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Which clippings match 'Glitch' keyword pg.1 of 1
18 JANUARY 2012

Glitch art: created purposefully through databending and corruption

"Data glitches are unavoidable. As technology gets more complex, it's easier and easier for a small bug to creep in and ruin your perfect data. But a growing number of artists in different fields are coming to value these glitches, and have begun attempting to insert them purposefully into their work using a technique called 'databending'.

'Glitch art' is a term that there's some debate over: Many argue that it can only apply when a glitch is unintentional -- when it occurs naturally due to an error in hardware or software that leads to the corruption of whatever it is the artist was trying to create.

But there are ways of intentionally inducing some of these glitches, a process called 'databending'. Databending draws its name from the practice of circuit bending -- a practice where childrens' toys, cheap keyboards and effects pedals are deliberately short-circuited by bending the circuit board to generate spontaneous and unpredictable sounds."

(Duncan Geere, 17 August 2010, Wired UK)

Fig.1 Don Relyea, "glitched out video".

Fig.2 David Szauder, "supra glitch".

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TAGS

aestheticisationaestheticsanalogue errorsartartefactingartefacts • bug • bugs • circuit bending • corrupting digital code • corrupting digital data • corruptioncraft as conceptdata • data glitches • databending • degradationdesign formalismdigitaldigital culturedigital detritus • digital errors • distortionerrorexperimentationgenerativeglitchglitch aestheticsglitch art • glitch practitioners • glitched out video • glitches • glitschig • inducing glitches • malfunction • perfect data • purposeful glitching • randomnessreadymade • short-circuit • supra glitch • tech-art • techniquetechnologyunintentionallyunpredictability

CONTRIBUTOR

Simon Perkins
15 SEPTEMBER 2011

Nina Wenhart's blog on the prehysteries of new media

"this blog is nina wenhart's collection of resources on the various histories of new media art. it consists mainly of non or very little edited material i found flaneuring on the net, sometimes with my own annotations and comments, sometimes it's also textparts i retyped from books that are out of print.

it is also meant to be an additional resource of information and recommended reading for my students of the prehystories of new media class that i teach at the school of the art institute of chicago in fall 2008.

the focus is on the time period from the beginning of the 20th century up to today."

(Nina Wenhart, 26/06/2008)

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TAGS

20th centuryAlan Turingapplied researchARarchiveArs Electronicaart • art + science • art + technology • art of codeartificial intelligenceartificial life • artistic molecules • artistic practice • artistic software • artistsASCII • ASCII-Art • atom • atomium • audiofiles • augmented realityavant-gardebody • Cave Automatic Virtual Environment • code art • cold warcollection • collection of resources • computercomputer animationcomputer graphicscomputer history • computer programming language • computer research • computer sculpture • concept artconceptual artconceptualisationconcrete poetry • copy-it-right • creative practicecritical theorycross-disciplinary • culture industry • culture jammingcuratingcurationcut-upcybernetic artCybernetic Serendipitycyberneticscyberpunkcyberspacecyborgdata miningdata visualisationdesign research • dream machine • E.A.T. • early new media • Edward Ihnatovicz • engineers • Eugen Roth • exhibitions • expanded cinema • experimental musicexperimentation • female artists and digital media • flaneur • flaneuring on the net • Fluxusfoundgenerative art • genetic art • glitch • Gordon Pask • GPSgraffiti • Grey Walter • GUI • hackers and painters • hackinghacktivismHCIHerbert FrankehistorieshistoryhypermediahypertextIannis Xenakisimagineeringinformation theoryinsightinstructionsinteractive artinterdisciplinaryInternet • Ivan Picelj • Jack Burnham • Julije Knifer • Ken Rinaldo • kinetic sculpture • Lidija Merenik • live visualsmagic • Manchester Mark 1 • manifestomappingmediamedia archaeologymedia art • media art histories • minimalism • mother of all demos • mousemusical score • netart • new medianew media art • new media exhibition • new media festival • Nina Wenhart • open sourceopen space • out of print • particle systems • Paul Graham • performance • phonesthesia • playlist • poetry • politicspractice-led • prehysteries of new media • prehystories of new mediaProcessing (software)programmingprogramming languageprojectspsychogeography • radio art • rare • re:place • real timeresearch artefactresources • retyped • ridiculous • rotten + forgotten • SAIC • sandin image processor • School of the Art Institute of Chicagoscientific visualisation • screen-based • SIGGRAPHSituationists • slide projector • slit scan • softwaresoftware studiesspeculationspeculative designspeculative research • Stewart Brand • surveillance • tactical media • taggingtechniquetechnologytelecommunicationtelematic arttelematic experiencetext • textparts • Theo Jansentheoretical contexttheory buildingtimeline • Turing Test • ubiquitious computing • unabomberundergraduate researchvideo art • video synthesizer • virtual realityvisual musicvisual research • Vladimir Bonacic • VRWalter Benjaminwearable computing • Williams Tube • world fair • world machine • Xerox PARCZKM • [Nove] tendencije

CONTRIBUTOR

Simon Perkins
29 MAY 2010

Interactive Google Doodle Celebrates Pac-Man's 30th

"Google transformed its ever-changing website logo into a game of Pac-Man on Friday to celebrate the game's impending 30th anniversary.

The company says that the widget, on the Google home page, is its first ever interactive, playable doodle. By pressing 'Insert Coin' where the 'I'm Feeling Lucky' button usually appears, you can start the game up and control Pac-Man with the arrow keys.

Insert two 'coins' and two players can play simultaneously, controlling Ms. Pac-Man with the WASD keys.

Google says the doodle will stay active for 48 hours. Much like the original game, it has been programmed to glitch and end at the 256th screen.

On May 22, 1980, Namco put the first Pac-Man arcade machine on location test in Shibuya, Tokyo."

(Chris Kohler, Wired Magazine, 21 May 2010)

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1980 • 256th screen • anniversary • arcade machine • cultural literacyculturedigital culturegameglitch • Google doodle • Google Inc • I'm Feeling Lucky • innovation • Insert Coin • interactiveJapanlogo • Namco • Pac-Manpioneering • playable doodle • WASD • widget

CONTRIBUTOR

Simon Perkins
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