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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Konkret, abstrakt, glitch

Idström, Victoria January 2018 (has links)
Detta kandidatarbete har som syfte att belysa rollen som glitch kan spela i skapande. Jag ställer mig frågan vad som händer när vi för in ett medvetet brott i en kreativ handling, hur vi behandlar det vi uppfattar som fel eller misstag, och vad som kan hända när vi utforskar det som blivit förkastat som trasigt och obsolet. Dessa frågor har uppstått dels ur en nyfikenhet för det okända och ett ständigt sökande efter nya uttrycksformer, men även ur kritik. Den teknologiska utvecklingen min generation befinner sig i för oss allt hastigare framåt, och jag ifrågasätter hur vi förhåller oss till värdet av medietekniska artefakter när konsumtionshetsen gör sig alltmer påmind. Genom att ägna mig åt studier av glitch och konstformer som uppstått därifrån, second hand och dess kultur samt mediearkeologi har jag bildat mig en grund att stå på som sedan lett mig genom mitt gestaltningsarbete. Med ett kritiskt förhållningssätt har jag använt mig av icke-konventionella metoder och program för att redigera och manipulera media, och reflekterat över resultaten med stöd av forskning och diskussion med andra människor. Jag har utforskat digital glitch i medieformer som jag under mina tre år av studier har bekantat mig med, men även vandrat över fysiska kretskort och undersökt vad som händer när ett konkret brott introduceras i deras förväntade flöde. Resultatet har blivit ett nytt förhållningssätt till utdaterad teknik, en ny vinkel att betrakta kreativitet och skapande från och förhoppningsvis en ökad respekt för vår fortsatta tekniska utveckling. / This bachelor thesis is intended to highlight the role that glitch can have in creation. I pose the question of what happens when we introduce a deliberate disruption in a creative act? How do we treat what we perceive as flaws and mistakes, and what can happen when we explore what has once been rejected as broken and obsolete? These questions have arisen partly from the curiosity about the unknown and a constant search for new forms of expression, but also from criticism. The technological development my generation is experiencing is moving us forward at an ever increasing pace, and it leaves me inquisitive about how we relate to the value of media artifacts when consumerism is becoming more and more prevalent. By studying glitches and their resulting art forms, second-hand and its culture, as well as media archeology, I have formed a foundation on which to base my work. With a critical approach, I have used non-conventional methods and programs to edit and manipulate media, and reflected upon the results supported by both research and discussion with other people. I have explored digital glitches in media that I've worked with during my three years of study, but also traversed physical circuit boards and investigated what happens when a break is introduced in their expected flow. The result is a new approach to outdated technology, a new angle from which to view creativity and creation, and​—​hopefully​—​a shift in respect for our continued technological development.
2

Digital Wanderlust : Med digital materia som följeslagare i skapandet

Boivie, Joakim January 2017 (has links)
Med detta kandidatarbete vill jag synliggöra datorns roll i digitalt skapande. Detta genom att se till den kod som utgör digitala objekt som ett materia, och utifrån Karen Barads teorier om agentiell realism samt forskning i digital materialitet bjuda in denna digitala materia som en aktör i skapandeprocessen. Jag har strävat efter en inblick i hur digital materia framträder när den tillåts verka som en aktör, hur den tar ett uttryck och yttrar sig. Jag har engagerat mig i digital materia med diffraktion och remix som metod, vilket tillåtit mig en djupare inblick i det samt en inkluderande process där jag och materiat verkar tillsammans; i intra-aktion. I slutändan ser jag hur digital materia inte framträder ensamt, både jag och dator finns sammantrasslade i dess framträdande som ett resultat av den intra-aktion vi mötts i. Mitt ingripande i digital materia blir synligt i form av glitches, spår av digitalt förfall som ger det annars flyktiga digitala materiat mer materiella och konkreta egenskaper. Det blir även tydligt hur digital materia innebär en svårförstådd komplexitet, som framträder visuellt när det tillåts påverka denna skapandeprocess. Men jag även erhållit en medvetenhet om hur digital materia inte har ett absolut framträdande, och mitt arbete kan ses som en undersökning i hur digital materia kan framträda. / With this bachelor thesis I aim to bring to light the role of the computer in digital creative work. This is accomplished by treating the code that make up digital objects as a form of matter, and with Karen Barad’s agential realism and other research into digital materiality as a point of reference this matter is invited to the creative process as an actor. I’ve been striving for a glimpse of how digital matter comes to life when it’s allowed an active part in the creative process, to see how it expresses itself. By engaging with the digital matter through diffraction and remix as methods I’ve been given an insight into the core of it, and through the process I’ve been working alongside digital matter in intra action. Ultimately I can see how digital matter won’t appear alone, I myself and the computer are both entangled together with the digital matter as a result of the intra actions we’ve been engaging in. My intervention in digital matter becomes visible as glitches, traces of decay that give the digital matter, which can be so fleeting, more concrete and material characteristics. The unintelligible complexity of digital matter also comes to light when it’s allowed influence, as it appears visually. With this knowledge I’ve gained the awareness that digital matter does not have an absolute appearance, and this thesis can be seen as an investigation into how digital matter can appear.
3

