Filed under catalogue | Tags: · art, circuit bending, error, glitch, hardware hacking, media art, physical computing, programming, recycling, technology
Mobile phones, communication devices, game consoles and PCs have short lifespans. How can we rethink, reuse and reinvent our e-waste? Hardware hacking, programming and physical computing are becoming part of artistic scope. There is a growing interest among artists and designers to know more about these domains of creation.
Catalogue for the DeFunct/ReFunct exhibition held in Rua Red, Dublin, as part of the Glitch Festival.
With texts by Benjamin Gaulon, Garnet Hertz & Jussi Parikka, Rosa Menkman, Alessandro Ludovico, Eduardo Navas, Phillip Stearns.
Featured artists: LoVid (Tali Hinkis and Kyle Lapidus), Gijs Gieskes, Recyclism (Benjamin Gaulon), MNK (Karl Klomp), TokTek (Tom Vebrugen), Rosa Menkman
Publisher RUA RED, Dublin, Ireland
Filed under artists book | Tags: · book, e-book, glitch
56 Broken Kindle Screens is a print on demand paperback that consists of found photos depicting broken Kindle screens. The Kindle is Amazon’s e-reading device which is by default connected to the company’s book store.
The book takes as its starting point the peculiar aesthetic of broken E Ink displays and serves as an examination into the reading device’s materiality. As the screens break, they become collages composed of different pages, cover illustrations and interface elements.
Self-published on 13 August 2012
Creative Commons Attribution 2.0
Filed under book | Tags: · digital culture, electronic music, error, gaming, glitch, hacktivism, hypertext, machinima, media history, noise, sound art, tactical media, video games
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
Download (removed on 2012-6-30 upon request of the Digital Assets Coordinator of the University of Minnesota Press)