the subsequent path toward Processing. Read this alongside Maeda’s later interview to follow the relationship between teaching, creative tools and artistic possibility.

Cover of John Maeda’s Design by Numbers, with a foreword by Paola Antonelli. MIT Press paperback edition, 2001; first published in 1999.
John Maeda; foreword by Paola Antonelli. The MIT Press. Cover image supplied by Penguin Books Australia, ISBN 9780262632447. Image source.

1999

John Maeda publishes Design By Numbers

In surely one of generative art’s most legendary moments, John Maeda published Design By Numbers, with the aim of simplifying programming for artists and designers at the MIT Media Lab’s Aesthetics and Computation Group. Its minimalist interface and intuitive design enabled users to experiment with computational creativity, inspiring a new generation of digital artists and toolmakers to further fine tune and expand. The system’s…

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In conversation

Listen to the chapter

All 93 moments in this chapter

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

  1. Paul Brown’s 1990 essay Beyond Art
  2. World Wide Web Tooling Complete
  3. Panspermia by Karl Sims
  4. Scream Tracker 2 released by Future Crew
  5. February: initial public release of Adobe Photoshop
  6. Fleshy Growth, Yoichiro Kawaguchi
  7. The Evolution of Form by William Latham
  8. Emerging Forms 3 by Hillary Kapan
  9. Rise of ArtFutura
  10. Computers and the Creative Process at the University of Oregon Museum of Art
  11. Publications
  12. Jürgen Schmidhuber Proposes Artificial Curiosity
  13. Music and Connectionism, edited by Peter M. Todd and D. Gareth Loy
  14. World Wide Web goes public
  15. Java Language Project Initiated at Sun Microsystems
  16. Symposium: Art & Algorithm - Mind & Machine, 1991 (organized by Verostko)
  17. Keith Tyson begins working on ArtMachine
  18. Les Artistes et la lumiere, exhibition held in Rheims
  19. Trojan Room Coffee Pot Camera Set Up at Cambridge
  20. Sociotecture, Joan Truckenbrod
  21. Cercle Syncopé, Gillian Wise
  22. The Virtual Museum by Jeffrey Shaw
  23. Fleischmann, Monika/Strauss, Wolfgang: Home of the Brain, virtual reality installation, 1989-1990
  24. Cruz-Neira, Sandin and DeFanti Begin Developing CAVE
  25. Primordial Dance by Karl Sims
  26. Stuart Haber and W. Scott Stornetta Describe a Cryptographically Secured Chain of Blocks
  27. JPEG Standard Created
  28. Merkle Trees Added to Blockchain
  29. MPEG 1 standard introduced
  30. Leicester Polytechnic officially Becomes De Montfort University
  31. Breeding Forms on the Infinite Plane by William Latham
  32. Mutations by William Latham
  33. Scott Draves developed the Fractal Flame algorithm
  34. Angels by Nicole Stenger
  35. First Assembly Party in Finland
  36. Legend I, Yoshiyuki Abe
  37. On Justifying the Hypothetical Nature of Art and the Non-Identicality within the Object World by Peter Weibel
  38. Placeholder by Brenda Laurel and Rachel Strickland
  39. Fuse by Scott Draves
  40. Computer Art No More
  41. A-Volve by Christa Sommerer and Laurent Mignonneau
  42. Second Reality Demo Released by Future Crew at Assembly 93
  43. Just This Once by Scott French
  44. Virtual Reality: An Emerging Medium, held at the Guggenheim Museum
  45. Genetic Images by Karl Sims
  46. do it Concept and Catalogue Released
  47. AI Infinity by John Maeda
  48. Information Landscapes by Muriel Cooper
  49. Evolved Virtual Creatures by Karl Sims
  50. First do it Exhibition Takes Place
  51. The world’s first smartphone
  52. Nettime Forms and net.art Begins
  53. Roman Verostko and Jean-Pierre Hébert
  54. The Slade Centre for Electronic Media in Fine Art (SCEMFA) Opens
  55. jodi.org by JODI
  56. unendlich, fast… by Holger Friese
  57. Electronic Superhighway: Continental U.S., Alaska, Hawaii by Nam June Paik
  58. David Bowie and Ty Roberts Develop The Verbasizer
  59. Google is born
  60. Osmose by Char Davies
  61. Puppet Motel by Laurie Anderson
  62. Legend of the net.art coinage
  63. Macromedia Flash 1.0 Released
  64. My boyfriend came back from the war Olia Lialina
  65. Rhizome Begins
  66. Sun Microsystems Release Java 1.0
  67. John Maeda joins the MIT Media Lab
  68. Traffic, CAPC Musée d’Art Contemporain, Bordeaux
  69. The Crossing by Bill Viola
  70. Form Art by Alexei Shulgin
  71. Documenta Done by the net art pioneer Vuk Ćosić
  72. Galapagos by Karl Sims
  73. NTT InterCommunication Center Opens in Tokyo
  74. My Private Album by Feng Mengbo
  75. World Skin by Maurice Benayoun
  76. Cities on the move: Contemporary Asian Art at the turn of the 21st c., Vienna
  77. Processos criativos com os meios eletrônicos: poéticas digitais
  78. Inaugural International Generative Art Conference at Politecnico di Milano University
  79. Yellowtail by Golan Levin
  80. _readme – own, be owned, or remain invisible by Heath Bunting
  81. SHREDDER by Mark Napier
  82. MPEG-4 standard announced
  83. Joshua Davis releases ps0.praystation.v0
  84. ACU Program Begins
  85. Frankensteinian Methods for Evolutionary Music Composition by Peter Todd and Gregory Werner
  86. John Maeda publishes Design By Numbers
  87. Electric Sheep by Scott Draves
  88. SOD by JODI
  89. Re-move by LIA
  90. skinonskinonskin by Auriea Harvey and Michaël Samyn
  91. Term Web 2.0 Coined by Darcy DiNucci
  92. Raging Bull and Deep ASCII by Vuk Cosic
  93. Yugo Nakamura Launches yugop.com

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 →