MachineMachine /stream - search for glitches https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[The Zoom Gaze — Real Life]]> https://reallifemag.com/the-zoom-gaze/

Since the pandemic began, the seemingly mundane protocols of Zoom have become a significant part of many people’s daily lives: finding the right link, setting up the peripherals, managing the glitches and slippages in this supposedly “synchronous” form of communication.

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Wed, 23 Dec 2020 01:19:42 -0800 https://reallifemag.com/the-zoom-gaze/
<![CDATA[Hack the Planet: Tega Brain on Leaks, Glitches, and Preposterous Futures]]> https://logicmag.io/nature/hack-the-planet-tega-brain-on-leaks-glitches-and-preposterous-futures/

While technology critics drag technological solutionism in five thousand words or 280 characters, artist and environmental engineer Tega Brain wields solutions against themselves, in the form of objects and installations.

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Fri, 14 Feb 2020 05:36:21 -0800 https://logicmag.io/nature/hack-the-planet-tega-brain-on-leaks-glitches-and-preposterous-futures/
<![CDATA[What is your favorite story-breaking glitch or exploit?]]> https://www.reddit.com/r/speedrun/comments/cesf05/what_is_your_favorite_storybreaking_glitch_or/

Explanation: I'm an academic researching glitches in videogames, and what fascinates me most is how glitches—often ones discovered by speedrunners, though not always ones that speed up runs—completely destroy the stories the games are trying to tell. Characters get chopped and changed, plot sequences get broken, settings get demolished, even space and time get bent around the exploits and accidents of the game's programming going wrong. Some examples: 1) Using the FF6 "airship glitch", you can break sequence to do things like moving from the World of Ruin back to the World of Balance, making Terra become her own father, or taking General Leo to visit his own grave. 2) In the Pokemon Reverse Badge Order runs, the player essentially warps space and time to pull the various gym leaders to him, beat them soundly, and then dismiss them again. That's no longer the story of a young hero on a personal-development quest, it's now about a young god screwing with people. 3) Stretching the definition of glitch a bit, but I think definitely not something intended by the developers: the Any% for Two Worlds where the main villain is killed within the game's first two minutes by aggro'ed townsfolk and the game takes that as its cue to end. Glad to clarify further but that should give the general gist of it. I'd love to know your own favorite examples of stories getting broken. (And if I end up using it anywhere in the book or articles I'm writing, I'll be sure to cite you there.) submitted by /u/epikt to r/speedrun [link] [comments]

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Thu, 18 Jul 2019 06:21:47 -0700 https://www.reddit.com/r/speedrun/comments/cesf05/what_is_your_favorite_storybreaking_glitch_or/
<![CDATA[there's a huge noise in the middle of this: the ha[ng]ppenings of Glti.ch Karaoke]]> https://vimeo.com/58901196

[for In Media Res: mediacommons.futureofthebook.org/imr/] Kyougn Kmi and Daniel Rourke [collectively known as GLTI.CH Karaoke ] facilitate happenings where participants are invited to sing karaoke duets with one another. Breaking from tradition, participants are paired with partners halfway across the world, singing together over the Internet. “Using free versions of Skype, YouTube and collaborative web software livestream.com, we orchestrated duets between people who had never met each other, who didn’t speak the same language, bypassing thousands of geographic miles with glitchy, highly compressed data and a little bit of patience.” [ GLTI.CH Karaoke, from their website ] At these ha[ng]ppenings Kmi and Rourke go to great lengths to avoid glitches + delays + drops [having been present at a few I can attest to this] while trusting in the network’s unreliable signal to not render their name [GLTI.CH] innapropriate. src footage [in order of appearance]: @birmingham: youtube.com/watch?v=KXPy0WtjfBg @manchester: youtube.com/watch?v=8-ARWTyWPXo @amsterdam: youtube.com/watch?v=W-2t1jB7YKw @chicago: vimeo.com/33420876 @camden: youtube.com/watch?v=pLDEHEJWqmECast: Nick BrizTags: glitch, glti.ch, karaoke, art, performance, happening, chicago, amsterdam, birmingham, manchster, camden, daniel rourke, kyougn, kmi, noise, error, music, communication, transmission and network

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Fri, 04 Nov 2016 08:24:20 -0700 https://vimeo.com/58901196
<![CDATA[Resolution Disputes: A Conversation Between Rosa Menkman and Daniel Rourke]]> http://www.furtherfield.org/features/interviews/resolution-disputes-conversation-between-rosa-menkman-and-daniel-rourke

In the lead-up to her solo show, institutions of Resolution Disputes [iRD], at Transfer Gallery, Brooklyn, I caught up with Rosa Menkman over two gallons of home-brewed coffee. We talked about what the show might become, discussing a series of alternate resolutions and realities that exist parallel to our daily modes of perception. iRD is open to visitors on Saturdays at Transfer Gallery until April 18th, and will also function as host to my and Morehshin Allahyari’s 3D Additivist Manifesto, on Thursday April 16th. Rosa Menkman: The upcoming exhibition at Transfer is an illustration of my practice based PhD research on resolutions. It will be called ‘institutions of Resolution Disputes’, in short iRD and will be about the liminal, alternative modes of data or information representation, that are obfuscated by technological conventions. The title is a bit wonky as I wish for it to reflect that kind of ambiguity that invokes curiosity. In any case, I always feel that every person, at least once in their grown-up life, wants to start an institution. There are a few of those moments in life, like “Now I am tired of the school system, I want to start my own school!”; and “Now I am ready to become an architect!”, so this is my dream after wanting to become an architect. Daniel Rourke: To establish your own institution?

RM: First of all, I am multiplexing the term institution here. ‘institutions’ and the whole setting of iRD does mimic a (white box) institute, however the iRD does not just stand for a formal organization that you can just walk into. The institutions also revisit a slightly more compound framework that hails from late 1970s, formulated by Joseph Goguen and Rod Burstall, who dealt with the growing complexities at stake when connecting different logical systems (such as databases and programming languages) within computer sciences. A main result of these non-logical institutions is that different logical systems can be ‘glued’ together at the ‘substrata levels’, the illogical frameworks through which computation also takes place. Secondly, while the term ’resolution’ generally simply refers to a standard (measurement) embedded in the technological domain, I believe that a resolution indeed functions as a settlement (solution), but at the same time exists as a space of compromise between different actors (languages, objects, materialities) who dispute their stakes (frame rate, number of pixels and colors, etc.), following rules (protocols) within the ever growing digital territories. So to answer your question; maybe in a way the iRD is sort of an anti-protological institute or institute for anti-utopic, obfuscated or dysfunctional resolutions. DR: It makes me think of Donna Haraway’s Manifesto for Cyborgs, and especially a line that has been echoing around my head recently:

“No objects, spaces, or bodies are sacred in themselves; any component can be interfaced with any other if the proper standard, the proper code, can be constructed for processing signals in a common language.”

By using the terms ‘obfuscation’ and ‘dysfunction’ you are invoking a will – perhaps on your part, but also on the part of the resolutions themselves – to be recognised. I love that gesture. I can hear the objects in iRD speaking out; making themselves heard, perhaps for the first time. In The 3D Additivist Manifesto we set out to imagine what the existence of Haraway’s ‘common language’ might mean for the unrealised, “the powerless to be born.” Can I take it that your institute has a similar aim in mind? A place for the ‘otherwise’ to be empowered, or at least to be recognised?

RM: The iRD indeed kind of functions as a stage for non-protocological resolutions, or radical digital materialism. I always feel like I should say here, that generally, I am not against function or efficiency. These are good qualities, they make the world move forward. On the other hand, I do believe that there is a covert, nepotist cartel of protocols that governs the flows and resolutions of data and information just for the sake of functionality and efficiency. The sole aim of this cartel is to uphold the dogma of modern computation, which is about making actors function together (resonate) as efficiently as possible, tweaking out resources to maximum capacity, without bottlenecks, clicks, hicks or cuts, etc. But this dogma also obfuscates a compromise that we never question. And this is where my problem lies: efficiency and functionality are shaping our objects. Any of these actors could also operate under lower, worse or just different resolutions. Yet we have not been taught to see, think or question any of these resolutions. They are obfuscated and we are blind to them. I want to be able to at least entertain the option of round video (strip video from its interface!), to write inside non-quadrilateral, modular text editors (no more linear reading!) or to listen to (sonify) my rainbows (gradients). Right now, the protocols in place simply do not make this possible, or even worse, they have blocked these functionalities. There is this whole alternate universe of computational objects, ways that our data would look or be used like, if the protocols and their resolutions had been tweaked differently. The iRD reflects on this, and searches, if you will, a computation of many dimensions. DR: Meaning that a desktop document could have its corners folded back, and odd, non standard tessellations would be possible, with overlapping and intersecting work spaces?

RM: Yes! Exactly! Right now in the field of imagery, all compressions are quadrilateral, ecology dependent, standard solutions (compromises) following an equation in which data flows are plotted against actors that deal with the efficiency/functionality duality in storage, processing and transmission. I am interested in creating circles, pentagons and other more organic manifolds! If we would do this, the whole machine would work differently. We could create a modular and syphoning relationships between files, and just as in jon Satroms’ 2011 QTzrk installation, video would have multiple timelines and soundtracks, it could even contain some form of layer-space! DR: So the iRD is also a place for some of those alternate ‘solutions’ that are in dispute? RM: Absolutely. However, while I am not a programmer, I also don’t believe that imagining new resolutions means to absolve of all existing resolutions and their inherent artifacts. History and ecology play a big role in the construction of a resolution, which is why I will also host some of my favorite, classic solutions and their inherent (normally obfuscated) artifacts at the iRD, such as scan lines, DCT blocks, and JPEG2000 wavelets.

The iRD could easily function as a Wunderkammer for artifacts that already exist within our current resolutions. But to me this would be a needles move towards the style of the Evil Media Distribution Center, created by YoHa (Matsuko Yokokoji and Graham Harwood) for the 2013 Transmediale. I love to visit Curiosity Cabinets, but at the same time, these places are kind of dead, celebrating objects that are often shielded behind glass (or plastic). I can imagine the man responsible for such a collection. There he sits, in the corner, smoking a pipe, looking over his conquests. But this kind of collection does not activate anything! Its just ones own private boutique collection of evil! For a dispute to take place we need action! Objects need to have – or be given – a voice! DR: …and the alternate possible resolutions can be played out, can be realised, without solidifying them as symbols of something dead and forgotten. RM: Right! It would be easy and pretty to have those objects in a Wunderkammer type of display. Or as Readymades in a Boîte-en-valise but it just feels so sad. That would not be zombie like but dead-dead. A static capture of hopelessness. DR: The Wunderkammer had a resurgence a few years ago. Lots of artists used the form as a curatorial paradigm, allowing them to enact their practice as artist and curator. A response, perhaps, to the web, the internet, and the archive. Aggregated objects, documents and other forms placed together to create essayistic exhibitions. RM: I feel right now, this could be an easy way out. It would be a great way out, however, as I said, I feel the need to do something else, something more active. I will smoke that cigar some other day.

DR: So you wouldn’t want to consider the whole of Transfer Gallery as a Wunderkammer that you were working inside of? RM: It is one possibility. But it is not my favorite. I would rather make works against the established resolutions, works that are built to break out of a pre-existing mediatic flow. Works that were built to go beyond a specific conventional use. For example, I recently did this exhibition in The Netherlands where I got to install a really big wallpaper, which I think gained me a new, alternative perspectives on digital materiality. I glitched a JPEG and zoomed in on its DCT blocks and it was sooo beautiful, but also so scalable and pokable. It became an alternative level of real to me, somehow. DR: Does it tesselate and repeat, like conventional wallpaper? RM: It does repeat in places. I would do it completely differently if I did it again. Actually, for the iRD I am considering to zoom into the JPEG2000 wavelets. I thought it would be interesting to make a psychedelic installation like this. It’s like somebody vomited onto the wall.

DR: [laughs] It does look organic, like bacteria trying to organise. RM: Yeah. It really feels like something that has its own agency somehow.

DR: That’s the thing about JPEG2000 – and the only reason I know about that format, by the way, is because of your Vernacular of File Formats - the idea that they had to come up with a non-regular block shape for the image format that didn’t contradict with the artifacts in the bones and bodies that were being imaged. It feels more organic because of that. It doesn’t look like what you expect an image format to look like, it looks like what I expect life to look like, close up. RM: It looks like ‘Game of Life’. DR: Yes! Like Game of Life. And I assume that now they don’t need to use JPEG2000 because the imaging resolution is high enough on the machines to supersede bone artifacts. I love that. I love the effect caused when you’ve blown it up here. It looks wonderful. What is the original source for this? RM: I would blow this image [the one from A Vernacular of File Formats] up to hell. Blow it up until there is no pixel anymore. It shouldn’t be too cute. These structures are built to be bigger. Have you seen the Glitch Timond (2014)? The work itself is about glitches that have gained a folkloric meaning over time, these artifact now refer to hackers, ghosts or AI. They are hung in the shape of a diamond. The images themselves are not square, and I can install them on top of the wallpaper somehow, at different depths. Maybe I could expand on that piece, by putting broken shaped photos, and shadows flying around. It could be beautiful like that.

