MachineMachine /stream - tagged with error en-us LifePress <![CDATA[Computers Evolve a New Path Toward Human Intelligence]]>

In 2007, Kenneth Stanley, a computer scientist at the University of Central Florida, was playing with Picbreeder, a website he and his students had created, when an alien became a race car and changed his life.

Sat, 09 Nov 2019 10:51:26 -0800
<![CDATA[Compression Aesthetics: Glitch From the Avant-Garde to Kanye West – InVisible Culture]]>

Carolyn L. Kane In a world that esteems technological efficiency, immediacy, and control, the advent of technical noise, glitch, and failure—no matter how colorful or disturbingly beautiful—are avoided at great costs.

Tue, 09 Oct 2018 09:50:47 -0700
<![CDATA[How Does Glitch Art Reflect Society? - DailyBreadMag]]>

21.10.2016 We are living in the digital era, no doubt. Everything is going digital lately, so it’s no surprise to also see the growth of the digital art sphere. Today let’s focus on glitch art.

Thu, 27 Oct 2016 12:48:05 -0700
<![CDATA[All About Glitch: Datamoshing - Notes on Design]]>

In our second installment on Glitch Art we’re going to look at a type of glitch that is made using the compression artifacts from digital video called datamoshing. Datamoshing visual effects usually appear like small colorful squares sprinkled across a screen like confetti.

Thu, 20 Oct 2016 03:05:16 -0700
<![CDATA[“The wilderness in the machine”: Glitch and the poetics of error | CHRISTINA GRAMMATIKOPOULOU « Interartive | Contemporary Art + Thought]]>

Grand Wizard Theodore Scratching Bodies and machines are defined by function: as long as they operate correctly, they remain imperceptible; they become a part of the process of perception, as the extension of the action that engages the Self with the world.

Thu, 03 Dec 2015 14:39:15 -0800
<![CDATA[The Radical Capacity of Glitch Art: Expression through an Aesthetic Rooted in Error - REDEFINE magazine]]>

In an experimental collision of chaos and purpose, glitch art exists as a low-key but important form of new media that broadly encompasses works of photography, video stills, moving pictures, and other image data that has been corrupted.

Wed, 29 Apr 2015 20:02:03 -0700
<![CDATA[The creepy beauty of VCR errors]]>

All images by Corey Johnson. This article contains flashing images. Digital technology can be very boring at times. There's no room for error.

Wed, 18 Feb 2015 14:27:55 -0800
<![CDATA[draft of “The Net Has Never Been Neutral” | loriemerson]]>

For the last four months, I’ve been researching the history of TCP/IP for an article I’m writing for Triple Canopy Magazine. I wanted to build on media studies work by Alex Galloway and history of technology work by Andrew L.

Tue, 07 Oct 2014 01:53:15 -0700
<![CDATA[An Unstoppable Killer: New Research Suggests Cancer Can't Be Eradicated : NPR]]>

Since Richard Nixon declared war on cancer in 1971, the National Cancer Institute has poured some $90 billion into research and treatments. Yet a cure remains elusive.

Wed, 27 Aug 2014 12:08:24 -0700
<![CDATA[Glitches in Things and the “Friendly Medium”]]>

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: 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.

Wed, 15 Jan 2014 03:29:49 -0800
<![CDATA[What makes out today’s notworking is the social glitch]]>

For 3 years I have collaborated on a project with Kyoung Kim. Known as GLTI.CH Karaoke, or sometimes just GLTI.CH, we’ve plotted the course of accidents, of temporal lyrical disjoints and technical out-of-syncs through a wide variety of different mediums, spaces and social conditions. This week saw what feels like the climax of our experiments, a three day – 67 hour – installation at CRYSTALLIZE, an exhibition of new media art held alongside the 2013 Korea Brand & Entertainment Expo, at Old Billingsgate, London. GLTI.CH has played a significant part in my practice and thus my thinking over the last 3 years. Working with Kyoung has afforded me countless experiences and opportunities, and introduced me to the world of glitch, digital, net and new media arts and artists. The project is not over, but its Karaoke phase is drawing to a conclusion. I thought it would be a good time to republish this half-considered manifesto I wrote a while back. 15 Statements about Notworking What makes out today’s networking is the notworking. There would be no routing if there were no problems on the line. Spam, viruses and identity theft are not accidental mistakes, mishaps on the road to techno perfection. They are constitutional elements of yesterday’s network architectures. Lovink, Gert. (2005), “The Principle of Notworking Concepts in Critical Internet Culture,” p. 10 GLTI.CH Karaoke is not a hack or some fancy programming. It’s taking the front-end of things and trying to make something else. We’ve made the mishmashed world of GLTI.CH Karaoke through play and we hope you’ll sing with us. karaoke, (2011), “WHAT IS GLTI.CH KARAOKE?”

