Nick Montfort, et al.: 10 PRINT CHR$(205.5+RND(1)); : GOTO 10 (2012)

2 December 2012, dusan

“This book takes a single line of code–the extremely concise BASIC program for the Commodore 64 inscribed in the title–and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text–in the case of 10 PRINT, a text that appeared in many different printed sources–that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.”

By Nick Montfort, Patsy Baudoin, John Bell, Ian Bogost, Jeremy Douglass, Mark C. Marino, Michael Mateas, Casey Reas, Mark Sample and Noah Vawter
Publisher MIT Press, November 2012
Software Studies series
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 License
ISBN 0262018462, 9780262018463
328 pages

Review: Håkan Råberg (Computational Culture)



Peter Krapp: Noise Channels: Glitch and Error in Digital Culture (2011)

22 May 2012, dusan

Brings to light the critical role of noise and error in the creative potential of digital culture.

To err is human; to err in digital culture is design. In the glitches, inefficiencies, and errors that ergonomics and usability engineering strive to surmount, Peter Krapp identifies creative reservoirs of computer-mediated interaction. Throughout new media cultures, he traces a resistance to the heritage of motion studies, ergonomics, and efficiency, showing how creativity is stirred within the networks of digital culture.

Noise Channels offers a fresh look at hypertext and tactical media, tunes into laptop music, and situates the emergent forms of computer gaming and machinima in media history. Krapp analyzes text, image, sound, virtual spaces, and gestures in noisy channels of computer-mediated communication that seek to embrace—rather than overcome—the limitations and misfires of computing. Equally at home with online literature, the visual tactics of hacktivism, the recuperation of glitches in sound art, electronica, and videogames, or machinima as an emerging media practice, he explores distinctions between noise and information, and how games pivot on errors at the human–computer interface.

Grounding the digital humanities in the conditions of possibility of computing culture, Krapp puts forth his insight on the critical role of information in the creative process.

Publisher University of Minnesota Press, 2011
Volume 37 van Electronic Mediations
ISBN 0816676240, 9780816676248
216 pages

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Download (removed on 2012-6-30 upon request of the Digital Assets Coordinator of the University of Minnesota Press)

Art of Digital London: TheKnowledge: Digital Strategy in Culture (2012)

19 May 2012, dusan

It is the knowledge of the use of digital tools in a cultural context from its practitioners that we have called peer learning. Building on the experience of practitioners, addressing the needs of cultural organisations across all sizes and covering opportunities for artistic development to operational areas of production, the authors have put a series of articles and research using the collaborative writing tool, a Wiki.

Publisher OpenMute, London, March 2012
ISBN 978-1-906496-68-5, 978-1-906496-69-2


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