DR: It makes me think of the spatiality of the gallery. So that the audience would feel like they were inside a broken codec or something. Inside the actual coding mechanism of the image, rather than the standardised image at the point of its visual resolution. RM: Oh! And I want to have a smoke machine! There should be something that breaks up vision and then reveals something. DR: I like that as a metaphor for how the gallery functions as well. There are heaps of curatorial standards, like placing works at line of sight, or asking the audience to travel through the space in a particular order and mode of viewing. The gallery space itself is already limited and constructed through a huge, long history of standardisations, by external influences of fashion and tradition, and others enforced by the standards of the printing press, or the screen etc. So how do you make it so that when an audience walks into the gallery they feel as though they are not in a normal, euclidean space anymore? Like they have gone outside normal space? RM: That’s what I want! Disintegrate the architecture. But now I am like, “Yo guys, I want to dream, and I want it to be real in three weeks…” DR: “Hey guys, I want to break your reality!” [laughs] RM: One step is in place, Do you remember Ryan Maguire who is responsible for The Ghost in the MP3? His research is about MP3 compressions and basically what sounds are cut away by this compression algorithm, simply put: it puts shows what sounds the MP3 compression normally cuts out as irrelevant – in a way it inverses the compression and puts the ‘irrelevant’ or deleted data on display. I asked him to rework the soundtrack to ‘Beyond Resolution’, one of the two videowork of the iRD that is accompanied by my remix of professional grin by Knalpot and Ryan said yes! And so it was done! Super exciting.   DR: Yes. I thought that was a fantastic project. I love that as a proposition too… What would the equivalent of that form of ghosting be in terms of these alternate, disputed resolutions? What’s the remainder? I don’t understand technical formats as clearly as you do, so abstract things like ‘the ghost’, ‘the remainder’ are my way into understanding them. An abstract way in to a technical concept. So what is the metaphoric equivalent of that remainder in your work? For instance, I think it depends on what this was originally an image of. I think that is important. RM: The previous image of JPEG2000 does not deal with the question of lost information. I think what you are after is an inversed Alvin Lucier ‘Sitting in a Room’ experiment, one that only shows the “generation loss” (instead of the generation left over, which is what we usually get to see or hear in art projects). I think that would be a reasonable equivalent to Ryan Maguires MP3 compression work. Or maybe Supraconductivity. I can struggle with this for… for at least two more days. In any case I want the iRD to have a soundtrack. Actually, it would like there to be a spatial soundtrack; the ghost soundtrack in the room and the original available only on a wifi access point. DR: I’m really excited by that idea of ghostly presence and absence, you know. In terms of spatiality, scan lines, euclidean space… RM: It’s a whole bundle of things! [laughs] “Come on scan lines, come to the institutions, swim with the ghosts!” DR: It makes me think of cheesy things you get in a children’s museum. Those illusion rooms, that look normal through a little window, but when you go into them they are slanted in a certain way, so that a child can look bigger than an adult through the window frame. You know what I mean? They play with perspective in a really simple way, it’s all about the framing mechanism, the way the audience’s view has been controlled, regulated and perverted. RM: I was almost at a point where I was calling people in New York and asked, “Can you produce a huge stained glass window, in 2 weeks?” I think it would be beautiful if the Institute had its own window. I would take a photo of what you could see out of the real window, and then make the resolution of that photo really crappy, and create a real stained glass window, and install that in the gallery at its original place. If I have time one day I would love to do that, working with real craftspeople on that. I think that in the future the iRD might have a window through which we interface the outside. Every group of people that share the same ideas and perspectives on obfuscation need to have a secret handshake. So that is what I am actually working on right now. Ha, You didn’t see that coming? [Laughs] DR: [Laughs] No… that’s a different angle. RM: I want people to have a patch! A secret patch. You remember Trevor Paglen’s book on the symbology of military patches?

DR: Oh yeah. Where he tries to decode the military patches? Yes, I love that. RM: Yeah, I don’t think the world will ever have enough patches. They are such an icon for secret handshakes. I have been playing around with this DCT image. I want to use it as a key to the institutions, which basically are a manifest to the reasonings behind this whole exhibition, but then encrypted in a macroblock font (I embedded an image of Institution 1 earlier). There was one of Paglen’s patches that really stood out for me; the black on black one. The iRD patch should be inspired by that.

DR: Hito Steyerl’s work How Not to be Seen: A Fucking Didactic Educational .MOV File, centres on the grid used by the military to calibrate their satellites from space. The DCT structure looks a lot like that, but I know the DCT is not about calibration. It contains all the shapes necessary to compose any image? RM: If you look up close at a badly compressed JPEG, you will notice the image consist of macroblocks. A macroblock is a block organizations, usually consisting of 8×8 pixels, that posses color (chrominance) and light (luminance) values embedded via DCT (discrete cosine transform). Basically all JPEGs you have ever seen are build out of this finite set of 64 macroblocks. Considering that JPEGs make up the vast majority of images we encounter on a daily basis, I think it is pretty amazing how simple this part of the JPEG compression really is. But the patch should of course not just be square. Do you know the TV series Battlestar Galactica, where they have the corners cut off all their books? All the paper in that world follows this weird, octagonal shape? Or Borges Library and its crimson hexagon, that holds all knowledge. I love those randomly cryptic geometric forms… DR: It reminds me of a 1987 anime film, Wings of Honneamise, that had a really wonderfully designed world. Everything is different, from paper sizes and shapes, through to their cutlery. Really detailed design from the ground up, all the standards and traditions. RM: Like this Minecraft book too. The Blockpedia. DR: Oh that’s great. I love the Minecraft style and the mythos that has arisen around it. RM: So Minecraft and Borges follow a 6 corner resolution, and Battlestar paper has 8 corners… Discrepancy! I want to reference them all! DR: So these will go into the badges? RM: I want to have a black on black embroidered patch with corners. Don’t you think this would be so pretty? This black on black. I want to drop a reference to 1984, too, Orwell or Apple, the decoder can decide. These kind of secret, underground references, I like those. DR: A crypto exhibition. RM: It’s so hot right now (and with hot I do not mean cool). Since the 90s musicians encrypt or transcode things in their sounds, from Aphex Twin, to Goodiepal and now TCF, who allegedly encrypted an image from the police riots in Athens into one of his songs. However, he is a young Scandinavian musician so that makes me wonder if the crypto design in this case is confusingly non-political. Either way, I want to rebel against this apparent new found hotness of crypto-everything, which is why I made Tacit:Blue.

Tacit:Blue uses a very basic form of encryption. Its archaic, dumb and decommissioned. Every flash shows a next line of my ‘secret message’ encrypted in masonic pigpen. When it flickers it gives a little piece of the message which really is just me ranting about secrecy. So if someone is interested in my opinion, they can decode that.

Actually, the technology behind the video is much more interesting. Do you know The Nova Drone? Its a small AV synthesizer designed by Casper Electronics. The the flickr frequency of this military RGB LED on the top of the board can be altered by turning the RGB oscillators. When I come close to the LED with the lens of my iphone, the frequencies of the LED and the iphone camera do not sync up. What happens is a rolling shutter effect. The camera has to interpret the input and something is gone, lost in translation. In fact, a Resolutional Dispute takes place right there. DR: So the dispute happens because framerate of the camera conflicts with the flicker of the LED? RM: And the sound is the actual sound of the electronics. In Tacit:Blue I do not use the NovaDrone in a ‘clean’ way, I am actually misusing it (if there is such a thing when it comes to a device of dispute). Some of the sounds and disruptions of flow are created in this patch bay, which is where you can patch the LFOs, etc. Anyway, when you disconnect the patch it flickers, but I never take it out fully so it creates this classic, noisy electric effect. What do you think about the text? Do you think this works? I like this masonic pigpen, its a very simple, nostalgic old quiff. DR: It reminds me of the title sequence for Alien. Dave Addey did a close visual, sci-fi etymological, analysis of the typography in Alien. It went viral online recently. Did you see that?

RM: No! DR: It is fantastic. Everything from the title sequence to the buttons on the control panel in the background. Full of amazing insights.

RM: Wow, inspiring!

So with any cypher you also need a key, which is why I named the video Tacit:Blue, a reference to the old Northrop Tacit Blue stealth surveillance aircraft. The aircraft was used to develop techniques against passive radar detection, but has been decommissioned now, just like the masonic pigpen encryption. DR: This reminds me of Eyal Weizman. He has written a lot on the Israeli / Palestinian conflict as a spatial phenomena. So we don’t think about territory merely as a series of lines drawn on a globe anymore, but as a stack, including everything from airspace, all the way down beneath the ground, where waste, gas and water are distributed. The mode by which water is delivered underground often cuts across conflicted territories on the surface. A stacked vision of territory brings into question the very notion of a ‘conflict’ and a ‘resolution’. I recently saw him give a lecture on the Forensic Architecture project, which engages in disputes metered against US Military activities. Military drones are now so advanced that they can target a missile through the roof of a house, and have it plunge several floors before it explodes. It means that individual people can be targeted on a particular floor. The drone strike leaves a mark in the roof which is – and this is Weizman’s terminology - ‘beneath the threshold of detectability’. And that threshold also happens to be the size of a human body: about 1 metre square. Military satellites have a pixel size that effectively translates to 1 metre square at ground level. So to be invisible, or technically undetectable, a strike needs only to fall within a single pixel of a satellite imaging system. These drone strikes are designed to work beneath that threshold. In terms of what you are talking about in Trevor Paglen’s work, and the Northrop Tacit Blue, those technologies were designed to exist beneath, or parallel to, optic thresholds, but now those thresholds are not optic as much as they are about digital standards and resolution densities. So that shares the same space as the codecs and file formats you are interested in. Your patch seems to bring that together, the analogue pixel calibration that Steyerl refers to is also part of that history. So I wonder whether there are images that cannot possibly be resolved out of DCT blocks. You know what I mean? I think your work asks that question. What images, shapes, and objects exist that are not possible to construct out of this grid? What realities are outside of the threshold of these blocks to resolve? It may even be the case that we are not capable of imagining such things, because of course these blocks have been formed in conjunction with the human visual system. The image is always already a compromise between the human perceptual limit and a separately defined technical limit. RM: Yes, well I can imagine vector graphics, or mesh based graphics where the lines are not just a connection between two points, but also a value could be what you are after. But I am not sure. At some point I thought that people entering the iRD could pay a couple of dollars for one of these patches, but if they don’t put the money down, then they would be obliged to go into the exhibition wearing earplugs. DR: [Laughs] So they’d be allowed in, but they’d have one of their senses dampened? RM: Yes, wearing earmuffs, or weird glasses or something like that. [Laughs] DR: Glasses with really fine scan lines on them that conflict with TV images or whatever. RM: [Laughs] And I was thinking, well, there should be a divide between people. To realise that what you see is just one threshold that has been lifted to only a few. There are always thresholds, you know. DR: Ways to invite the audience into the spaces and thresholds that are beneath the zones of resolutional detectability? RM: Or maybe just to show the mechanics behind objects and thresholds. DR: Absolutely. So to go back to your Tacit:Blue video, in regards the font, I like the aesthetic, but I wonder whether you could play with that zone of detectability a little more. You could have the video display at a frequency that is hard for people to concentrate on, for instance, and then put the cryptographic message at a different frequency. Having zones that do not match up, so that different elements of the work cut through different disputed spaces. Much harder to detect. And more subliminal, because video adheres to other sets of standards and processes beyond scan lines, the conflict between those standards opens up another space of possibilities. It makes me think about Takeshi Murata’s Untitled (Pink Dot). I love that work because it uses datamoshing to question more about video codecs than just I and P frames. That’s what sets this work apart, for me, from other datamoshed works. He also plays with layers, and post production in the way the pink dot is realised. As it unfolds you see the pink dot as a layer behind the Rambo footage, and then it gets datamoshed into the footage, and then it is a layer in front of it, and then the datamosh tears into it and the dot become part of the Rambo miasma, and then the dot comes back as a surface again. So all the time he is playing with the layering of the piece, and the framing is not just about one moment to the next, but it also it exposes something about Murata’s super slick production process. He must have datamoshed parts of the video, and then post-produced the dot onto the surface of that, and then exported that and datamoshed that, and then fed it back into the studio again to add more layers. So it is not one video being datamoshed, but a practice unfolding, and the pink dot remains a kind of standard that runs through the whole piece, resonating in the soundtrack, and pushing to all elements of the image. The work is spatialised and temporalised in a really interesting way, because of how Murata uses datamoshing and postproduction to question frames, and layers, by ‘glitching’ between those formal elements. And as a viewer of Pink Dot, your perception is founded by those slips between the spatial surface and the temporal layers. RM: Yeah, wow. I never looked at that work in terms of layers of editing. The vectors of these blocks that smear over the video, the movement of those macroblocks, which is what this video technologically is about, is also about time and editing. So Murata effectively emulates that datamosh technique back into the editing of the work before and after the actual datamosh. That is genius! DR: If it wasn’t for Pink Dot I probably wouldn’t sit here with you now. It’s such an important work for me and my thinking.

Working with Morehshin Allahyari on The 3D Additivist Manifesto has brought a lot of these processes into play for me. The compressed labour behind a work can often get lost, because a final digital video is just a surface, just a set of I and P frames. The way Murata uses datamoshing calls that into play. It brings back some of the temporal depth. Additivism is also about calling those processes and conflicts to account, in the move between digital and material forms. Oil is a compressed form of time, and that time and matter is extruded into plastic, and that plastic has other modes of labour compressed into it, and the layers of time and space are built on top of one another constantly – like the layers of a 3D print. When we rendered our Manifesto video we did it on computers plugged into aging electricity infrastructures that run on burnt coal and oil. Burning off one form of physical compressed time to compress another set of times and labours into a ‘digital work’. RM: But you can feel that there is more to that video than its surface! If I remember correctly you and Morehshin wrote an open invitation to digital artists to send in their left over 3D objects. So every object in that dark gooey ocean in The 3D Additivist Manifesto actually represents a piece of artistic digital garbage. It’s like a digital emulation of the North Pacific Gyre, which you also talked about in your lecture at Goldsmiths, but then solely consisting of Ready-Made art trash.