Glti.ches are more than aesthetic revelations: as software crashes, or hardware halts to a stutter, the soft underbelly of the notwork is exposed. The trick is to see the not as an abhorrence, but as a signal of noisy potential: error and noise are an implicit feature of digital materiality. What Gaston Bachelard called ‘Desire Paths’, physical etchings in our surroundings drawn by the thoughtless movement of (human) feet, also exist online. For those versed in the language of the, desire equals subversion and the means of flight – a way to reverse the roles of power. The line of desire in these cases is often laid directly over the enclosed path. Being buffered along by the unruly torrents of technical failure, the true semblance of the is impossible to pin down: notwork control mechanisms have desirable unintended effects. The kludge is a hands-on, makeshift solution, to an unpredictable technical or social problem: 100% of cargo cult coders, pirates, artists and hackers started out as kludgers. Algorithms that churn your Google search, or offer you potential meta-data with which to imbricate your image collection into the logic of the database, have themselves become actors in the play of human relations. Digital formats as diverse as ePub, DivX, and GIF, and software platforms from the likes of Google, Microsoft or Apple, trace narrative arcs which are themselves transcodable relations. Interruption, stutters and breaks force us into encounters with the world, exposing the circuitry that we as consumers are expected to elude into the background. Digital copies, being copied, forever copying, exert an unruly behaviour that exposes the material world. The most astonishing thing about the notwork is how any order can be maintained in it at all. The more regulations imposed upon the notworks, the more interesting the resulting glti.ches will be in their variation/liberation. Human beings are material entities, buffered by the same stops and starts as the notwork. Participating in the, in the artifact that exposes the failure, is to align oneself with material reality. The is a social phenomenon.

Thu, 07 Nov 2013 07:16:51 -0800
<![CDATA[Datamoshing the Land of Ooo]]>

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.  

Thu, 25 Apr 2013 04:00:00 -0700
<![CDATA[there's a huge noise in the middle of this: the ha[ng]ppenings of Karaoke]]>

[for In Media Res:] 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, 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: @manchester: @amsterdam: @chicago: @camden:

Sun, 03 Feb 2013 03:40:34 -0800
<![CDATA[An Object Oriented Glitch Ontology?]]>

I took a trip to Chicago for GLI.TC/H 2112! – A conference/festival/carnival/movement in honour (and despite) of hardware/software/wetware errors, databends and feedback blackholes. I took a ton of photographs, you can view them on Flickr (better quality) or Facebook (dotted with comments, insights and exultations from the GLI.TC/H community). I intend to write more about the event, but for now I will post my talk here, which I gave on Saturday 8th December. It’s title is Glitches in Things and the “Friendly Medium”, a talk expanding on an idea I have been carting around for a couple 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. 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. More on OOO, glitches, kipple and Things to come reeeeal soon… (the talky bit starts a few minutes in)

Mon, 10 Dec 2012 15:22:00 -0800
<![CDATA[Google Dominion]]>

'Instead of trying to "correct" the "errors", we should remake the world to fit Google's image of it.' v. @alienated

Sun, 11 Nov 2012 15:41:00 -0800
<![CDATA[Next-Generation Digital Information Storage in DNA]]>

Digital information is accumulating at an astounding rate, straining our ability to store and archive it. DNA is among the most dense and stable information media known. The development of new technologies in both DNA synthesis and sequencing make DNA an increasingly feasible digital storage medium.

Sat, 18 Aug 2012 05:55:00 -0700
<![CDATA[A Shot to the Arse]]>

I have some work in A Shot to the Arse, an exhibition coming August 14th at Michaelis Galleries, Cape Town. Many thanks to Belinda Blignaut!

Wed, 08 Aug 2012 01:50:00 -0700
<![CDATA[Passing the baton of life - from Schrödinger to Venter]]>

Craig Venter spins increasingly ubiquitous metaphor: "The digital and biological worlds are becoming interchangeable"

"All living cells that we know of on this planet are 'DNA software'-driven biological machines comprised of hundreds of thousands of protein robots, coded for by the DNA, that carry out precise functions," said Venter. "We are now using computer software to design new DNA software."

The digital and biological worlds are becoming interchangeable, he added, describing how scientists now simply send each other the information to make DIY biological material rather than sending the material itself.

Thu, 19 Jul 2012 08:09:00 -0700

Titivillus was a demon said to work on behalf of Belphegor, Lucifer or Satan to introduce errors into the work of scribes. The first reference to Titivillus by name occurred in Tractatus de Penitentia, c. 1285, by Johannes Galensis, John of Wales.[1] Titivillus has also been described as collecting idle chat that occurs during church service, and mispronounced, mumbled or skipped words of the service, to take to Hell to be counted against the offenders.

Fri, 13 Jul 2012 01:00:00 -0700
<![CDATA[Sloppy MicroChips: Can a fair comparison be made between biological and silicon entropy?]]>

Was reading about microchips that are designed to allow a few mistakes (known as 'Sloppy Chips'), and pondering equivalent kinds of 'coding' errors and entropy in biological systems. Can a fair comparison be made between the two? OK, to setup my question I probably need to run through my (basic) understanding of biological vs silicon entropy...

In the transistor, error is a bad thing (in getting the required job done as efficiently and cheaply as possible), metered by parity bits that come as standard in every packet of data transmitted. But, in biological systems error is not necessarily bad. Most copying errors are filtered out, but some propogate and some of those might become beneficial to the organism (in thermodynamics sometimes known as "autonomy producing equivocations").

Relating to the article about 'sloppy chips', how does entropy and energy efficiency factor into this? For the silicon chip efficiency leads to heat (a problem), for the string of DNA efficiency leads to fewer mutations, and thus less change within populations, and thus, inevitably, less capacity for organisms to diversify and react to their environments - leading to no evolution, no change, no good. Slightly less efficiency is good for biology, and, it seems, good for some kinds of calculations and computer processes.

What work has been done on these connections I draw between the biological and the silicon?

I'm worried that my analogy is limited, based as it is on a paradigm for living systems that too closely mirrors the digital systems we have built. Can DNA and binary parity bit transistors be understood on their own terms, without resorting to using the other as a metaphor to understanding?

Where do the boundaries lie in comparing the two?

Tue, 05 Jun 2012 10:05:10 -0700