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

publisher
google books

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

Dominic Lopes: A Philosophy of Computer Art (2009)

23 July 2011, dusan

What is computer art? Do the concepts we usually employ to talk about art, such as ‘meaning’, ‘form’ or ‘expression’ apply to computer art?

A Philosophy of Computer Art is the first book to explore these questions. Dominic Lopes argues that computer art challenges some of the basic tenets of traditional ways of thinking about and making art and that to understand computer art we need to place particular emphasis on terms such as ‘interactivity’ and ‘user’.

Drawing on a wealth of examples he also explains how the roles of the computer artist and computer art user distinguishes them from makers and spectators of traditional art forms and argues that computer art allows us to understand better the role of technology as an art medium.

Publisher Routledge, 2009
ISBN 041554761X, 9780415547611
160 pages

review (Joshua Noble, Creative Applications Network)
review (Timothy Binkley, Journal of Aesthetics and Art Criticism)
review (Jim Andrews, CIAC)

author
publisher
google books

PDF (updated on 2013-4-28)

Domenico Quaranta: In Your Computer (2011)

5 May 2011, dusan

This book is a collection of texts written by Domenico Quaranta between 2005 and 2010 for exhibition catalogues, printed magazines and online reviews: a pocket version of what the author would save from the universal flood, in a world without computers. It documents most of the fields of research he has focused on critically: from Net Art to Software Art and videogames, from biotechnologies to the debate around curating and the positioning of New Media Art in the contemporary landscape, and back to Net Art again.

This itinerary is traced through a selection of essays, monographic texts and interviews with artists and curators, in no particular order: from Eva and Franco Mattes to Casey Reas, from UBERMORGEN.COM to Oliver Laric, from Cory Arcangel to Tale of Tales, from Jon Ippolito to Gazira Babeli.

As the author writes in the introduction: «We are in the midst of a major change. At the end of the process, not only the way we live, work, travel and communicate, but also the political and economical structures and the social organization we are used to will probably be fundamentally different from how they are now. In art, this change will be complete when the way we make, circulate and understand art is completely different from the way we do it now; and when the way we understand the difference between copies and original and between art and non-art will have adapted to the new models created by the information age. The most we can do now is to take our time, adapt to our new living conditions, be aware of the process going on and look to the most radical propositions around for signals of what is to come. In the awareness that we probably don’t have to look that far: these signals are already here, in our computers.»

Translation and editing: Anna Rosemary Carruthers
Publisher: LINK Editions, Brescia 2011.
ISBN: 978-1-4467-6021-5
180 pages
Licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.

publisher
lulu.com
via Domenico Quaranta

PDF