The actual scale and form of the Gyre is hard to catch, it seems to be unimaginable even to the people devoting their research to it; it’s beyond resolution. Which is why it is still such an under acknowledged topic. We don’t really want to know what the Gyre looks or feels like; it’s just like the clutter inside my desktop folder inside my desktop folder, inside the desktop folder. It represents an amalgamation of histories that moved further away from us over time and we don’t necessarily like to revisit, or realise that we are responsible for. I think The 3D Additivist Manifesto captures that resemblance between the way we handle our digital detritus and our physical garbage in a wonderfully grimm manner. DR: I’m glad you sense the grimness of that image. And yes, as well as sourcing objects from friends and collaborators we also scraped a lot from online 3D object repositories. So the gyre is full of Ready-Mades divorced from their conditions of creation, use, or meaning. Like any discarded plastic bottle floating out in the middle of the pacific ocean. Eventually Additivist technologies could interface all aspects of material reality, from nanoparticles, to proprietary components, all the way through to DNA, bespoke drugs, and forms of life somewhere between the biological and the synthetic. We hope that our call to submit to The 3D Additivist Cookbook will provoke what you term ‘disputes’. Objects, software, texts and blueprints that gesture to the possibility of new political and ontological realities. It sounds far-fetched, but we need that kind of thinking. Alternate possibilities often get lost in a particular moment of resolution. A single moment of reception. But your exhibition points to the things beyond our recognition. Or perhaps more importantly, it points to the things we have refused to recognise. So, from inside the iRD technical ‘literacy’ might be considered as a limit, not a strength. RM: Often the densities of the works we create, in terms of concept, but also collage, technology and source materials move quite far away or even beyond a fold. I suppose that’s why we make our work pretty. To draw in the people that are not technically literate or have no back knowledge. And then perhaps later they wonder about the technical aspects and the meaning behind the composition of the work and want to learn more. To me, the process of creating, but also seeing an interesting digital art work often feels like swimming inside an abyss of increments. DR: What is that? RM: I made that up. An abyss is something that goes on and on and on. Modern lines used to go on, postmodern lines are broken up as they go on. Thats how I feel we work on our computers, its a metaphor for scanlines. DR: In euclidean space two parallel lines will go on forever and not meet. But on the surface of a globe, and other, non-euclidean spaces, those lines can be made to converge or diverge. * RM: I have been trying to read up on my euclidean geometry. DR: And I am thinking now about Flatland again, A Romance in Many Dimensions. RM: Yeah, it’s funny that in the end, it is all about Flatland. That’s where this all started, so thats where it has to end; Flatland seems like an eternal ouroboros inside of digital art. DR: It makes me think too about holographic theory. You can encode on a 2D surface the information necessary to construct a 3D image. And there are theories that suggest that a black hole has holographic properties. The event horizon of a black hole can be thought of as a flat surface, and contains all the information necessary to construct the black hole. And because a black hole is a singularity, and the universe can be considered as a singularity too – in time and space – some theories suggest that the universe is a hologram encoded on its outer surface. So the future state of the universe encodes all the prior states. Or something like that. RM: I once went to a lecture by Raphael Bousso, a professor at Department of Physics, UC Berkeley. He was talking about black holes, it was super intense. I was sitting on the end of my seat and nearly felt like I was riding a dark star right towards my own event horizon. DR: [laughs] Absolutely. I suppose I came to understand art and theory through things I knew before, which is pop science and science fiction. I tend to read everything through those things. Those are my starting points. But yes, holograms are super interesting. RM: I want to be careful not to go into the wunderkammer, because if there are too many things, then each one of them turns into a fetish object; a gimmick. DR: There was a lot of talk a few years ago about holographic storage, because basically all our storage – CDs, DVDs, hard drive platters, SSD drives – are 2D. All the information spinning on your screen right now, all those rich polygons or whatever, it all begins from data stored on a two dimensional surface. But you could have a holographic storage medium with three dimensions. They have built these things in the laboratory. There goes my pop science knowledge again. RM: When I was at Transmediale last year, the Internet Yami-ichi (Internet Black Market) was on. There I sold some custom videos for self cracked LCD screens. DR: Broken on purpose? RM: Yes, and you’d be allowed to touch it so the screen would go multidimensional. Liquid crystals are such a beautiful technology. DR: Yes. And they are a 3D image medium. But they don’t get used much anymore, right? LEDS are the main image format. RM: People miss LCDS! I saw a beautiful recorded talk from the Torque event, Esther Leslie talking about Walter Benjamin who writes about snow flakes resembling white noise. Liquid crystals and flatness and flatland. I want to thank you Dan, just to talk through this stuff has been really helpful. You have no idea. Thank you so much! DR: Putting ideas in words is always helpful. RM: I never do that, in preparation, to talk about things I am still working on, semi-completed. It’s scary to open up the book of possibilities. When you say things out loud you somehow commit to them. Like, Trevor Paglen, Jon Satrom are huge inspirations, I would like to make work inspired by them, that is a scary thing to say out loud. DR: That’s good. We don’t work in a vacuum. Trevor Paglen’s stuff is often about photography as a mode of non-resolved vision. I think that does fit with your work here, but you have the understanding and wherewithal to transform these concerns into work about the digital media. Maybe you need to build a tiny model of the gallery and create it all in miniature. RM: That’s what Alma Alloro said! DR: I think it would be really helpful. You don’t have to do it in meatspace. You could render a version of the gallery space with software. RM: Haha great idea, but that would take too much time. iRD needs to open to the public in 3 weeks! * DR originally stated here that a globe was a euclidean space. This was corrected, with thanks to Matthew Austin.

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Mon, 13 Apr 2015 05:50:53 -0700 http://www.furtherfield.org/features/interviews/resolution-disputes-conversation-between-rosa-menkman-and-daniel-rourke
<![CDATA[We Make Money Not Art on 3D Additivism]]> http://additivism.org/post/114762499621

Regine Debatty at We Make Money Not Art

A few days ago, I was at Parsons Paris for reFrag: glitch, a series of workshops, talks and performances that address the multifold ways in which glitches manifest and/or are mobilized artistically in our lives. Participants talked about flash crashes in the financial market (more about that one soon), wacky operating system from the early nineties, Spinoza glitches, archaeology of bugs, etc. It was good, brain-stimulating and intense. We even watched the documentary of a fist fucking performance. Here’s the project page if you’re into that kind of entertainment.I’ll probably write an incomplete but enthusiastic post about the event in the coming days but for now, i’m going to kick out the reports with Morehshin Allahyari and Daniel Rourke's presentation of the 3D Additivist Manifesto + Cookbook. Rourke was in Paris. Allahyari spoke to us via skype.

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Fri, 27 Mar 2015 09:11:03 -0700 http://additivism.org/post/114762499621
<![CDATA[Data as Culture]]> https://furtherfield.org/features/reviews/data-culture#new_tab

For my latest Furtherfield review I wallowed in curator Shiri Shalmy’s ongoing project Data as Culture, examining works by Paolo Cirio and James Bridle that deal explicitly with the concatenation of data. What happens when society is governed by a regime of data about data, increasingly divorced from the symbolic?

In a work commissioned by curator Shiri Shalmy for her ongoing project Data as Culture, artist Paolo Cirio confronts the prerequisites of art in the era of the user. Your Fingerprints on the Artwork are the Artwork Itself [YFOTAATAI] hijacks loopholes, glitches and security flaws in the infrastructure of the world wide web in order to render every passive website user as pure material. In an essay published on a backdrop of recombined RAW tracking data, Cirio states: Data is the raw material of a new industrial, cultural and artistic revolution. It is a powerful substance, yet when displayed as a raw stream of digital material, represented and organised for computational interpretation only, it is mostly inaccessible and incomprehensible. In fact, there isn’t any meaning or value in data per se. It is human activity that gives sense to it. It can be useful, aesthetic or informative, yet it will always be subject to our perception, interpretation and use. It is the duty of the contemporary artist to explore what it really looks like and how it can be altered beyond the common conception. Even the nondescript use patterns of the Data as Culture website can be figured as an artwork, Cirio seems to be saying, but the art of the work requires an engagement that contradicts the passivity of a mere ‘user’. YFOTAATAI is a perfect accompaniment to Shiri Shalmy’s curatorial project, generating questions around security, value and production before any link has been clicked or artwork entertained. Feeling particularly receptive I click on James Bridle’s artwork/website  A Quiet Disposition and ponder on the first hyperlink that surfaces: the link reads “Keanu Reeves“: “Keanu Reeves” is the name of a person known to the system.  Keanu Reeves has been encountered once by the system and is closely associated with Toronto, Enter The Dragon, The Matrix, Surfer and Spacey Dentist.  In 1999 viewers were offered a visual metaphor of ‘The Matrix’: a stream of flickering green signifiers ebbing, like some half-living fungus of binary digits, beneath our apparently solid, Technicolor world. James Bridle‘s expansive work A Quiet Disposition [AQD] could be considered as an antidote to this millennial cliché, founded on the principle that we are in fact ruled by a third, much more slippery, realm of information superior to both the Technicolor and the digital fungus. Our socio-political, geo-economic, rubber bullet, blood and guts world, as Bridle envisages it, relies on data about data. Read the rest of this review at Furtherfield.org

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Wed, 01 Oct 2014 07:37:48 -0700 https://furtherfield.org/features/reviews/data-culture#new_tab
<![CDATA[Data as Culture]]> http://furtherfield.org/features/reviews/data-culture

For my latest Furtherfield review I wallowed in curator Shiri Shalmy’s ongoing project Data as Culture, examining works by Paolo Cirio and James Bridle that deal explicitly with the concatenation of data. What happens when society is governed by a regime of data about data, increasingly divorced from the symbolic? In a work commissioned by curator Shiri Shalmy for her ongoing project Data as Culture, artist Paolo Cirio confronts the prerequisites of art in the era of the user. Your Fingerprints on the Artwork are the Artwork Itself [YFOTAATAI] hijacks loopholes, glitches and security flaws in the infrastructure of the world wide web in order to render every passive website user as pure material. In an essay published on a backdrop of recombined RAW tracking data, Cirio states: Data is the raw material of a new industrial, cultural and artistic revolution. It is a powerful substance, yet when displayed as a raw stream of digital material, represented and organised for computational interpretation only, it is mostly inaccessible and incomprehensible. In fact, there isn’t any meaning or value in data per se. It is human activity that gives sense to it. It can be useful, aesthetic or informative, yet it will always be subject to our perception, interpretation and use. It is the duty of the contemporary artist to explore what it really looks like and how it can be altered beyond the common conception. Even the nondescript use patterns of the Data as Culture website can be figured as an artwork, Cirio seems to be saying, but the art of the work requires an engagement that contradicts the passivity of a mere ‘user’. YFOTAATAI is a perfect accompaniment to Shiri Shalmy’s curatorial project, generating questions around security, value and production before any link has been clicked or artwork entertained. Feeling particularly receptive I click on James Bridle’s artwork/website  A Quiet Disposition and ponder on the first hyperlink that surfaces: the link reads “Keanu Reeves“: “Keanu Reeves” is the name of a person known to the system.  Keanu Reeves has been encountered once by the system and is closely associated with Toronto, Enter The Dragon, The Matrix, Surfer and Spacey Dentist.  In 1999 viewers were offered a visual metaphor of ‘The Matrix’: a stream of flickering green signifiers ebbing, like some half-living fungus of binary digits, beneath our apparently solid, Technicolor world. James Bridle‘s expansive work A Quiet Disposition [AQD] could be considered as an antidote to this millennial cliché, founded on the principle that we are in fact ruled by a third, much more slippery, realm of information superior to both the Technicolor and the digital fungus. Our socio-political, geo-economic, rubber bullet, blood and guts world, as Bridle envisages it, relies on data about data. Read the rest of this review at Furtherfield.org

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Wed, 01 Oct 2014 06:37:48 -0700 http://furtherfield.org/features/reviews/data-culture
<![CDATA[Interview with GLTI.CH at Noisey.Vice]]> http://noisey.vice.com/en_uk/blog/singing-over-skype-its-glitch-karaoke

You don’t need to leave the house to belt out your favourite karaoke tracks—with strangers. Two Skype-friendly artists have founded glti.ch karaoke, an online karaoke project which anyone can partake in. You literally sign into Skype and sing karaoke duets (or quartets) with fellow fans. Imagine chat roulette was entirely musical and you get how things are matched. The artists Kyoung Kim and Daniel Rourke started this without any plans. Three years later, they’re still singing to Belle and Sebastian on YouTube. Strangely, they’re not alone. As they continue to synchronize singers in different time zones, they also do these GLTI.CH Breaks event where DJs located in different parts of the world mix together in a basement, a bedroom, or a pub full of drunks (from New York to Seoul, they’ve done it all). Last month, glti.ch karaoke opened a show called Tactical Gltiches at the SUDLAB gallery in Italy. They spoke to us about tinkering with Ustream, avoiding crappy bandwith, and how acapella saves the day.

NOISEY: How did Glti.ch Karaoke come about? Kyoung Kim: We were swapping stories over a few pints—Daniel of his experiences living in Japan, and I of my time in Korea, and got to talking about missing karaoke in these respective countries. Unlike your average karaoke bar in the US or the UK with a conspicuous stage and spotlighting for the singer, karaoke in Korea and Japan generally consists of piling into a room with a bunch of friends, food, and drink and singing in a raucous mix of solos, duets, and group numbers eventually belted while standing on the sofa. It’s more about sharing fun with people than claiming your theatrical moment, and all in all, you get a lot more bang for your buck. For me, karaoke with my sister trumps all, but at the time she was living in Seoul. I confessed to Daniel I’d been getting my karaoke fix by singing YouTube karaoke videos with her over Skype. Daniel Rourke: We were astounded to find that nobody had given a name to ‘singing karaoke over Skype.” (We did a lot of Google searches). It seemed so obvious to us to hook up two locations, buffer a YouTube rendition of “Livin’ on a Prayer“ on both sides of the Atlantic and click “play.” That got us thinking about the possibilities. A good friend works at Meanwhile Space, a non-profit organization in London that transforms empty properties into community projects, and mentioned to us that they were about to start working in an old shoe shop in Whitechapel. The challenge to make karaoke happen in a dusty basement with no internet access at four o’clock in the afternoon spurred us on. We had our eye on the amazing stuff the GLI.TC/H community was doing at the time, and setup our website Glti.ch as a kind of homage to them. The rest is less easy to explain. How does it work? Rourke: We have done it a few different ways over the years, but we try and make sure the basic setup is accessible to anyone who wants to repeat it. Using free software like TinyChat or Google Hangouts we link up at least two disparate locations and orchestrate karaoke duets over the internet. YouTube is stuffed full of fan made karaoke versions of pop tunes. If you want to sing it, chances are, somebody has already uploaded it. Then it’s just a case of scrambling to get things to work on both sides. Kim: To prepare for that scrambling, we test and design a bunch of back-up plans that only work about 30% of the time in attending the actual glitches that manifest. In emphasizing the GLTI.CH of the karaoke, the scramble is something we both warn and invite others to join in on. So how things work is not just contingent on computer software, hardware, cables, and broadband connections, but also on the mix of curiosity, patience, and enthusiasm for making-your-own-fun-through-convoluted-ways that people bring with them to our events. Rourke: That’s where the “art” of the project begins: a sincere desire to dance with failure. The most exciting elements of the project come out of realizing how many variables there are in organizing something so simple, especially if you have a group of drunk karaoke enthusiasts at one end, say in Liverpool, and an old pizza restaurant in a London shopping mall at the other. The thing that remains stable—getting people to sing duets—is surrounded by all this other stuff that we, as the hosts, have to juggle. Let’s just say we are both very adept at keeping a crowd entertained.