De “O Incrível Mundo de Gumball” à Glitch Art : competências e estratégias para apreensão de produções audiovisuais em contextos educativos

Conceição, Simone Rocha da January 2018 (has links)
A pesquisa aborda o desenvolvimento de competências e estratégias necessárias à apreensão crítica de produções audiovisuais contemporâneas em contextos escolares. Dados divulgados por pesquisas do IBOPE e da TIC KIDS ONLINE confirmam que crianças e adolescentes com idades entre 9 e 17 anos passam muito tempo em frente à televisão e/ou navegando na internet, através de diferentes dispositivos, assistindo vídeos, programas, filmes ou séries online. Considerar e contemplar no contexto escolar, parte das produções audiovisuais que essa parcela da população consome, explorando-as através de atividades pedagogicamente elaboradas, pode contribuir com a formação visual e audiovisual deste público. Nesta perspectiva, a da leitura e interpretação dessas produções, que se ampliaram, enquanto desafios contemporâneos do ensino de artes visuais, as abordagens envolvendo não apenas as produções de arte, mas toda e qualquer produção visual e audiovisual. Desta forma, a pergunta de pesquisa que norteia este estudo visa perceber e analisar como os professores de artes visuais podem proporcionar aos seus estudantes o desenvolvimento de competências que os tornem aptos para apreender produções visuais e audiovisuais contemporâneas de uma forma crítica Para tanto, os objetivos buscaram fomentar reflexões acerca do desenvolvimento de competências e estratégias para a apreensão de produtos audiovisuais; problematizar a apreensão visual e audiovisual no ensino da arte através da abordagem teórica e metodológica da semiótica discursiva greimasiana ampliada pelos estudos sociossemióticos de Landowski. Também, analisar os efeitos de sentido decorrentes da inter-relação entre uma produção cultural, o episódio O Sinal, da animação O Incrível Mundo de Gumball, e uma produção artística contemporânea, a videoinstalação Cinema Lascado, de Giselle Beiguelman e compreender os regimes de interação envolvidos. Observamos que, no âmbito do regime do acidente, as oscilações entre apreensão e suspensão da produção de efeitos de sentido relacionam-se com os conceitos de fraturas e as escapatórias desenvolvidos por Greimas. Por fim, entende-se que transitar entre diferentes regimes contribui para tornar a apreensão de sentidos mais sofisticada. / This study deals with the development of necessary competencies and strategies to develop critical apprehension of contemporary audiovisual productions in school contexts. Data released by IBOPE and TIC KIDS ONLINE surveys confirm that children and adolescents between the ages of 9 and 17 spend a lot of time watching TV and/or surfing the net through different devices, watching videos, programs, movies or online series. Considering and contemplating school context, part of the audiovisual productions which population consumes, can be explored through pedagogically elaborated activities, and may contribute to visual and audiovisual concepts of this public. In this perspective, reading and interpreting these productions, which have expanded throughout the years, seem to be contemporary challenges of visual arts teaching. Not only involving art productions, but any visual and audiovisual production. Thus, the research question that guides this study aims to perceive and analyze how visual arts teachers can provide their students the development of competencies that enable them to apprehend contemporary visual and audiovisual productions in a critical way To this end, the objectives sought to foster reflection on the competencies and strategies development for audiovisual products understanding; to problematize visual and audiovisual apprehension in the teaching of arts through the theoretical and methodological approach discursive semiotics of A. J. Greimas, enlarged by the sociossemiotics studies of E. Landowski. Also, to analyze the sense effects arising from the interrelationship between a cultural production, the episode The Sign, from the animation The Amazing World of Gumball, and a contemporary artistic production, the video installation of Cinema Lascado, by Giselle Beiguelman and to understand the interaction regimes involved. We observe that, in the context of the accident regime, the oscillations between apprehension and suspension in sense effects production are related to the concepts of fractures and the loopholes developed by Greimas. Finally, it is understood that being able to commute between different regimes contributes to make sense apprehension more sophisticated.
4

