Patrick Lichty – 355 
Seyburn Dr. 
Concept White Paper                                                         
Baton Rouge, LA 70808
(225) 766-3811    voyd@voyd.com
 
An Alpha Revisionist Manifesto
FINAL RELEASE                                                                                                         
12/17/00
 
In the 
technological sector, having a product ‘in Alpha’ refers to a product that is in 
development, frequently little more than a fully developed idea in the process 
of implementation.  The ‘Beta’ stage 
follows, which is the final consumer testing that precedes release of a product 
(software, hardware, etc.) to the public.  
This follows an industrial tradition that includes such New World 
cultural icons as Detroit’s concept cars, but a promise of progress is no longer 
enough for technological society.  
We are now in a period of the Alpha Revision.
 
In 
previous times such as the 1950’s, development was closely guarded, with peeks 
of, or brief glimpses at objects-in-progress, only to climax in the glorious 
debut of the newest Philco television, Chevrolet automobile, or latest motion 
picture.  In the past, the 
industrial production culture guarded its developing projects closely.   The need for primacy in the 
promotion of ideas and products in the increasingly accelerated culture of the 
80’s and 90’s technological markets became ever more pronounced, and required 
announcements to be made while concepts were in the ‘Beta’ stage.  The marketing of a product or concept 
increasingly moved back in the development arc, and in that period the prevalent 
timeframe was that of the final testing phases.  In 
contrast to this, the current technological culture is one 
that feeds on hype and diminished expectations of the 
real.
 
History 
was once a prime driver of society.  
Philosophical and artistic movements have often looked to the past to 
revitalize the present and strategize the future.  McLuhan mused that artists lived in the 
present, making them seem visionary while others looked to that very same 
past.  In the McLuhanist shift, the 
present became the focus.  However 
at the turn of the second millennium the shift increasingly turns to the 
future.  History is hopelessly 
ephemeral in the digital culture, the present is a bore, and it takes far too 
long for projects to get out of beta.  
The acceleration of culture demands the consumption of ideas at their 
peak of freshness, instead of waiting two years from Microsoft’s announcement of 
the X-Box for delivery of the physical object.  So, to insure primacy of the idea in the 
larger community, and to maximize mindshare for that idea, the concept must be 
released as soon as possible.
 
This is 
reinforced by the inability of actual objects and events to satisfy our 
expectations.  The release of the 
Playstation II in the USA met with 50% shortages of delivered systems from 
projected numbers and even with the latest technology the machine has a scant 
twenty-five games at time of release.  
When the most current computer system is brought to market, the chip 
manufacturers frequently have a version a little faster that is not quite ready 
for release.  But in the case of the 
Pentium III and Windows 98, the new chip or operating system only reinforced the 
discontinuity between the hype and any hope of its consummation.  
 
Even 
being an artistic visionary is not enough. McLuhan’s present fails our 
expectations of the future.  At the 
prestigious 2000 Ars Electronica technological arts festival, the top prize did 
not go to any Internet art practitioner per se, to science fiction writer Neal 
Stephenson.  Fin de millennium 
culture is not even satisfied with the next big thing; its interest is the next 
blip on the radar two to ten years out.   The new object of desire becomes 
the next upgrade for failed 
technological expectations; the 
most up-to-date applied fictive piece that may or may not come to fruition; the 
next cultural vaporware.   
 
In 
Lunenfeld’s essay, “Demo or Die”, he describes a culture at MIT of researchers 
demonstrating their ideas so that they can continue in their acceptance, 
funding, etc. through a ritualistic series of PowerPoint lectures 
and prototype displays.  This culture has bled into the art 
world, as artists ‘demo’ their works with the same tools that corporate 
executives employ to generate excitement about their “Next Big Idea”.  In this way, the capitalistic production 
culture of symbols in the dot-com world has inscribed itself on the artist, this 
time the technological artist, and the Internet artist in particular.   
 
The 
artist has returned to the creation of objects, although contemporary projects 
may be largely symbolic in nature.  
With the lack of physicality inherent in digital art, and net.art in 
particular, the art symbol is objectified in the form of the installation.  However, as with the execution of the 
physical object, the execution of the online installation falls short of 
expectations, as is evident in the Ars exhibition’s refusal to give the top 
award to any artist who actually created an installation.  Due to numerous factors such as 
systemic 
incompatibilities, 
quality of the machine used to see the work and so on, the qualitative 
experience of the installation is 
almost always a disappointment compared to the spark of imagination that an 
alpha revision announcement 
conjures.
 
It might 
be said that this manifesto is merely another extension to the Conceptualist 
legacy, and this is not an incorrect assumption.  However, the cultural shift represented 
by digital art is that the obliterated physical referent is reborn in the 
symbolic, that the embodiment of the subject has moved from the cyborg to a 
corpus of information.  In so doing, 
net.art pieces, even in the form of Brechtian descriptions of happenings, are 
reiterated as symbolic objects through these shifts in discourse and 
representation.  
 
What are 
left as satisfying experiences in the digital are merely allegories to, and 
functional prototypes of, works-in-progress that may or may not ever be created, 
depending on interest and funding.  
The Alpha Revision art project signifies that which is not fully 
conceptualized or executed, even symbolically, except for the germ of an 
idea.  If there are the 50 or so 
recorded concepts for such symbolic works (this treatise refers to digital art), 
these are in fact works in themselves, and the art which could come from these 
concepts is distinctly different and potentially less satisfying than the 
images 
convoked by the concepts.  As with the alpha revision announcement, 
the desire invoked by an upcoming product is far more powerful than what 
the release of the work/product itself will engender.  In fact, the conceptual 
aesthetic of the 
information world is linked to the creative potential imbued within the 
description of an intervention or work, and not necessarily the work 
itself.
 
Therefore, 
the 
option now exists to have the work one imagines creating spread through 
the rhizomatic web of the electronic noosphere, for description is enough on its 
own.  Perhaps, due to a sort of 
refusal to let go of past forms of expression, the artist will likely continue 
to create occasional works, but far 
more will 
still be in ‘alpha’ because the likelihood of having the power, time, or money 
to execute them all is very, very slim.
 
The past 
is no longer good enough,
The 
present is a disappointment,
The 
future takes too long to arrive,
Culture 
is now in alpha revision.