How do you combine DJs in different time zones together? Kim: A lot of planning. Hosting a party in London on a Friday night means you get a DJ during the work day in San Francisco. So we work with our DJs’ schedules accordingly. There is constant managing and coordinating during the event. We dedicate one computer and the best internet connection in the house to connecting with the DJs with (so far) Skype, but also usually have one or two other computers open with Google Hangouts, again Skype, Tinychat, Facebook, Twitter, Kakao Talk, our phones, smoke signals, pigeon… both for backup and because different people have different preferences for interfaces. We avoid as much as we can set-ups that require others to register or sign up to any new social media outfit, download more software, or buy equipment they don’t have. With the last Breaks, we tinkered with Ustream, and the chat in there ended up being the key for making things go. What is GLTI.CH Breaks? Rourke: Originally, it was a project we instigated with Christina Millare. We wanted to take some of the stuff we had learned while glti.ch karaoking and translate it into another format. The result was the first GLTI.CH Breaks event, where we had three DJs—Tramshed, Sahn, and WaxOn—all located in different parts of the world, mix together in the basement of Power Lunches, Dalston. It was a blinding success, apart from the computer crashes, and crappy bandwidth, but that means success to us. Karaoke is a ridiculous phenomenon. Anyone who has watched the X-Factor will know how kitsch and mediocre karaoke can be. But those of us who love it embrace that, and the social outcome of that kitschy quality is what makes it so wonderful. Our projects inhabit that crappiness, and take it somewhere else, so the technical components of the work also echo the social, and hopefully the two really fuse and amplify each other. With GLTI.CH Breaks I think we stumbled on something like that. DJ mix culture is based around a beloved, but antiquated medium – the vinyl record – that is prone to skip, and jump and crackle and hiss. Ironically though, it is those very qualities that make vinyl perfect as a medium of expression. Building a series of technical, network, temporal and spatial layers on top of that in GLTI.CH Breaks we felt as if the creative element of DJing was heightened even further. Plus, drunk people get really excited when they realize that a DJ based in a bedroom in San Francisco is mixing tunes just for them. Kim: They get excited by it when sober too!

Enlighten us. What is “social glitch?” Kim: A phrase we’ve batted around since the beginning. To describe what we’d both been thinking about and working through in our separate research and practices. Rourke: Social glitches are at the heart of all the projects we have done. They are what you might call, “desirable unintended effects.” We go hunting for them, we try to set up the conditions to make them happen, but we never know when they might arise, or what exactly they might look like. For instance, in summer 2012, we took part in AND Festival, Manchester. We were asked by curator Christina Millare to host a GLTI.CH karaoke event in one of the bedrooms upstairs in a pub. We hooked the room up to our online chat room, and invited anybody with a webcam to join us from wherever they were in the world. The event in Manchester was raucous, full of people singing at the top of their voices from 8 PM until 2 AM. The HD television was lit up all night with new people logging in from London, Seoul, New York, and who knows where. At one point the computer in Manchester completely crashed—mid-chorus—and everyone in the room let out a huge groan of despair. The social glitch came when I logged back into the chatroom, because even though our side of the party had crashed, the participants online were still there singing their hearts out. It was an amazing moment, and the crowd in Manchester whooped with joy and began to sing along, even before I’d had chance to hook the music back in. It was improvized acapella karaoke and a beautiful unintended social effect. Nadja Sayej would like to sing “More Than A Feeling” with you. Follow her on Twitter - @nadjasayej   

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Tue, 18 Mar 2014 14:38:31 -0700 http://noisey.vice.com/en_uk/blog/singing-over-skype-its-glitch-karaoke
<![CDATA[There's Not Much 'Glitch' In Glitch Art | Motherboard]]> http://motherboard.vice.com/blog/theres-not-much-glitch-in-glitch-art

Artist Daniel Temkin has been creating and discussing glitch art for over seven years. In that time, he's exhibited in solo and group shows, and had his work featured in Rhizome and Fast Company, amongst other publications. For Temkin, glitch art is about the disruption of algorithms, though algorithmic art is a bit of a misnomer. He prefers "algo-glitch demented" in describing the methods, aesthetics, and philosophy of glitch.

In January, Temkin published a fascinating glitch art essay on NOOART titled "Glitch && Human/Computer Interaction." There he laid down the philosophy and "mythology" of glitch, which had really started in a series of email conversations with Hugh Manon. Though there is no shortage of writings on glitch art, many aspects of the these texts didn't address what Temkin loved most about how it is created.

"The glitch aesthetic may be rooted in the look of malfunction, but when it comes to actual practice, there’s often not much glitch in glitch art," wrote Temkin in the essay. "Yes, some glitch artists are actually exploiting bugs to get their results — but for most it would be more accurate to describe these methods as introducing noisy data to functional algorithms or applying these algorithms in unconventional ways." This, he said, doesn't make it traditional algorithmic art (algorithm-designed artworks), but a more demented form of it—algo-glitch demented.

Over a series of email conversations, Temkin elaborated on some of his conclusions in "Glitch && Human/Computer Interaction." Aside from highlighting some of the best algo-glitch demented art, Temkin also talked about bad data, image hacking, and why computers are no less "image makers" than humans even though they aren't sentient (yet).

MOTHERBOARD: Aside from being an artist working in glitch, would you say that you've also sort of become a philosopher of glitch or algorithmic art, if there is such a thing?

Temkin: There's tons of writing on glitch, much of it very good (Lab404.com, for instance), but some aspects of glitch theory didn't jibe with what really interested me about the style. Originally, Hugh Manon and I started a long email conversation about glitch, which evolved into our 2011 paper. It ranged across glitch aesthetics, methodology, and issues around authorship, while delving into glitch's ambivalence about error—the way the glitch is possible because of software's ability to "fail to fully fail" when coming across unexpected data.

We questioned why computer error is so emphasized in this form when nothing is really at stake in a digital file (a deleted but endlessly reproducible JPEG has none of the aura of an Erased DeKooning), and what it means to purposely simulate an error, something that ordinarily has power because it is unexpected and outside of our control.

Ted Davis, FFD8 project

These issues stuck with me, until I considered Clement Valla's familiar quote about his Postcards From Google Earth project: that "these images are not glitches... they are the absolute logical result of the system." It was a familiar quote, but in this instance got me thinking about how most glitchwork can be described the same way—as products of perfectly functional systems.

I wrote my recent piece for NOOART, arguing that glitch's preoccupation with error doesn't always serve it well, that it limits the scope of what's produced and how we talk about it. Bypassing computer error opened new avenues of investigation about our relationship both with technology and with logic systems more generally, and got at what interested me more about the style we call glitch.

In the NOOART essay, you write: "Some glitch artists are actually exploiting bugs to get their results — but for most it would be more accurate to describe these methods as introducing noisy data to functional algorithms or applying these algorithms in unconventional ways." Can you elaborate on that point?

In the paper, I discuss JPEG corruption, one of the fundamental glitch techniques. Introduce bad data to a JPEG file, and you'll see broken-looking images emerge. I use this example because it's so familiar to glitch practice. JPEG is not just a file format but an algorithm that compresses/decompresses image data.

When we "corrupt" a JPEG, we're altering compressed data so that it (successfully) renders to an image that no longer appears photographic, taking on a chunky, pixelated, more abstract character we associate with broken software. To the machine, it is not an error—if the image were structurally damaged, we would not be able to open it. This underscores the machine as an apparatus indifferent to what makes visual sense to us, at a place where our expectations clash with algorithmic logic.

Daniel Temkin, Dither Studies #2, 2011

The excitement of altering JPEG data directly is the sense of image hacking—making changes at the digital level without being able to predict the outcome. This becomes more apparent in other glitch techniques, such as sonification, which add layers of complexity to the process. Giving up control to a system or process has a long history in art.

Gerhard Richter describes committing to a systematic approach, veiling the work from conscious decisions that may ruin or limit it. As he puts it, "if the execution works, this is only because I partly destroy it, or because it works in spite of everything—by not detracting and by not looking the way I planned" [p179, Gerhard Richter, Panorama]. In digital art, we often function in an all-too-WYSIWYG environment. Glitch frees us from this, bringing us to unexpected places.

Can you draw a distinction between generative art (which can feature algorithms) and your concept of algo-glitch demented?

I call it algo-glitch demented, as opposed to algorithmic art (which I understand meaning generative art that uses algorithms). I'll have to paraphrase Philip Galanter and say that generative art is any practice where the artist sets a system "in motion with some degree of autonomy," resulting in a work.

"Glitch is a cyborg art, building on human/computer interaction. The patterns created by these unknown processes is what I call the wilderness within the machine." What makes algo-glitch demented is how we misuse existing algorithms, running them in contexts that had never been intended by their designers. Furthermore, there are moments of autonomy in algo-glitch, but this autonomy is not what defines it as algo-glitch; what's more important is the control we give up to the process.

You call glitch art a collaboration with the machine. That's an interesting point because the human is conscious of this, while the machine is not. Or, do you have another way of looking at that collaboration?

Machines are not sentient, but they are image-makers. Trevor Paglen, in a recent Frieze Magazine piece, says we are now or very soon to be at the point "where the majority of the world’s images are made by-machines-for-machines," and "seeing with the meat-eyes of our human bodies is increasingly the exception," refering to facial-recognition systems, qr code readers, and a host of other automation.

One of the most compelling ideas to come from James Bridle's New Aesthetic is how we can treat the machine as having a vision—even as we know it's not sentient—and just how strange this vision is, that does not hold human beings as its audience.

Jeff Donaldson, panasonic wj-mx12 video feedback, 2012

Glitch artists have been doing this for a long time, treating it as an equal collaborator and seeing where it leads us as we cede control to broken processes and zombie algorithms. Curt Cloninger describes it as "painting with a very blunt brush that has a mind of its own;" in this way, glitch is a cyborg art, building on human/computer interaction. The patterns created by these unknown processes is what I call the wilderness within the machine.

Can you talk about glitch as mythology? I've never heard it described as such.

I'm probably being a bit obnoxious there, using mythology to describe the gap between how we talk about glitch and what we're actually doing. There are several strains of work within glitch or that overlap with glitch. There is Dirty New Media, which is related to noise-based work; materialist explorations; the algo-glitch I've emphasized in the JPEG example; and what we might call "minimal slippage glitch" (a term that arose in a Facebook discussion between me and Rosa Menkman).

Minimal Slippage fits a familiar contemporary art scenario of the single gesture that puts things in motion and reveals something new. It's great when things actually work this way, but when this language is used to describe work made by manipulating data repeatedly, there's a problem.

I also take issue with the term glitch art. I don't propose we replace it, only to be more conscious of its influence. If we produce work with other visual styles using glitch processes, why limit ourselves to work that has an error-strewn appearance? This connection begins to seems artificial. I kept this in mind with my Glitchometry series. I use the sonification technique to process simple geometric shapes (b&w squares and triangles, etc.) into works that range from somewhat glitchy to abstractions that fall very far from a glitch aesthetic. They emphasize process, the back-and-forth with the machine, and an anxiety about giving up that control.

Clement Valla, from “Iconoclashes” 2013

With Glitchometry Stripes (an extension of the Glitchometry work), the results are even less glitchy in appearance; this time using only sound effects that cleanly transform the lines, ending up with Op Art-inspired, crisply graphic works that create optical buzzing when scrolled across the screen.

You mention Ted Davis's FFD8 project in your essay. What is it about the work that you like?

FFD8 is JPEG image hacking, with protection against messing up the header (which would make the image undisplayable). It's a gentle introduction to glitching, but it illustrates how it works, which encourages one to go deeper. I'm suspicious of glitch software that does all the work for you, essentially turning glitch styling into the equivalent of a Photoshop filter. With FFD8, enough of the process is exposed that folks starting out in the style might decide to take the next step and mess with raw files directly, or build their own software, or discover some new avenue to create work.

What's your opinion on something like the iPhone's panorama function, which, if you move the camera fast or in unexpected directions, creates glitches? It's movement-based as opposed to other types of glitch.

I think someone will come along with a brilliant idea of how to use it to do something fresh and interesting. One interesting work that uses photo-stitching (although not on the iPhone) is Clement Valla's Iconoclasts series. He loads images of gods from the Met's collection and lets Photoshop decide how to combine them, creating improbable composites, many physically impossible. It works because of how carefully the objects were photographed. Each is lit the same way with the same background. Many of these religious relics come from cultures where it was believed that such objects were not created by human hands. Now an algorithm, also not human, decides how to combine them to construct new artifacts.

Daniel Temkin, Glitchometry Circles #6, 2013

Where do you feel you've been most successful in your own projects?

I never trust artists to tell me which of their works are more successful. [laughs] I'll tell you the theme I'm most interested in. Much of my work revolves around this clash between human thinking and computer logic, and the compulsiveness that comes from trying to think in a logical way. My own experience with this comes from programming, which is my background from before art. Glitch gives me a way to create chaotic works as a release from the overly structured thinking programming requires.

As a few examples of work that deals with this, my Dither Studies expose the seemingly irrational patterns that come from the very simple rules of dithering patterns. They began as a collaboration with Photoshop, where I asked it to dither a solid color with two incompatible colors. From there, I constructed a web tool that walks through progressions of dithers.

In Drunk Eliza, I re-coded the classic chat bot using my language Entropy, where all data is unstable. Since the original Eliza has such a small databank of phrases, yet so clearly has a personality, I wanted to know how she would seem with her mind slowly disintegrating, HAL-style. Drunk Eliza was the result. The drunken responses she gets online have been a great source of amusement for me.

