Glitch art
Glitch art is the aestheticization of digital or analog errors, such as artifacts and other “bugs”, by either corrupting digital code/data or by physically manipulating electronic devices (for example by circuit bending).
Glitch
In a technical sense a glitch is the unexpected result of a malfunction. The term is thought to derive from the German glitschig, meaning 'slippery.’ It was first recorded in English in 1962 during the American space program by John Glenn when describing problems they were having, Glenn explained, “Literally, a glitch is a spike or change in voltage in an electrical current.”[1]
Glitch is used to describe these kinds of bugs as they occur in software, video games, images, videos, audio, and other forms of data. The term glitch came to be associated with music in the mid 90s to describe a genre of experimental/noise/electronica (see glitch music). Shortly after, as VJs and other visual artist like Tony (Ant) Scott began to embrace the glitch as an aesthetic of the digital age, glitch art came to refer to a whole assembly of visual arts.
In January 2002, Motherboard, a tech-art collective held a glitch symposium in Oslo, Norway, to “bring together international artists, academics and other Glitch practitioners for a short space of time to share their work and ideas with the public and with each other.”[2]
See also
References
- ^ Moradi, Iman. (2004) Glitch Aesthetic http://www.oculasm.org/glitch/download/Glitch_dissertation_print_with_pics.pdf
- ^ Motherboard. (2002) http://www.liveart.org/motherboard/
Further reading
- Jonas Downey. "Glitch Art." Ninethletter (2002). Retrieved July 15, 2010.
- Duncan Geere. "Glitch art created by 'databending'." Wired.co.uk (August 10, 2010). Retrieved July 15, 2011.
- Murat Germen. "Inadvertent - Ars accidentalis." International Symposium on Computational Aesthetics in Graphics, Visualization, and Imaging (CAe 2008), Lisbon, Portugal.
- Iman Moradi. "Seeking Perfect Imperfection: A Personal Retrospective on Glitch Art. Vector (e-zine) 6 (July 2008). Retrieved July 15, 2011.
- Cindy Poremba."Point and Shoot: Remediating Photography in Gamespace." Games and Culture Volume 2, Number 1 (January 2007): 49-58.
- R. M. Sheppard et al. "Advancing interactive collaborative mediums through tele-immersive dance (TED): a symbiotic creativity and design environment for art and computer science." AMULTIMEDIA '08: Proceedings of the 16th annual ACM international conference on Multimedia, pages 579{588, Vancouver, Canada, 2008. ISBN 978-1-60558-303-7