The Glitch Aesthetic

Jackson, Rebecca 23 November 2011 (has links)
The miscommunication between sender and receiver during transcoding indexes specific historical moments similarly to analog film's indexical trace. Iconography and glitch art begin to establish glitch's deictic index. The glitch aesthetic exposes societal paranoia by illustrating dependence on the digital and fear of system failure. With the advent of video sharing sites like Youtube and popular cyberfilms, the glitch aesthetic has evolved into a pop culture artifact.
5

De “O Incrível Mundo de Gumball” à Glitch Art : competências e estratégias para apreensão de produções audiovisuais em contextos educativos

Conceição, Simone Rocha da January 2018 (has links)
A pesquisa aborda o desenvolvimento de competências e estratégias necessárias à apreensão crítica de produções audiovisuais contemporâneas em contextos escolares. Dados divulgados por pesquisas do IBOPE e da TIC KIDS ONLINE confirmam que crianças e adolescentes com idades entre 9 e 17 anos passam muito tempo em frente à televisão e/ou navegando na internet, através de diferentes dispositivos, assistindo vídeos, programas, filmes ou séries online. Considerar e contemplar no contexto escolar, parte das produções audiovisuais que essa parcela da população consome, explorando-as através de atividades pedagogicamente elaboradas, pode contribuir com a formação visual e audiovisual deste público. Nesta perspectiva, a da leitura e interpretação dessas produções, que se ampliaram, enquanto desafios contemporâneos do ensino de artes visuais, as abordagens envolvendo não apenas as produções de arte, mas toda e qualquer produção visual e audiovisual. Desta forma, a pergunta de pesquisa que norteia este estudo visa perceber e analisar como os professores de artes visuais podem proporcionar aos seus estudantes o desenvolvimento de competências que os tornem aptos para apreender produções visuais e audiovisuais contemporâneas de uma forma crítica Para tanto, os objetivos buscaram fomentar reflexões acerca do desenvolvimento de competências e estratégias para a apreensão de produtos audiovisuais; problematizar a apreensão visual e audiovisual no ensino da arte através da abordagem teórica e metodológica da semiótica discursiva greimasiana ampliada pelos estudos sociossemióticos de Landowski. Também, analisar os efeitos de sentido decorrentes da inter-relação entre uma produção cultural, o episódio O Sinal, da animação O Incrível Mundo de Gumball, e uma produção artística contemporânea, a videoinstalação Cinema Lascado, de Giselle Beiguelman e compreender os regimes de interação envolvidos. Observamos que, no âmbito do regime do acidente, as oscilações entre apreensão e suspensão da produção de efeitos de sentido relacionam-se com os conceitos de fraturas e as escapatórias desenvolvidos por Greimas. Por fim, entende-se que transitar entre diferentes regimes contribui para tornar a apreensão de sentidos mais sofisticada. / This study deals with the development of necessary competencies and strategies to develop critical apprehension of contemporary audiovisual productions in school contexts. Data released by IBOPE and TIC KIDS ONLINE surveys confirm that children and adolescents between the ages of 9 and 17 spend a lot of time watching TV and/or surfing the net through different devices, watching videos, programs, movies or online series. Considering and contemplating school context, part of the audiovisual productions which population consumes, can be explored through pedagogically elaborated activities, and may contribute to visual and audiovisual concepts of this public. In this perspective, reading and interpreting these productions, which have expanded throughout the years, seem to be contemporary challenges of visual arts teaching. Not only involving art productions, but any visual and audiovisual production. Thus, the research question that guides this study aims to perceive and analyze how visual arts teachers can provide their students the development of competencies that enable them to apprehend contemporary visual and audiovisual productions in a critical way To this end, the objectives sought to foster reflection on the competencies and strategies development for audiovisual products understanding; to problematize visual and audiovisual apprehension in the teaching of arts through the theoretical and methodological approach discursive semiotics of A. J. Greimas, enlarged by the sociossemiotics studies of E. Landowski. Also, to analyze the sense effects arising from the interrelationship between a cultural production, the episode The Sign, from the animation The Amazing World of Gumball, and a contemporary artistic production, the video installation of Cinema Lascado, by Giselle Beiguelman and to understand the interaction regimes involved. We observe that, in the context of the accident regime, the oscillations between apprehension and suspension in sense effects production are related to the concepts of fractures and the loopholes developed by Greimas. Finally, it is understood that being able to commute between different regimes contributes to make sense apprehension more sophisticated.
6