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Tue, 18 Mar 2014 12:45:15 -0700 http://motherboard.vice.com/blog/theres-not-much-glitch-in-glitch-art
<![CDATA[The Beauty of All Things Falling]]> http://vimeo.com/30042741

xerox animation, 2011, 4:30 min. A narrative of glitches and beautiful failures. This video explores the terrifying as well as the creative potential of error.Cast: Jenny VogelTags:

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Sat, 01 Mar 2014 12:12:18 -0800 http://vimeo.com/30042741
<![CDATA[How to join the DOOM GLTI.CH WAN Party]]> http://glti.ch/how-to-join-the-doom-glti-ch-wan-party/

From Friday 24th January we will be running a GLTI.CH Doom WAN Party as part of the Tactical Glitches exhibition. You can join in, play, explode and explore from wherever you are in the world! It’s 20 years since the original DOOM was released. Let’s remember in glti.chy style. We are running the game through a chain of servers and remote software to create a glti.chy soup for viewers playing at Tactical Glitches. Your involvement will help make that soup even glti.chier – how will the players evolve their Tactics to cope with your onslaught? Play Instructions It is SUPER easy to join, but you will need a few bits and pieces. Here is everything you need to get started. Don’t give up:

Download the PC or MAC version of Zandronum (a freeware program for playing Doom). Install Zandronum on your system (make a note of exactly where it installs on your computer e.g. C:\Program Files\Zandronum). Download our GLTICH WAN PARTY MAP pack. Unzip the MAP PACK you downloaded into the Zandronum directory (e.g. C:\Program Files\Zandronum). Now, if you open up the Zandronum directory you will see another directory called ‘Doom Seeker’. Go into there and load the Doom Seeker application. First up, it is worth checking your settings are correct. Go into the ‘options’ menu then click ‘configure’. Got to the ‘File Paths’ setting. Make sure your Zandronum directory is listed here (e.g. C:\Program Files\Zandronum) - add it if it isn’t. Save and go back to the main Doom Seeker screen. You will now see a long list of servers. Our server is called TACTICALGLITCH, it has a British flag. Scroll down until you find it, or alternatively click the ‘Servers’ column header to arrange the list anti-alphabetically. It should be near the top. Double click the server to join!

At this point Doom will load. You may need to press the ‘ESCAPE’ key, go to the game ‘Options’, ‘Set Video Mode’ and fiddle around with how the game looks until you are happy. Fullscreen high resolution is obviously the nicest
Controls (you can change these too in the Options menu) Mouse = move your head around, (or you can use the <-left and right-> arrow keys to look around) W = forward A = strafe left S = backward D = strafe right CTRL = fire SPACE BAR = Open doors T = Type a message and press ENTER to broadcast it! As well as killing innocent players in SUDLAB Gallery, Naples, there are lots of secrets to discover on the map. The monsters WILL KEEP ON COMING! The body count WILL KEEP ON RISING! Have fun! Invite your friends, and get Tactical. Massive thanks to curators and collaborators Nick Briz and Rosa Menkman, as well as SUDLAB Gallery, Naples, and Domenico Dom Barra!

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Thu, 23 Jan 2014 06:30:31 -0800 http://glti.ch/how-to-join-the-doom-glti-ch-wan-party/
<![CDATA[GLTI.CH Breaks, 24 January]]> http://glti.ch/glti-ch-breaks-24-january/

Moody is ready for the next GLTI.CH Breaks happening this Friday (=tomorrow!) 10PM – 12:30AM GMT. Join him and us to celebrate the opening of Tactical Glitches, curated by Nick Briz and Rosa Menkman, at Sudlab with

SAHN+JAMES spinning in from San Francisco (US), followed by DJ WAX ON in from Derby (UK) followed by TRAMSHED in from London (UK) ending the night

We’re excited our original crew is back for this second GLTI.CH Breaks! Working with our kludgy ways they’ll be sending real-time beats and breaks from their various locales to the party-makers and -shakers inhabiting the Sudlab gallery space in Portici, Italy. Can’t corporeally make it to Sudlab? No problemo! Join us online in the GLTI.CH Tinychat room (http://tinychat.com/gltich) wherever you are in the universe!

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Wed, 22 Jan 2014 20:36:14 -0800 http://glti.ch/glti-ch-breaks-24-january/
<![CDATA["politics is basically the relation between things" @therourke on glitches in things. Cool stuff: <a href="http://t.co/gJyHZlrccP" rel="external">http://t.co/gJyHZlrccP</a>]]> http://vimeo.com/84208956

"politics is basically the relation between things" @therourke on glitches in things. Cool stuff: http://t.co/gJyHZlrccP – Submarine (sinkdeep) http://twitter.com/sinkdeep/status/423544734464761857

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Wed, 15 Jan 2014 14:35:03 -0800 http://vimeo.com/84208956
<![CDATA[Glitches in Things and the “Friendly Medium”]]> http://vimeo.com/84208956

This talk was original delivered at GLI.TC/H 2112, on Saturday 8th December 2012. The talk expands on ideas I have been carting around for a few of years now. Updated with Object Oriented insights I hope it acts as a mental toolkit for artists looking to dance with objects, in all their glitchy splendour. As usual, I completely ignored my notes whilst talking, for this reason it’s worth listening to the question and answer bit afterwards. See here for more: machinemachine.net/text/arts/an-object-oriented-glitch-ontology Infinite thanks must go to Rosa Menkman, Jon Satrom and Nick Briz – the GLI.TC/H Bots at the heart of the fest. Thank you for inviting me to participate.

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Wed, 15 Jan 2014 03:29:49 -0800 http://vimeo.com/84208956
<![CDATA[Tactical Glitches: Doom WAN Party!]]> http://glti.ch/tactical-glitches-doom-wan-party/

In just 10 days time we will be taking part in Tactical Glitches, an exhibition curated by Nick Briz and Rosa Menkman at SUDLAB Gallery, Naples, with Domenico Dom Barra. “Technologies come with expectations, but these expectations aren’t always met. An MP3 might skip and crackle. A computer monitor might—for a moment—show shards instead of windows. A website might hiccup on load and scramble its contents. When this happens, we call this unexpected occurrence a glitch. While these moments are rarely anticipated and usually unwelcome, they are at times intentionally provoked. The result of this intentional and creative instigation is what we often call GLITCH ART.” – Rosa Menkman, Nick Briz Visit the gallery on opening night (January 24th) for a round of GLTI.CH Breaks, followed by a month-long Doom WAN Party in the gallery space! What is a GLTI.CH WAN Party? We’ve kludged together free software, dusty hardware, and technical loopholes to rock a global deathmatch Doom WAN party that celebrates, in GLTI.CH style, 20 years of Doom LAN parties. Computer stations installed at SUDLAB in Naples are connected to a remote laptop server in London and a turn-of-the-millenium PC in Seoul, inviting network errors through the front door and rendering gameplay inefficiently possible. Your keyboard movements and rocket launching in the SUBLAB gallery space may not just warm up, but explode computers and servers located across the world! Frienemies can also join in the rusty chainsaw action via the TACTICALGLITCH Doomseeker server. See you at SUDLAB or ONLINE very soon. Watch. This. Space!

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Tue, 14 Jan 2014 09:40:55 -0800 http://glti.ch/tactical-glitches-doom-wan-party/
<![CDATA[The Hidden History of]]> http://www.visualthesaurus.com/cm/wordroutes/the-hidden-history-of-glitch/

The persistent glitchiness of HealthCare.gov, the website implementing the Affordable Care Act, has given us much time to ponder that peculiar little word, glitch. As it happens, some new research on the word brings its origin, most likely from Yiddish, into a sharper perspective.

I've had a couple of occasions to expound on glitch lately, in my Wall Street Journal column and in a brief interview for NPR's "All Things Considered." But some recently uncovered evidence of the early development of glitch deserves a fuller airing.

Dictionaries have thus far given only a partial view of how glitch developed. The Oxford English Dictionary, in its second edition of 1989, unsatisfyingly says that its etymology is "unknown." The OED also suggests that the word's original meaning was "a surge of current or a spurious electrical signal," later extended in "astronaut's slang" to mean "a hitch or snag; a malfunction."

This reconstruction of the word's semantic history seems to be entirely based on a 1962 quote (the earliest given by the OED and other dictionaries) from John Glenn, in his contribution to Into Orbit, a book jointly written by the original seven astronauts of Project Mercury. Glenn wrote:

Another term we adopted to describe some of our problems was "glitch." Literally, a glitch is a spike or change in voltage in an electrical circuit which takes place when the circuit suddenly has a new load put on it. You have probably noticed a dimming of lights in your home when you turn a switch or start the dryer or the television set. Normally, these changes in voltage are protected by fuses. A glitch, however, is such a minute change in voltage that no fuse could protect against it.

One might surmise from this that Glenn and his fellow astronauts took a highly technical term and "adopted" it into a more general term for any malfunction. But that overlooks the history of the term predating the space program — a history only now becoming clear.

A glimmer of this backstory emerged when William Safire discussed glitch in an "On Language" column for The New York Times back in 1980. Safire thought the term dated from the '60s in aeronautical use, but noted that it "probably originated in the German and Yiddish glitschen, meaning 'slip,' and by extension, 'error.'" Others, such as Leo Rosten in The Joys of Yiddish, have claimed glitch as a Yiddishism. But how do we get from Yiddish lingo to Cape Canaveral mishaps?

None other than the actor Tony Randall supplied a piece of the puzzle. In a letter responding to Safire's column, reproduced in the 1982 "On Language" anthology What's the Good Word?, Randall wrote:

The first time I heard the word "glitch" was in 1941 in Worcester. I got a job there as an announcer at WTAG. When an announcer made a mistake, such as putting on the wrong record or reading the wrong commercial, anything technical, or anything concerning the sales department, that was called a "glitch" and had to be entered on the Glitch Sheet, which was a mimeographed form. The older announcers told me the term had been used as long as they could remember.

There matters stood until a few years ago, when there was a flurry of "antedating" (searching for ever-earlier citations) among the word researchers who participate in the American Dialect Society mailing list. Plumbing newspaper databases, Yale law librarian Fred Shapiro came up with the new date to beat: May 19, 1940. That was when the novelist Katharine Brush wrote about glitch in her column "Out of My Mind" (syndicated in the Washington Post, the Boston Globe, and other papers). Brush corroborated Tony Randall's radio recollection:

When the radio talkers make a little mistake in diction they call it a "fluff," and when they make a bad one they call it a "glitch," and I love it.

Other examples from the world of radio can be found in the 1940s. The April 11, 1943 issue of the Washington Post carried a review of Helen Sioussat's book about radio broadcasting, Mikes Don't Bite. The reviewer noted an error and wrote, "In the lingo of radio, has Miss Sioussat pulled a 'muff,' 'fluff,' 'bust,' or 'glitch'?" And in a 1948 book called The Advertising and Business Side of Radio, Ned Midgley explained how a radio station's "traffic department" was responsible for properly scheduling items in a broadcast. "Usually most 'glitches,' as on-the-air mistakes are called, can be traced to a mistake on the part of the traffic department," Midgley wrote.

Further digging reveals that in the 1950s, glitch made the transition from radio to television. In a 1953 ad in Broadcasting Magazine, RCA boasted that their TV camera has "no more a-c power line 'glitches' (horizontal-bar interference)." And Bell Telephone ran an ad in a 1955 issue of Billboard showing two technicians monitoring the TV signals that were broadcast on Bell System lines: "When he talks of 'glitch' with a fellow technician, he means a low frequency interference which appears as a narrow horizontal bar moving vertically through the picture."

A 1959 article in Sponsor, a trade magazine for television and radio advertisers, gave another technical usage in an article about editing TV commercials by splicing tape. "'Glitch' is slang for the 'momentary jiggle' that occurs at the editing point if the sync pulses don't match exactly in the splice." Sponsor also gave the earliest etymological explanation I've seen: "'Glitch' probably comes from a German or Yiddish word meaning a slide, a glide or a slip."

So, by the time that glitch entered the space program in the '60s, it had enjoyed a long life in radio and television, referring to a variety of technical problems. And when astronauts used it in a general way for any hitch or snag, it was in fact a return to how glitch was introduced into radio broadcasting circles a few decades earlier.

Though we still don't know for sure if the term was imported via Yiddish or came directly from German, a Yiddish origin certainly seems more likely. I'm not aware of any evidence of its use in historically German-speaking regions in the U.S., and its emergence in radio circa 1940 is telling, given the active role of Yiddish speakers in the world of radio at the time. So the next time you run into a glitch on HealthCare.gov or some other site, give a thought to the on-air flubs by Yiddish-slinging radio announcers of years past.

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Sat, 09 Nov 2013 04:02:08 -0800 http://www.visualthesaurus.com/cm/wordroutes/the-hidden-history-of-glitch/
<![CDATA[Artist Profile: Nick Briz]]> https://https:0//rhizome.org/editorial/2013/jul/15/artist-profile-nick-briz#new_tab

Part of an ongoing series of interviews with artists who have developed a significant body of work but may not (yet) be well known to our readers. Nick Briz is an artist/educator/organizer living in Chicago, and co-founder of the conference and festival GLI.TC/H. This interview took place via Google Drive.

