Eugene Thacker
Tactical Media & Anti-Bioart



The "unknown" of art today is a process and a limit. The process goes by many names (tactical media, pragmatics, and critique), but generally involves working outside of a strictly defined art context (including materials, techniques, and bodies). The limit is not so much the unknown (that which is the temporary converse of knowledge), but rather what Georges Bataille called "non-knowledge". Non-knowledge is not so much a something gained or downloaded as it is a critical and affective awareness of constraints and flexibilities of knowledge itself. The unknown of art today is the non-knowledge of tactical media processes. The practice of doing something to critically and affectively perturb a limit might be called "molecular".

A more specific context: a strange phenomenon is currently taking shape in the intersections between art and science. The once-divided "two cultures" have found a new common ground which includes art exhibition, public education, science documentary, science workshops and kiosks at museums, pop science books, and a general promotion of the promises of science research and application, mediated by a rhetoric of humanism. Examples: the art exhibit "Paradise Now: Picturing the Genetic Revolution" held at Exit Art in NYC, and sponsored by the Gene Media Forum, a collective of representatives from the biotech industry. The 2001 human genome exhibit at the NYC Museum of Natural History, including interactive kiosks, a lecture series, and laboratory workshops on biotechnology for the public. Series of talks and discussions on biotech, such as the recent one in London between Francis Fukuyama and Gregory Stock, presented by the Institute of Ideas, with funding from The Discovery Channel, Novartis, and the Wellcome Trust. This fall (2002), the "BA Festival of Science", put on by the British Association for the Advancement of Science, and featuring a series of workshops, talks, and convention stalls. There are many other examples which could be included here, but the point is that there is an increasing trend towards integrating art and science in a number of different ways.

Now, not every example is as problematic as the next; for instance, artists whose work is highly critical of biotechnology have been shown in such contexts, and often the lectures or talks associated with a given exhibition can touch upon highly contentious and complex issues. Indeed, often the scientists themselves are the first to insist on the complexity of scientific knowledge and the need to develop non-reductionist positions. What is, however, at issue are the different ways in which art comes to serve and is defined by science (as a discipline and an industry), and the ways in which science offers itself as source material for its abstraction and visualization in art contexts (as a discipline and an industry). Nowhere is this more evident today than in the culture industry of the two cultures, especially in biotechnology and genetics. In worst case scenarios, art comes to play the role of public relations for the biotech industry, and any artists engaging with biotech must ask themselves whether or not the mere use of metaphors or techniques from biotech is in itself problematic. In best case scenario, we have a case of mutual critique and reciprocal transformation; neither art nor science should come out of such an encounter unchanged or unmarked. The division of disciplines is secondary to the articulations of industries (the culture industry, the biotech industry). Both are secondary to even more fundamental issues: working with living matter, its ethics, its modes of individuation, variable forces which give meaning to certain formations of living matter (human populations) and not to others (ethnic genomes in databases).

We can reiterate Critical Art Ensemble's suggestions concerning tactical media:

Tactical media is a form of digital interventionism, with the understanding that "digital" is not limited to silicon-based computer technologies. Digital here connotes an ethic, a practice, a mode of working with matter through re-combinations, modulations, assemblies & disassemblies, resonance, consonance, dissonance. We can also reverse this: "biological" here refers to a "bio-logic", a means of working with living matter as information, of approaching DNA as a computer, of materializing studies of metabolic networks. The dichotomies of virtual reality have nothing to do with the tensions of virtuality. The relationships between embodiment/disembodiment, flesh/machine, biology/technology are really specific formulations of matter calcified by a range of contexts who benefit from them: entertainment, medicine, education, social interaction, etc.

Tactical media supports amateur practice, since the practitioner makes use of whichever media necessary for a given context. Amateurism and hobbyism are important here, as they both imply an interest in learning as well as an interest in re-appropriating, re-purposing. We can learn from gaming culture: "mods" for biotech. However, this does not mean the freedom to do whatever one wants with your mods, and neither does it license a total lack of knowledge or responsibility. What is important about this amateurism and hobbyism are the ways in which practitioners construct customised environments for learning and critiquing for themselves (and this implies the development of unique communities of differentiated specialists). Tactical media is non-teleological but directed; it supports multiple agendas and fully implies all the complexities of ethical action.

Tactical media is ephemeral. Yes, artifacts are made, essays are published, stuff is exhibited, actions are documented. The issue is not the total annihilation of "stuff" but rather the persistent questioning of how stuff obtains value, and how the value of stuff - especially in biotech - is simultaneously living and undead.

This is, perhaps, too general. Tactical media in the context of the intersections between art and science in biotechnology suggests several things:

First, the digital divide applies to biotech, in a "biotechnical divide". But the have's and have-not's are divided along several lines. Access to information (privatised databases), access to means of education ("ok, you got access, now what does it all mean?"), access to practices (lab techniques), and access to specialised communities ("oh, you're an artist - what are you doing here?").

Secondly, the possibility of transformative debate and discussion will depend on how "bio-knowledges" are enframed, distributed, and mediated. Critical Art Ensemble has used the term "bio-knowledge" to refer to the complex of specialised understandings of the body (genomics, stem cell research, regenerative medicine), understandings of institutional networks in which those understandings are housed (research institutes, universities, pharma corporations, etc.), and understandings of the broader socio-cultural impact of biotech (SF films, ads, pop science books, etc.).

Thirdly, a question: will the PC happen to biotech? We can look to personal computing as an example. Recall the proliferation of computer hobbyist subcultures in the 1970s: magazines such as "Creative Computing" (with their left-coast liberalism and trippy graphics), computer kits such as the "Altair 8800". We know what happened: the black-boxing of computers, and Apple and Microsoft. What would happen to biotech and to our bodies if biotech became as ubiquitous in certain developed areas as the PC?

The figure of the tactical media practitioner - amateur or hobbyist - becomes centrally important here. Between our current stage of government-industry regulation (the Human Genome Project is the equivalent of the ENIAC) and increasing consumerism of biotech (the PC-ing of biotech), the need for a tactical understanding of this newest of the new media is all the most pertinent. This is, perhaps, our limit or non-knowledge concerning biotech, one of the dominant discourses on the body and "life".

Eugene Thacker
Atlanta