Glitch Art: uso do erro digital como procedimento artístico e possibilidade estética / Glitch Art: using digital error as artistic procedure and aesthetic possibility

Gazana, Cleber [UNESP] 17 February 2016 (has links)
Submitted by CLEBER GAZANA (clebergazana@gmail.com) on 2016-03-13T16:11:00Z No. of bitstreams: 1 cleber_gazana_dis_me_unesp_glitch_art.pdf: 22450806 bytes, checksum: 1ff9ea658df80665b9bdecf854bb12e5 (MD5) / Approved for entry into archive by Felipe Augusto Arakaki (arakaki@reitoria.unesp.br) on 2016-03-14T22:39:59Z (GMT) No. of bitstreams: 1 gazana_c_me_ia_par.pdf: 1834545 bytes, checksum: 9ab6d42f3a3b8f8870f06e3404ffe295 (MD5) / Made available in DSpace on 2016-03-14T22:39:59Z (GMT). No. of bitstreams: 1 gazana_c_me_ia_par.pdf: 1834545 bytes, checksum: 9ab6d42f3a3b8f8870f06e3404ffe295 (MD5) Previous issue date: 2016-02-17 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES) / Esta pesquisa tem como objetivo constatar a possibilidade e potencialidade estética por meio do uso do erro digital e de usos não projetados dos dispositivos técnicos e softwares na Glitch Art. Por ser um tema quase inédito, foi importante explicar o significado dos termos tilt, bug, failure, fault, error e mistake em relação ao campo técnico e artístico da Glitch Art, à sua prática e a nossa experiência, assim como a definição do termo glitch e de seu uso como designação deste recente gênero artístico. Seguiu-se para a investigação de suas bases fundamentais, classificações, características visuais, procedimentos artísticos, relação com o passado da arte, seus artistas visuais mais expressivos e sua aplicação para além da arte digital. Para tanto, este trabalho apoiou-se, principalmente, nos pensamentos de Moradi, Manon, Temkin e Menkman nos aspectos exclusivos da Glitch Art. Por fim, de modo teórico-prático, resultou a criação da obra Decode, de minha autoria, onde se dialogou e se experienciou as teorias e os procedimentos aqui discutidos. / This research aims to verify the possibility and aesthetic potential through the use of digital error and not designed uses of technical devices and software in Glitch Art. For being an almost unheard subject, it was important to explain the meaning of tilt, bug, failure, fault, error and mistake terms in relation to the technical and artistic field of Glitch Art, its practice and our experience as well the definition of glitch term and its use as designation of this recent artistic genre. We proceed to the investigation of its fundamental basis, classifications, visual characteristics, artistic procedures, relationship with the past of art, its more expressive visual artists and its application beyond the digital art. Therefore, this research grounds on mainly thoughts of Moradi, Manon, Temkin, and Menkman in exclusive aspects of Glitch Art. Finally, with theoretical and practical way has resulted in the creation of my own work Decode, where was connected and experienced the theories and procedures discussed herein.
7

Glitch v novomediálním umění: Technologická chyba jako objekt estetického zájmu / Glitch in new media art: Technological error as a subject of aesthetic interest

Šašek, Filip January 2012 (has links)
This thesis introduces the use of technological failure in visual arts, described as glitch art in the Anglo-American literature, and reveals its specific qualities. The author examines creative exploration of glitch both in image compression formats, and in the user interface of web sites, computer games or operating systems. In addition, the research presents arguments that advocate glitch art in a broader artistic discourse. It does so firstly by analogy, when it compares glitch art manifestations to conceptual and visual qualities of the paradigmatic works of art and artistic movements, and secondly by Dickie's institutional classification, when it analyzes glitch art communities and appreciation by the curatorial, critical and academic public. The central argument of this thesis is that glitch art next to a purely aesthetic experience provides an insight into the heart of technology, which exposes its functionality. Thus it contributes to a deeper understanding of its physical, structural and ideological fundamentals, that have become in everyday life almost invisible due to the logic of immediacy. Given the highly relative nature of the term glitch the thesis does not seek a hard definition of its specifics, but rather asks the cause of this naming (designation) that is why we perceive a...
8