Nick Briz, The Glitch Codec Tutorial (2010-2011). Screenshot from YouTube video. Daniel Rourke: You are involved in an “improvisational realtime/performance media art event” at the moment called “No Media,” where participants are explicitly discouraged from preparing before they take part, or from creating documentation of any kind. I was lucky enough to see the first iteration of No-Media at GLI.TC/H 2112. I think my favourite performance involved a collaboration between Evan Kühl (of Vaudeo Signal), Curt Cloninger and yourself, scrambling to get something, anything, to work. The mania of this performance stood out because of its simplicity. At base I was watching a blindfolded anarchic poet stammering over ambient noise, but it really felt as if something important had happened. I wanted to start from this stripped-back position. Before we talk about media, why no media? Nick Briz: NO-MEDIA was initially a performance experiment proposed by Jason Soliday for GLI.TC/H 2112 >> && Jason + Jeff + I have continued organizing ’em since. The premise is this: artists w/any kind of performative discipline (realtime A/V, jazz, dance, expanded cinema, noise, comedy, spoken word, etc) sign up. They get randomly paired w/two other performers at a random point in the evening (no one knows when or who until their names show up on the screen). They perform for 10mins. You’re not allowed to prepare any material (bring what tools/gear/props you want but there’s NO time set aside for preparation) and there’s NO documentation.  So far they’ve been a lot of fun, very messy + very inspiring. Re:my performance with Curt and Evan at the first NO-MEDIA, I’m not totally sure if this is the “something” you refer too… but for me there was a point a few mins into the performance where I realized what I was trying to do (some google chrome live coding) wasn’t going to work… and I stopped… and I looked over at Evan and Curt… and totally changed my game plan… I don’t want to go into detail re:what I started to project on a blindfolded Curt Cloninger… cause I don’t want to break the second rule of NO-MEDIA (no documentation DR: Your recent video essay, an open letter to Apple Computers, garnered a lot of support from glitch art / (new) media art communities. Can you talk about the politics of this work, and how it relates to glitch art methodologies? NB: My personal relationship w/Apple is as complicated as it is b/c of glitch >> intentionally invoking glitches is usually a kind of misuse… and when you misuse Apple technology the (often invisible) politix embedded in their systems become very clear + am forced to reconcile ’em. The video is about that impossible reconciliation between my tech dependencies && my politix. I made the video for a screening organized by jonCates of remixes of work from the Phil Morton Memorial Archive + is a [re]mix/make of his 1976 video tape General Motors, where Phil, an artist and professor at the School of the Art Institute of Chicago at the time, addresses similar issues re:his + his community’s relationship to && dependence on technology && tech-industries. As a professor at the same school + artist w/in the same community (nearly 40yrs later) dealing w/very similar problems w/similar industries… it seemed an appropriate issue to tackle && appropriate format to tackle it in. 

DR: Many of your projects tap into the “democratizing” potential of digital art, from your work to crack open codecs, through to your recent New Media One-Liner on The New Aesthetic, where you programmed and openly distributed a heap of scripts and libraries for anyone and everyone to mess around with. NB: Yea, one thing those two pieces have in common is my interest in the “tutorial” as a form (+  pedagogy in general). theNewAesthetic.js is an executable-essay / open-source javascript artware-library for quick [re]production of “New Aesthetic” compositions and related new-media art tropes. So by that I mean it’s literally a functional tool/utility with thorough documentation, examples and video tutorial, but it’s also an essay + my comment/critique on the whole NA conversation. The source code to the library can be read as a kind of code-essay. Similarly, the Glitch Codec Tutorial is a lesson in hacking video codecs to make glitch art, but also a video essay on the assumptions/influence digital systems make/have on us + their embedded politix + glitch’s potential (as a practice) to make us aware of these assumptions/influence.

Nick Briz, theNewAesthetic.Js (2012). Screenshot from online tutorial. DR: Now that “the glitch” has broken through into mainstream culture as a technical, aesthetic trope, does the glitch still have this political potential? Or is it merely a visual style? NB: As far as glitch’s political/social potential specifically, sometimes folks have a hard time understanding the obvious political ramifications b/c they conflate glitch (as a concept, a moment, a break) with the aesthetic its more commonly associated with; it’s becoming more important to separate these two things: glitch art && glitch aesthetics (or better: the aesthetics of digital artifacts). There’s obviously a venn-diagram overlap going on here, but not everything that loox “glitchy” is actually a “glitch” (or break in a system). For example, a datamoshing filter in a title sequence of a hollywood film might render the text with digital artifacts, but nothing’s actually “glitching” (technically or conceptually). Likewise, not all glitch art loox ‘glitchy.’ A great example is Glitchr, the online [ facebook, tumblr && twitter ] handle of artist + social media Interventionist, Laimonas Zakas. Glitchr has made it his mission to find + exploit bugs + holes w/in social media systems. His work is often formally “glitchy” but not in the compression artifact sense, but in the “zalgo” (overlapping/spilling unicode characters) sense. Though, my favorite glitchr posts aren’t formally “glitchy” at all. A couple of times he’s managed to post animated images on a facebook post && folks go crazy; a barrage of comments quickly follow below along the lines of “OMG how did you do that? show me show me show me” …and shortly after facebook will “fix” the bug/work. This leaves a frozen image the comments below now functioning as testimonials, and in that moment these [often] invisible politix embedded w/in the system are brought to the fore.   Glitchr (aka Laimonas Zakas), Twitter account (ongoing). Screenshot. This is the kind of perspective/approach many of us involved in the GLI.TC/H (as in the confernece/festival/gathering, not to be confused w/ your project glti.ch karaoke) are interested in. While most of us are also interested in the aesthetics of artifacts, this is different from (though it overlaps w/) our interest in the glitch as a break, a tactic, a slippage, an intervention—this is where it can become political. DR: I can read your work as a network of attempts to intervene in the course of things (for better or worse; with aesthetic, technical and/or social results). But the role of human intent in that disruption is trickier to determine. You motivate subjects to empower themselves through instigated complexities or stumbled upon accidents” [1] that are by definition beyond their control. How do you deal with this contradiction? Is there a “glitch politics”? And if so, is it more about human intervention or the intervention of the glitches themselves? NB: [ the perceived contradiction ]: can encouraging a digital practice like glitch art which compromises control still grant folks digital agency? Absolutely (we’re only compromising partial control afterall). Databending101 (a la stAllio!) for example: pick the pic you wanna hack (choice) + where && by which means (choice), then see what happens (chance); while the details w/in the composition of artifacts are usually beyond our control, it’s in peaking under the hood + the realizations/perspective that comes w/it that as practitioners/users/netizens we gain agency… not in the production of objects/artifacts. I like this “network of attempts to intervene,” I think definitely the majority of my better projects are nodes in an “intervention network” >> I’m thinking my artwarez, tutorialz, installations (virtual+physical), courses && organizational efforts >> worx/efforts which require participation. Personally, I’m less interested in aesthetic functionalism—in producing an object/artifact which is itself an end meant to be “experienced” or contemplated for its own sake. I’m interested in adding nodes to a larger network >> participating in specific conversations [ internet culture, digital rights, intellectual property, media && digital literacy, human>computer interface/relationships, etc ]; I do this by contributing projects that are often literally meant to be “used,” usually as a way to introduce/enable others to a convo + share my point/poke on/in/at a convo. Again, this is why I’m so interested in tutorials as a form, it can be a utility and an essay simultaneously. in re:to “glitch politi[x]” + human/glitch: I think glitches are human artifacts more so than digital ones. Computers don’t make mistakes, People do; programmers leave memory leaks, users input bad data… the computer will “bug” out in the same predictable way given the same bad data, we only call that moment a “glitch” when it catches us off guard. That moment can then become political when we leverage it as a tactic for political use: to call out the influence of predominantly invisible systems.  Second-Half Questionnaire: Age: 27 Location:Chicago, IL ▒▒▒▒▒▒▒▒▒▒▒▒▒   ✶  ✶  ✶  ✶ ▒▒▒▒▒▒▒▒▒▒▒▒▒ How long have you been working creatively with technology? How did you start? + Describe your experience with the tools you use. How did you start using them? + Where did you go to school? What did you study? I’m lucky to have a mom who as early as I was born (I was 0yrs she was 21yrs) gave me a sketch pad + pencils but also sat me down in front of her computer, which she built (she was an amatuer painter getting her BA in computer science). My mom taught me how to use Office95 when it came out (I was 9yrs) and I started making “games” with PowerPoint’s presentation mode. In middle-school/high-school I got way more into traditional media (illustration, photography and video) + went to film school (at the University of Central Florida) convinced I wanted to be a filmmaker. Even though I had been working commercially in wwweb dev since high school (with my cousin Paul Briz who taught me HTML in NotePad! O__O), it wasn’t till later in college that I realized… “oh shit! this is what I should be making wurk with && about” and quickly abandoned all the romantic-notions/fetishes I had for analog materials (like film). In college I found my way to Rhizome && UbuWeb + came across rad wurk folks were making in Chicago &&thus decided that’s where I needed to be >> applied to SAIC for grad-school >> moved to Chi + am wurking/living here now.   What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I call myself a ‘new-media artist’ because I use predominantly digital technologies to make wurk about digital culture. But I guess I could just as well call myself a conceptual +/or political +/or contemporary artist. I use the media which most appro[pirate]ly gets the job done… it’s 2013, so these tend to be wwweb/digital media.  Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? yea definitely, I usually refer to myself as an artist/educator/organizer, the lines between these are blurry (ex: I’m really interested in the ‘web video tutorial’ as a kinda essay-video form + makewurk in this form, but thesevideos I make are also simultaneously/literally tutorialz + I also simultaneously teach the same material atactualinstitutions). I mentioned before I make wurk with but also about digital culture + a major focus the last few years for me has been digital rights && digital literacy >> I make wurk about this + I teach courses on these subjects + I organize lots of events (shows/festivals/conferences) around these themes …these are blurry distinctions. Who are your key artistic influences? …should I list ’em? I’ve stolen ideas from a lot of folks >> some of them are dead: Marcel Duchamp, John Cage, Stan Brakhage, some of them are alive + I follow ’em online: Joshua Davis, Cory Doctorow, jodi, Evan Roth, Squarepusher, Elisa Kreisinger, Cornelius, Mary Flanagan, Olia Lialina, Alexei Shulgin + many of them are my friends/collaborators/students: jonCates, jon.satrom, Rosa Menkman, Evan Meaney… actually imma stop there and let that list feed into the next question… Have you collaborated with anyone in the art community on a project? With whom, and on what? Mos definitely yes!!! + my most valuable xperiences stem from these collaborations + revolve around community + this is why I moved to Chicago: to partake in these communities. For me these collaborations usually take the form of project/event-organizational ventures, the largest of which is probably the GLI.TC/H festival/conference/gathering, which I’ve been co-organizing (with lots of people, namely jon.satrom +Rosa Menkman) for over 3yrs now. I mentioned before the lines between artist/educator/organizer are pretty blurry >> what I mean by this is nuanced [save detailz] this is a mode of operating familiar to lots of Chicago [dirty] new-media folks which I’ve adopted + learned predominantly from wurking with jonCates (whose practice is much more nuanced/complex than I can get into + whose had an undeniable && guileful influence on me + many others here in Chi). I also wurk a lot w/jon.satrom [undoubtedly one of my biggest influences + one of the most brilliant artists on the planet] + currently working w/other local artists/educators/organizers like Christy LeMaster (on splitbeam) +Jason Soliday && Jeff Kolar (on NO-MEDIA) +Joseph (yyolk) Chiocchi (on 0p3nr3p0.net) + am constantly inspired by + partaking in new-media adventures w/other presently chicago-based folks: Aaron Zarzutzki, Adam Trowbridge, Alex Halbert, Alex Inglizian, Alfredo Salazar-Caro, Andrew Rosinski, Ben Baker-Smith, Ben Syverson, Beth Capper, Bryan Peterson, Dave Musgrave, Ei Jane Janet Lin, Emily Kuehn, Entro MC,  Eric Fleischauer, Evan Kühl, Grayson Bagwell, Harvey Moon, Jake Elliott, James Connolly, Jessica Westbrook, Josh Billions, Kevin Carey, Lisa Slodki, Lori Felker, Mark Beasley, Monica Panzarino, Nick Kegeyan, Patrick Lichty, Paul Hertz, Ryan T Dunn, Sam Goldstein, Shawne Holloway, Tamas Kemenczy, Theodore Darst, William Robertson… …ok, imma stop there >> I realize this may read as an obnoxiously long list, but these are all folks w/out whom my wurk/reality would be very different, these are the folks I chat w/on a regular basis +/or collaborate w/ +/or participate w/ +/or am inspired by. I like to think the wurk I do is about larger digital issues (digital rights, digital literacy, networked culture, intellectual property, etc) accessible/applicable to a global village/community well beyond my local one… but these are folks I regularly steal all my ideas from… and happen to be local. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? yea I think this is always a great question, my students always want to know how new-media artists (at least in the States) make their monie$ >> for me it’s pretty modular: I teach new-media && digital art/literacy courses at a couple institutions here (the Marwen Foundation && the School of the Art Institute of Chicago) + I develop miscellaneous digital projects (apps, wwweb, installations) for different clients w/ Branger_Briz (my cousin’s agency, the same one who taught me HTML in high-school). I’d say it definitely relates to my practice… or rather that it is my practice in that I’d probably be doing something else entirely if I wasn’t a ‘new-media artist/educator/organizer’ …again, these are blurry distinctions. [imma combine these]: Do you actively study art history? + Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? yes && yes. I’m xtreamly interested in the parallel/perpendicular + complementing/contradicting + fringe && mainstream narratives that make up the histories of the conversations I’m invested in: media art histories, computer science histories, digital folk histories, Chicago histories, activist histories, piracy histories, etc. I read lots of criticism/philosophy/theory… I’m inspired by lots of folks: lots of contemporary/mainstream digital culture folks (Lessig, Shirky, Jenkins, Benkler, Stallman) + netstream new media art folks (Lialina, Galloway, the “software studies” crowd) + academix/bloggers/podcasters I follow closely (Katie Salen, Larisa Mann, Yoani Sánchez, Anita Sarkeesian) + the writings of many of my collaborators like Rosa Menkman && jonCates. And then of course the theoretical giants that influence most of us, in particular ideas like Martin Heidegger’s notion of ‘enframing’, that rather than looking at technologies simply as tools, we’re better served by considering how they are symptomatic of our particular world view. This has been key to my understanding of technologies as indicative of prevailing ideologies >> McLuhan’s perspectives too, specifically the medium-is-the-message angle, rather than getting lost in the content the media carries (and similarly the utility a technology provides) we should consider how the technology itself changes (often completely turns on its head) our relationship to each other and the world. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? christ… that’s a can’o’worms. I’ve got lots of vibez here, but I’ll keep it short… one thing I think a lot about (for ex) is new-media art archives. I’m a fan of bittorrent as a technology: it’s distributed/redundant && (especially for small institutions/projects) xtreamly efficient. Why don’t we have more new-media art archives leveraging this technology? Where can I get the ArtBase torrent? There’s precedence for it (thinking Jason Scott && the Archive Team‘s GeoCities torrent) but it’s also been stigmatized + somehow branded as anti-artist-interest. Similarly, for as much as the new-media art wurldz likes to talk about “Open Source” conceptually, we’ve got a lot to learn (especially structurally) from that community. Why aren’t more new-media art archives versioned like open-source projects? this would solve all kinds of exhibition headaches that arise when attempting to display new-media pieces that are 3+ yrs old (and thus require ‘antiquated’ technology)… again, this is a much larger convo, I’m being a little flippant… but I’m happy to have nuanced convos w/interested parties at more length elsewhere   cool! thnx for the chat Daniel ^__^ ../n!ck

[1] Briz, Nick. Glitch Art Historie[s]:  contextualising glitch art – a perpetual beta, in “READER[R0R], GLI.TC/H 20111”. pg. 55. https://gli.tc/h/readerror, 2011. 

