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displaying machinic creativity and whatever methods were used to form it. "Code can be diaries, poetic, obscure, ironic or disruptive, defunct or impossible, it can simulate and disguise, it has rhetoric and style, it can be an attitude," [16] reads the emphatic definition from 2001 transmediale jury members Florian Cramer and Ulrike Gabriel.
formal creative process, but can also refer critically to existing software and the technological, cultural, or social significance of software. [22] Interestingly, the difference between software art and generative design is reminiscent of the difference between software art that was developed in the late 1990s and the early computer art of the 1960s. Artworks from the field of software art "are not art created using a computer," writes Tilman Baumgärtel in his article Experimentelle Software (experimental software), "but art that takes place in the computer; it is not software programmed by artists in order to create autonomous works of art, but software that is itself a work of art. With these programmes, it is not the result that is important, but the process triggered in the computer (and on the computer monitor) by the program code." [23] Computer art of the 1960s is close to concept art in that it privileges the concept as opposed to its realisation. However, it does not follow this idea through to its logical conclusion: its work, executed on plotters and dot- matrix-printed paper, has an emphasis on the final product and not the program or process that created the work. [24] In current software art, however, this