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Deja Vu
Aberrations Of Cultural Memory
Peter Krapp
University of Minnesota Press, 2004

front cover of Medium Cool, Volume 101
Medium Cool, Volume 101
Andrew McNamara and Peter Krapp, eds.
Duke University Press
The fact that the mass media constitute such a ubiquitous presence in contemporary life often leads to the assumption that medium or media emerged as a specific issue only with the advent of mass media. The question of medium is today almost totally subsumed within discussions of the mass media. In this context, it is always regarded as plural. Yet the issue of the medium became a central concern of modernist art almost a century and a half ago. This collection of essays seeks to reopen this long history of exploration and engagement and to scrutinize the role of the medium in areas as diverse as modernist, contemporary, and avant-garde art, photography, cinema, and architecture, as well as in the more familiar guises of electronic media including television and computer games.


Contributors. Keith Broadfoot, Rex Butler, Patrick Crogan, Wolfgang Ernst, Gary Hall, Rosemary Hawker, Peter Krapp, Catherine Liu, John MacArthur, Andrew McNamara, Toni Ross, Lisa Trahair, Georg Stanitzek, Georg Christoph Tholen, Lisa Trahair, Samuel Weber, Simon Morgan Wortham

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front cover of Noise Channels
Noise Channels
Glitch and Error in Digital Culture
Peter Krapp
University of Minnesota Press, 2011

To err is human; to err in digital culture is design. In the glitches, inefficiencies, and errors that ergonomics and usability engineering strive to surmount, Peter Krapp identifies creative reservoirs of computer-mediated interaction. Throughout new media cultures, he traces a resistance to the heritage of motion studies, ergonomics, and efficiency; in doing so, he shows how creativity is stirred within the networks of digital culture.

Noise Channels offers a fresh look at hypertext and tactical media, tunes into laptop music, and situates the emergent forms of computer gaming and machinima in media history. Krapp analyzes text, image, sound, virtual spaces, and gestures in noisy channels of computer-mediated communication that seek to embrace—rather than overcome—the limitations and misfires of computing. Equally at home with online literature, the visual tactics of hacktivism, the recuperation of glitches in sound art, electronica, and videogames, or machinima as an emerging media practice, he explores distinctions between noise and information, and how games pivot on errors at the human–computer interface.

Grounding the digital humanities in the conditions of possibility of computing culture, Krapp puts forth his insight on the critical role of information in the creative process.

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