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Mon, 15 Jul 2013 07:41:17 -0700 https://https:0//rhizome.org/editorial/2013/jul/15/artist-profile-nick-briz#new_tab
<![CDATA[Artist Profile: Nick Briz]]> http://rhizome.org/editorial/2013/jul/15/artist-profile-nick-briz

Part of an ongoing series of interviews with artists who have developed a significant body of work but may not (yet) be well known to our readers. Nick Briz is an artist/educator/organizer living in Chicago, and co-founder of the conference and festival GLI.TC/H. This interview took place via Google Drive.

Nick Briz, The Glitch Codec Tutorial (2010-2011). Screenshot from YouTube video. Daniel Rourke: You are involved in an "improvisational realtime/performance media art event" at the moment called "No Media," where participants are explicitly discouraged from preparing before they take part, or from creating documentation of any kind. I was lucky enough to see the first iteration of No-Media at GLI.TC/H 2112. I think my favourite performance involved a collaboration between Evan Kühl (of Vaudeo Signal), Curt Cloninger and yourself, scrambling to get something, anything, to work. The mania of this performance stood out because of its simplicity. At base I was watching a blindfolded anarchic poet stammering over ambient noise, but it really felt as if something important had happened. I wanted to start from this stripped-back position. Before we talk about media, why no media? Nick Briz: NO-MEDIA was initially a performance experiment proposed by Jason Soliday for GLI.TC/H 2112 >> && Jason + Jeff + I have continued organizing 'em since. The premise is this: artists w/any kind of performative discipline (realtime A/V, jazz, dance, expanded cinema, noise, comedy, spoken word, etc) sign up. They get randomly paired w/two other performers at a random point in the evening (no one knows when or who until their names show up on the screen). They perform for 10mins. You’re not allowed to prepare any material (bring what tools/gear/props you want but there's NO time set aside for preparation) and there's NO documentation.  So far they've been a lot of fun, very messy + very inspiring. Re:my performance with Curt and Evan at the first NO-MEDIA, I'm not totally sure if this is the "something" you refer too... but for me there was a point a few mins into the performance where I realized what I was trying to do (some google chrome live coding) wasn't going to work... and I stopped... and I looked over at Evan and Curt... and totally changed my game plan... I don't want to go into detail re:what I started to project on a blindfolded Curt Cloninger... cause I don’t want to break the second rule of NO-MEDIA (no documentation ;) DR: Your recent video essay, an open letter to Apple Computers, garnered a lot of support from glitch art / (new) media art communities. Can you talk about the politics of this work, and how it relates to glitch art methodologies?

Nick Briz, Apple Computers (2013). Single-channel video with sound. NB: My personal relationship w/Apple is as complicated as it is b/c of glitch >> intentionally invoking glitches is usually a kind of misuse... and when you misuse Apple technology the (often invisible) politix embedded in their systems become very clear + am forced to reconcile 'em. The video is about that impossible reconciliation between my tech dependencies && my politix. I made the video for a screening organized by jonCates of remixes of work from the Phil Morton Memorial Archive + is a [re]mix/make of his 1976 video tape General Motors, where Phil, an artist and professor at the School of the Art Institute of Chicago at the time, addresses similar issues re:his + his community's relationship to && dependence on technology && tech-industries. As a professor at the same school + artist w/in the same community (nearly 40yrs later) dealing w/very similar problems w/similar industries... it seemed an appropriate issue to tackle && appropriate format to tackle it in. 

Extract from Phil Morton, General Motors (1976). Single-channel video with sound. DR: Many of your projects tap into the “democratizing” potential of digital art, from your work to crack open codecs, through to your recent New Media One-Liner on The New Aesthetic, where you programmed and openly distributed a heap of scripts and libraries for anyone and everyone to mess around with. NB: Yea, one thing those two pieces have in common is my interest in the "tutorial" as a form (+  pedagogy in general). theNewAesthetic.js is an executable-essay / open-source javascript artware-library for quick [re]production of "New Aesthetic" compositions and related new-media art tropes. So by that I mean it's literally a functional tool/utility with thorough documentation, examples and video tutorial, but it's also an essay + my comment/critique on the whole NA conversation. The source code to the library can be read as a kind of code-essay. Similarly, the Glitch Codec Tutorial is a lesson in hacking video codecs to make glitch art, but also a video essay on the assumptions/influence digital systems make/have on us + their embedded politix + glitch's potential (as a practice) to make us aware of these assumptions/influence.

Nick Briz, theNewAesthetic.Js (2012). Screenshot from online tutorial. DR: Now that "the glitch" has broken through into mainstream culture as a technical, aesthetic trope, does the glitch still have this political potential? Or is it merely a visual style? NB: As far as glitch's political/social potential specifically, sometimes folks have a hard time understanding the obvious political ramifications b/c they conflate glitch (as a concept, a moment, a break) with the aesthetic its more commonly associated with; it's becoming more important to separate these two things: glitch art && glitch aesthetics (or better: the aesthetics of digital artifacts). There's obviously a venn-diagram overlap going on here, but not everything that loox "glitchy" is actually a "glitch" (or break in a system). For example, a datamoshing filter in a title sequence of a hollywood film might render the text with digital artifacts, but nothing's actually "glitching" (technically or conceptually). Likewise, not all glitch art loox 'glitchy.' A great example is Glitchr, the online [ facebook, tumblr && twitter ] handle of artist + social media Interventionist, Laimonas Zakas. Glitchr has made it his mission to find + exploit bugs + holes w/in social media systems. His work is often formally "glitchy" but not in the compression artifact sense, but in the "zalgo" (overlapping/spilling unicode characters) sense. Though, my favorite glitchr posts aren't formally "glitchy" at all. A couple of times he's managed to post animated images on a facebook post && folks go crazy; a barrage of comments quickly follow below along the lines of "OMG how did you do that? show me show me show me" ...and shortly after facebook will "fix" the bug/work. This leaves a frozen image the comments below now functioning as testimonials, and in that moment these [often] invisible politix embedded w/in the system are brought to the fore.   Glitchr (aka Laimonas Zakas), Twitter account (ongoing). Screenshot. This is the kind of perspective/approach many of us involved in the GLI.TC/H (as in the confernece/festival/gathering, not to be confused w/ your project glti.ch karaoke) are interested in. While most of us are also interested in the aesthetics of artifacts, this is different from (though it overlaps w/) our interest in the glitch as a break, a tactic, a slippage, an intervention—this is where it can become political. DR: I can read your work as a network of attempts to intervene in the course of things (for better or worse; with aesthetic, technical and/or social results). But the role of human intent in that disruption is trickier to determine. You motivate subjects to empower themselves through instigated complexities or stumbled upon accidents” [1] that are by definition beyond their control. How do you deal with this contradiction? Is there a "glitch politics"? And if so, is it more about human intervention or the intervention of the glitches themselves? NB: [ the perceived contradiction ]: can encouraging a digital practice like glitch art which compromises control still grant folks digital agency? Absolutely (we're only compromising partial control afterall). Databending101 (a la stAllio!) for example: pick the pic you wanna hack (choice) + where && by which means (choice), then see what happens (chance); while the details w/in the composition of artifacts are usually beyond our control, it's in peaking under the hood + the realizations/perspective that comes w/it that as practitioners/users/netizens we gain agency... not in the production of objects/artifacts. I like this "network of attempts to intervene," I think definitely the majority of my better projects are nodes in an "intervention network" >> I'm thinking my artwarez, tutorialz, installations (virtual+physical), courses && organizational efforts >> worx/efforts which require participation. Personally, I'm less interested in aesthetic functionalism—in producing an object/artifact which is itself an end meant to be "experienced" or contemplated for its own sake. I'm interested in adding nodes to a larger network >> participating in specific conversations [ internet culture, digital rights, intellectual property, media && digital literacy, human>computer interface/relationships, etc ]; I do this by contributing projects that are often literally meant to be "used," usually as a way to introduce/enable others to a convo + share my point/poke on/in/at a convo. Again, this is why I'm so interested in tutorials as a form, it can be a utility and an essay simultaneously. in re:to "glitch politi[x]" + human/glitch: I think glitches are human artifacts more so than digital ones. Computers don't make mistakes, People do; programmers leave memory leaks, users input bad data... the computer will "bug" out in the same predictable way given the same bad data, we only call that moment a "glitch" when it catches us off guard. That moment can then become political when we leverage it as a tactic for political use: to call out the influence of predominantly invisible systems.  Second-Half Questionnaire: Age: 27 Location:Chicago, IL ▒▒▒▒▒▒▒▒▒▒▒▒▒   ✶  ✶  ✶  ✶ ▒▒▒▒▒▒▒▒▒▒▒▒▒ How long have you been working creatively with technology? How did you start? + Describe your experience with the tools you use. How did you start using them? + Where did you go to school? What did you study? I’m lucky to have a mom who as early as I was born (I was 0yrs she was 21yrs) gave me a sketch pad + pencils but also sat me down in front of her computer, which she built (she was an amatuer painter getting her BA in computer science). My mom taught me how to use Office95 when it came out (I was 9yrs) and I started making "games" with PowerPoint's presentation mode. In middle-school/high-school I got way more into traditional media (illustration, photography and video) + went to film school (at the University of Central Florida) convinced I wanted to be a filmmaker. Even though I had been working commercially in wwweb dev since high school (with my cousin Paul Briz who taught me HTML in NotePad! O__O), it wasn't till later in college that I realized... "oh shit! this is what I should be making wurk with && about" and quickly abandoned all the romantic-notions/fetishes I had for analog materials (like film). In college I found my way to Rhizome && UbuWeb + came across rad wurk folks were making in Chicago &&thus decided that's where I needed to be >> applied to SAIC for grad-school >> moved to Chi + am wurking/living here now.   What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I call myself a 'new-media artist' because I use predominantly digital technologies to make wurk about digital culture. But I guess I could just as well call myself a conceptual +/or political +/or contemporary artist. I use the media which most appro[pirate]ly gets the job done... it's 2013, so these tend to be wwweb/digital media.  Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? yea definitely, I usually refer to myself as an artist/educator/organizer, the lines between these are blurry (ex: I'm really interested in the 'web video tutorial' as a kinda essay-video form + makewurk in this form, but thesevideos I make are also simultaneously/literally tutorialz + I also simultaneously teach the same material atactualinstitutions). I mentioned before I make wurk with but also about digital culture + a major focus the last few years for me has been digital rights && digital literacy >> I make wurk about this + I teach courses on these subjects + I organize lots of events (shows/festivals/conferences) around these themes ...these are blurry distinctions. Who are your key artistic influences? ...should I list 'em? I've stolen ideas from a lot of folks >> some of them are dead: Marcel Duchamp, John Cage, Stan Brakhage, some of them are alive + I follow 'em online: Joshua Davis, Cory Doctorow, jodi, Evan Roth, Squarepusher, Elisa Kreisinger, Cornelius, Mary Flanagan, Olia Lialina, Alexei Shulgin + many of them are my friends/collaborators/students: jonCates, jon.satrom, Rosa Menkman, Evan Meaney... actually imma stop there and let that list feed into the next question... Have you collaborated with anyone in the art community on a project? With whom, and on what? Mos definitely yes!!! + my most valuable xperiences stem from these collaborations + revolve around community + this is why I moved to Chicago: to partake in these communities. For me these collaborations usually take the form of project/event-organizational ventures, the largest of which is probably the GLI.TC/H festival/conference/gathering, which I've been co-organizing (with lots of people, namely jon.satrom +Rosa Menkman) for over 3yrs now. I mentioned before the lines between artist/educator/organizer are pretty blurry >> what I mean by this is nuanced [save detailz] this is a mode of operating familiar to lots of Chicago [dirty] new-media folks which I've adopted + learned predominantly from wurking with jonCates (whose practice is much more nuanced/complex than I can get into + whose had an undeniable && guileful influence on me + many others here in Chi). I also wurk a lot w/jon.satrom [undoubtedly one of my biggest influences + one of the most brilliant artists on the planet] + currently working w/other local artists/educators/organizers like Christy LeMaster (on splitbeam) +Jason Soliday && Jeff Kolar (on NO-MEDIA) +Joseph (yyolk) Chiocchi (on 0p3nr3p0.net) + am constantly inspired by + partaking in new-media adventures w/other presently chicago-based folks: Aaron Zarzutzki, Adam Trowbridge, Alex Halbert, Alex Inglizian, Alfredo Salazar-Caro, Andrew Rosinski, Ben Baker-Smith, Ben Syverson, Beth Capper, Bryan Peterson, Dave Musgrave, Ei Jane Janet Lin, Emily Kuehn, Entro MC,  Eric Fleischauer, Evan Kühl, Grayson Bagwell, Harvey Moon, Jake Elliott, James Connolly, Jessica Westbrook, Josh Billions, Kevin Carey, Lisa Slodki, Lori Felker, Mark Beasley, Monica Panzarino, Nick Kegeyan, Patrick Lichty, Paul Hertz, Ryan T Dunn, Sam Goldstein, Shawne Holloway, Tamas Kemenczy, Theodore Darst, William Robertson... ...ok, imma stop there >> I realize this may read as an obnoxiously long list, but these are all folks w/out whom my wurk/reality would be very different, these are the folks I chat w/on a regular basis +/or collaborate w/ +/or participate w/ +/or am inspired by. I like to think the wurk I do is about larger digital issues (digital rights, digital literacy, networked culture, intellectual property, etc) accessible/applicable to a global village/community well beyond my local one... but these are folks I regularly steal all my ideas from... and happen to be local. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? yea I think this is always a great question, my students always want to know how new-media artists (at least in the States) make their monie$ >> for me it's pretty modular: I teach new-media && digital art/literacy courses at a couple institutions here (the Marwen Foundation && the School of the Art Institute of Chicago) + I develop miscellaneous digital projects (apps, wwweb, installations) for different clients w/ Branger_Briz (my cousin's agency, the same one who taught me HTML in high-school). I'd say it definitely relates to my practice... or rather that it is my practice in that I'd probably be doing something else entirely if I wasn't a 'new-media artist/educator/organizer' ...again, these are blurry distinctions. [imma combine these]: Do you actively study art history? + Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? yes && yes. I'm xtreamly interested in the parallel/perpendicular + complementing/contradicting + fringe && mainstream narratives that make up the histories of the conversations I'm invested in: media art histories, computer science histories, digital folk histories, Chicago histories, activist histories, piracy histories, etc. I read lots of criticism/philosophy/theory... I'm inspired by lots of folks: lots of contemporary/mainstream digital culture folks (Lessig, Shirky, Jenkins, Benkler, Stallman) + netstream new media art folks (Lialina, Galloway, the "software studies" crowd) + academix/bloggers/podcasters I follow closely (Katie Salen, Larisa Mann, Yoani Sánchez, Anita Sarkeesian) + the writings of many of my collaborators like Rosa Menkman && jonCates. And then of course the theoretical giants that influence most of us, in particular ideas like Martin Heidegger's notion of 'enframing', that rather than looking at technologies simply as tools, we're better served by considering how they are symptomatic of our particular world view. This has been key to my understanding of technologies as indicative of prevailing ideologies >> McLuhan's perspectives too, specifically the medium-is-the-message angle, rather than getting lost in the content the media carries (and similarly the utility a technology provides) we should consider how the technology itself changes (often completely turns on its head) our relationship to each other and the world. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? christ... that's a can'o'worms. I've got lots of vibez here, but I'll keep it short... one thing I think a lot about (for ex) is new-media art archives. I'm a fan of bittorrent as a technology: it's distributed/redundant && (especially for small institutions/projects) xtreamly efficient. Why don't we have more new-media art archives leveraging this technology? Where can I get the ArtBase torrent? There's precedence for it (thinking Jason Scott && the Archive Team's GeoCities torrent) but it’s also been stigmatized + somehow branded as anti-artist-interest. Similarly, for as much as the new-media art wurldz likes to talk about "Open Source" conceptually, we've got a lot to learn (especially structurally) from that community. Why aren't more new-media art archives versioned like open-source projects? this would solve all kinds of exhibition headaches that arise when attempting to display new-media pieces that are 3+ yrs old (and thus require 'antiquated' technology)... again, this is a much larger convo, I’m being a little flippant... but I'm happy to have nuanced convos w/interested parties at more length elsewhere :)  cool! thnx for the chat Daniel ^__^ ../n!ck