Occlusion: Creating Disorientation, Fugue, and Apophenia in an Art Game

Williams, Klew 27 April 2017 (has links)
Occlusion is a procedurally randomized interactive art experience which uses the motifs of repetition, isolation, incongruity and mutability to develop an experience of a Folie àDeux: a madness shared by two. It draws from traditional video game forms, development methods, and tools to situate itself in context with games as well as other forms of interactive digital media. In this way, Occlusion approaches the making of game-like media from the art criticism perspective of Materiality, and the written work accompanying the prototype discusses critical aesthetic concerns for Occlusion both as an art experience borrowing from games and as a text that can be academically understood in relation to other practices of media making. In addition to the produced software artifact and written analysis, this thesis includes primary research in the form of four interviews with artists, authors, game makers and game critics concerning Materiality and dissociative themes in game-like media. The written work first introduces Occlusion in context with other approaches to procedural remixing, Glitch Art, net.art, and analogue and digital collage and décollage, with special attention to recontextualization and apophenia. The experience, visual, and audio design approach of Occlusion is reviewed through a discussion of explicit design choices which define generative space. Development process, release process, post-release distribution, testing, and maintenance are reviewed, and the paper concludes with a description of future work and a post- mortem discussion. Included as appendices are a full specification document, script, and transcripts of all interviews.
9

Excavation Sites: Art-ifacts of the Millennial Girl Web Development and Blogging Community of the 2000's to the Early 2010's

Zhang, Alice Jin 01 January 2019 (has links)
When people go online and leave their mark in bytes, how do their traces get preserved, shared, or lost? In the early 2000’s through about 2012, communities of millennial girl web developers and bloggers flourished on the English-speaking Internet. They would write about their intimate lives, code their website designs from scratch, create portfolios of graphics, and forge friendships with fellow bloggers that lasted through years. Most of these blogs are now gone; only patches remain as screenshots on the Internet Archive Wayback Machine. For my senior project, I explored how techniques used in glitch art, normally used for destroying image files for purely aesthetic effects, could also be used to embed texts that could be read by humans inside digital photos. I excavated photos and self-portraits of individual bloggers whose old content has since been erased from their original domains as of 2018. Then, I overrode pieces of each image file with the respective bloggers’ journal entries extracted from https://web.archive.org. The result is a picture irreversibly corroded by the loss of its original data, akin to the state of their bloggers' archived websites. It still functions like any image file in that the picture can be copied, shared, and viewed on another computer. However, unlike a typical image file, it also hides a patchwork of legible English text; one can “dig” into the image’s encoding and uncover nuggets of letters from a past Internet presence--specifically, that of a millennial girl's thoughts on identity, life, and the joys and struggles of coding and managing her own website.
10

L’œuvre Capter les fréquences optiques : une performance sonore ancrée dans la matérialité par le détournement de circuits électroniques

Castonguay, Stephanie 08 1900 (has links)
Mémoire en recherche-création. / Ce mémoire de recherche-création explore le processus de conception et de production menant à la performance audiovisuelle Capter les fréquences optiques. Ce processus repose sur la rétro-ingénierie de dispositifs optiques, tels que des têtes de numériseurs, afin de générer des sons et des images à partir d'objets en proximité des senseurs. Des panneaux solaires sont également détournés de leur fonction habituelle afin de rendre audibles diverses sources lumineuses. Les stratégies d’élaboration dans la création de ces dispositifs de lutherie expérimentale entre en résonances avec la culture du do-it-yourself (le faire par soi-même), caractérisée en partie par le recyclage, l’intégration des résidus et le détournement. Passant par la notion de nostalgie technologique vers la matérialité du bruit et de l’approche critique dans le glitch art, ce texte examine comment la matérialité infuse le processus à travers la réappropriation d’objets électroniques. Par conséquent, l'œuvre met en évidence la façon dont la matérialité des circuits électroniques sert de vecteur d'agentivité, jouant un rôle esthétique et conceptuel crucial tout au long du processus de création, et ce, jusqu'au contexte de la performance. / This research-creation memoir explores the design and production process leading to the audiovisual performance Capturing Light Frequencies. This process relies on the reverse engineering of optical devices, such as scanner heads, to generate sounds and images from objects in proximity to their sensors. Solar panels are also redirected from their usual function to generate sound from various light sources. The strategies employed in these experimental instruments resonate with the do-it-yourself culture, characterized in part by recycling, the integration of residuals and hardware hacking. Examining the notion of technological nostalgia towards the materiality of noise and the critical approach in glitch art, this text examines how materiality infuses the process through the appropriation of electronic circuitry. Consequently, the work highlights how the materiality of electronic circuits serves as a vector of agentivity, playing a crucial aesthetic and conceptual role throughout the creative process, right up to the context of performance.

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