[1] Briz, Nick. Glitch Art Historie[s]:  contextualising glitch art - a perpetual beta, in “READER[R0R], GLI.TC/H 20111”. pg. 55. http://gli.tc/h/readerror, 2011. 

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Mon, 15 Jul 2013 07:41:17 -0700 http://rhizome.org/editorial/2013/jul/15/artist-profile-nick-briz
<![CDATA[Datamoshing the Land of Ooo: An Interview with David OReilly]]> https://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly/#new_tab

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time.

David OReilly is a 3D animator’s 3D animator. Embracing a stripped-back aesthetic that foregrounds the very processes of animation, OReilly—whose past short films include award-winning titles “The External World” (2011) and “Please Say Something” (2009)—is recognized as much for his astute grasp of dark, abstract comedy as for his unique approach to visual design. Drawing on glitch aesthetics, underground Japanese Manga and the most parasitic of Internet memes, OReilly forges original compositions from the debris of contemporary culture. On April 1, Cartoon Network aired an episode of primetime television series Adventure Time that was written and directed by OReilly. Entitled “A Glitch is a Glitch,”[1] the episode tells the story of a villain who creates a computer virus to delete all of the other characters in the show, with the exception of his love interest. The other characters must weed out and destroy this glitch in the system. “A Glitch is a Glitch” arrived a couple of weeks before a new ‘viral’ trailer for Superman reboot Man of Steel, which also used glitchy datamoshing techniques to deliver its message. It seems significant that as glitch aesthetics take root in the Hollywood mainstream, a young animator, who has creatively embraced glitches for years, would make a television cartoon devoted to weeding them out.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: How did you become involved with Adventure Time? DO: Pen (the creator of the show) was a fan of my short films and got in touch in early 2010. At the time I was making The External World and wasn’t able to jump ship, so it was put on hold. About a year later I had moved to LA and we ran into each other a few times and started talking about it again. DR: At what stage did the music producer Flying Lotus (Steven Ellison) become involved with the project?  DO: Steve is a friend and knew I was doing this early on. We were originally planning on doing a completely different intro that he would score, so he sent over some tracks during production. In the end we didn’t have time or money to do that intro, so the end credits sequence was born. DR: Were there any restrictions and/or stipulations on what you could do with the show? DO: Creatively, Pen really wanted me to do my own thing. The writers on the show are really good, and I would have been happy to animate one of their storyboards—but he really wanted me to do all that stuff myself. I can’t think of a precedent for that. It may be the only animated show in history to let a total outsider write and direct an episode. As far as restrictions, there were a few because ultimately it’s for children’s TV. A few jokes were cut or toned down, which was frustrating at the time, but I’m proud of what made it to air.  

In-progress footage from David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: A Glitch is a Glitch features a clip from another work of yours where a grey, doll-like woman swallows her own hair. In Adventure Time, the clip arrives through the window on a floppy disc taped to a brick. Jake and Finn watch the clip, which then seems to bring the glitch into being. There’s a couple of references here to the Japanese film, Ring (1998), in which a VHS tape must be watched, copied and passed on in order that the “original” viewer not die. Your doll woman in particular echoes and subverts a memorable motif from the Ring franchise, having the long-haired spectral figure literally eat herself like an ouroboros. DO: I think that was misinterpreted by the fans. That clip isn’t an earlier work—I made it alongside the episode and released it a week before. For that scene I was kind of thinking about those shock sites you see when you’re younger. Back in my day it was tubgirl or goatse; they were passed around and became these enigmatic things you had to see. Kids now are way more exposed to that stuff—and probably at a far younger age. A lot of people complained that scene was too extreme for kids’ TV, but I think people don’t give them credit for what they can tolerate. If they have the Internet they’re pretty much exposed to the open mouth of hell at all times. 

Process images, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: The shock value of your work is often emphasised by your allegiance to cute—kawaii—figures. Adventure Time feels like a good fit for that contradiction to play out. Do you have any major influences when it comes to addressing this balance? Other than Goatse, of course.  DO: I should say the scene of the girl eating her hair wasn’t about shocking the audience, it was about getting Finn & Jake to feel sick. Only a few seconds of it appears in the actual episode. In general I never think about shock value in any project because it implies there’s no meaning behind the images. Surprise might be a better word; I’m interested in using animation for ideas that it isn’t typically used for. Of course, some people were shocked, but that’s mainly because they expected a regular 2D episode—and the story existed outside of the show’s canon. DR: In your essay Basic Animation Aesthetics, you talk about bringing consistency and coherence to the 3D worlds you create. At a few points in the Adventure Time episode, as the glitch tears through the Land of Ooo, things get stripped back to their elements, which in this case appears to be the software interface itself . I wondered whether you could talk about restrictions in relation to 3D animation. How did you force yourself to “think outside the box” with this project?  DO: In general I try to find ideas which justify being in 3D animation. On this project, I wanted to focus on glitch as a narrative device. I had been doing that stuff a fairly long time ago, but my interests shifted to story, so I abandoned it for a while. This was a chance to really use both these interests in one project. It’s a back and forth between what works for the story and what’s interesting visually; you can’t structure a narrative around a bunch of interesting visual ideas and vice versa. The world being deleted allowed for a lot of visual corruption of things so that seemed to fit.

Still image from “Treehouse of Horror VI” (1995), segment entitled “Homer3. Episode of The Simpsons. DR: I was reminded of the 1995 episode of The Simpsons, “Treehouse of Horror VI,” which featured a segment titled “Homer3.” I couldn’t resist this reference I found on Wikipedia: “One of the key shots in Homer3 was where Homer steps into the 3D world and his design transitions into 3D. Bill Oakley considers the shot the ‘money shot’ and had a difficult time communicating his idea to the animators.” I wondered whether you could think of an equivalent, troublesome “money shot“ in your AT episode?  DO: There were a lot of technical hurdles. In general, doing stylistic glitch is easy compared to doing good character animation. Mixing the two gets very tricky though. One of the hardest things was corrupting the scene near the end of the entire broadcast so that the earlier clip is superimposed over Finn & Jake to give them an idea (i.e., using glitch as a kind of thought bubble). It was easy to storyboard that idea, but making it work properly took a lot of grind. DR: How much of the “stylistic” glitching came directly from “real” glitches? In other words, what processes did you use to introduce random, glitchy elements into the design process? Did you have to cheat to get the “stylistic” results you wanted? DO: It was all generated from “real” glitches—but since everything is run through compositing software and sort of controlled you could also say it was all fake. The glitches needed to begin locally—inside objects—then spread out until they became part of the scene itself. The local stuff was done by generating a ton of sprites that had random pixels move outwardly to create the colorful flourishes we associate with video compression. These had a decent amount of control—a blob of glitchy stuff could move around a scene, for example. Once the scenes were fully animated and rendered the global full-frame glitches were done. There was some jpeg corruption added on top of the battle scene at the end.

Screenshot from design process, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: Some of the behind-the-scenes images you sent me are overlaid with interface elements that appear as part of the glitches that engulf Jake and Finn. This made me think again about the hand-drawn corrections made at the design stage (the scribbles repositioning Jake’s thumb, for instance). Your work merges and disguises the layers that exist between design, interface, 3D environment, characters and story. All of them are blurred via post-produced digital effects that seem to mimic the story itself (with characters having to literally swallow themselves in order reboot the glitchy world of Ooo). I wondered if you could say something about all these story arcs, design self-references and post-produced “mistakes”? DO: In every case with design, it has to be intentional. Even if there are chaotic elements, it still has to be intentional or controlled in some way—otherwise you’re just showing off the tools and probably not communicating an idea. Some people might disagree but that’s my feeling about it. There’s a kind of back and forth between software and idea that goes on when I work in 3D, because to me it’s weird NOT to acknowledge that everything is fake and animation is basically an optical illusion – but it’s still ultimately a medium to get ideas across. I don’t want style or design to be center stage—it’s just something that happens in the translation process from brain to screen. DR: To my eye some of these effects look painterly, like video codecs corrupted on purpose, or what is commonly referred to as “datamoshing.” Could you let us into some of the processes you used to make that painterly aesthetic?  DO: There was a few layers of stuff going on. Some effects were applied as part of the 3D scene and others as a post-process. The painterly aspect of compression comes from the codec trying and use motion data over a static image, so that image is pushed and smudged around leaving these colorful trails and blotches. I also generated a lot of moiré patterns for the “time tunnel” sequence. I’ve wanted to use moiré effects for a while, they’re another example of the computer generating seemingly organic results from limited input. They’re also really damn pretty. DR: You’ve talked in the past about viewers becoming used to 3D aesthetics over time, meaning that a technical approach “that once would stun an audience with its realism now barely has any effect.” [2] I wonder whether you think glitch can become more than just another addition to the “rapidly expanding aesthetic library”? [3] DO: Glitch in its current incarnation will date like everything else. It’s a motif associated with jpeg and DivX compression, and we won’t be using those formats forever. In the 80s & 90s, there were a lot of analog errors being explored, and the errors in the 2020s will probably look a lot different.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: A lot of your distinctive visual style stems from the way you strip back the clutter of 3D design. Was there ever a chance you might have stuck with the 2D look of Adventure Time?  DO: I don’t think so. As much as I loved getting to know those characters and trying to write for them, I also really love 3D. I still feel it’s at its earliest stage and I get excited about doing ideas that only work in that medium.  DR: I’d like to move on to the question of how your work circulates on the Internet and feeds into a culture of artistic re-use. You recently released all 65 character rigs from your project The External World, allowing anyone to modify and re-use them in their own (non-commercial) projects. Have there been any surprising results from doing this?  DO: It’s still early days with those, I haven’t seen more than a few tests done with them. One animator has decided to use them for 51 animation exercises. I’d like to see them do interactive stuff, but that may take a while. DR: A few months ago you collated some of your creative influences for a Russian design magazine. Who inspires you at the moment? DO: The Adventure Time storyboard writers are awesome (literally all of them). In 3D I like the work of Andrew Benson and Robert Seidel. In comics I can’t get enough of Chris Ware and Jason. About 100 other people. I can’t list them all off because I’d think of another 100. 

David OReilly, “Mindsploitation Timelapse” (2013). Single-channel video with sound. DR: You recently shared a video showing the design process behind your cover for Mindsploitation, a book by Vernon Chatman. What are you working on next? DO: I had been working on that book for about a year. As with every project, I never talk about it. As much as possible I try to maintain the lowest expectations from people.  DR: And finally, do you have any advice for young, aspiring visual designers? The next generation of glitchers and creators! DO: It’s hard to not use clichés for questions about advice. Most people say the same thing over and over, which 99% of the time is a way to dodge it. Here is some random crap I would tell my 15 year old self: get off social networks, finish every project even if you think it’s bad, be happy to have free time and use the hell out of it, do more drugs, keep a diary. This conversation between Daniel Rourke and David OReilly took place between April 10 and 24, 2013, on Google Drive.    References:

[1] The Glitch is a Glitch is not available on YouTube or Vimeo – here instead is an unofficial, unendorsed link to the episode from the darkest recesses of the web [2] David OReilly, “Basic Animation Aesthetics,” 2009, 7. 

[3] Ibid.  

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Thu, 25 Apr 2013 05:00:00 -0700 https://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly/#new_tab