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Textquellen

 

-Adang, Lisa. Untitled Project: A Cross-Disciplinary Investigation of JODI’s 'Untitled Game'. New York: Rhizome, 2013. Online: http://media.rhizome.org/artbase/documents/Untitled-Project:-A-Cross-Disciplinary-Investigation-of-JODI%E2%80%99s-Untitled-Game.pdf (Stand: 28.12.2022)

-Arnheim, Rudolf. Entropy and Art. An Essay on Disorder and Order. Berkeley, Los Angeles, London: University of California Press, 1971.

-Attali, Jacques. Noise. The Political Economy of Music. Minneapolis & London: University of Minnesota Press, 2009. [1977].

-Bainbridge, Wilma Alice & William Sims Bainbridge. "Creative Uses of Software Errors. Glitches and Cheats". In: Social Science Computer Review. 25 (1), Spring 2007. S. 61-77.

-Ballard, Susan. Information, Noise and et al. M/C Journal, 10 (5), 2007. Online: https://journal.media-culture.org.au/mcjournal/article/view/2704 (Stand: 17.02.2023)

-Betancourt, Michael. The Invention of Glitch Video: Digital TV Dinner (1978). Online: https://www.michaelbetancourt.com/pdf/Betancourt_TheInventionofGlitchVideo.pdf (Stand: 06.12.2022) [gekürzte Fassung in: Millennium Film Journal, No. 65 "Architecture On Screen and Off", Spring 2017.].

-Bolter, Jay David & Richard Grusin. Remediation: Understanding new media. Mit Press, 2000.

-Byron, Griffin. "Semiotics of Glitch Artistic Practice". In: Leino, Olli Tapio (Hrsg.). ISEA 2016 Hong Kong CULTURAL R>EVOLUTION. Proceedings of the 22nd International Symposium on Electronic Art. School of Creative Media City University of Hong Kong, 2016. S. 246-249.

-Caillois, Roger. Man, Play and Games. Urbana & Chicaco IL: University of Illinois Press, 2001. [1958].

-Cascone, Kim. "The Aesthetics of Failure: "Post-Digital" Tendencies in Contemporary Computer Music." Computer Music Journal , Vol. 24, No. 4, Winter 2000. S. 12-18.

-Cheney-Lippold, John. "A New Algorithmic Identity. Soft Biopolitics and the Modulation of Control." In: Theory, Culture & Society 28 (6), 2011. S. 164-181.

-Cogburn, John & Mark Silcox. Philosophy through Videogames. New York: Routledge, 2009.

-Crawford, Joseph. "Gothic Digital Technologies". In: Wester, Maisha & Xavier Aldana Reyes (Hrsg.). Twenty-First-Century Gothic: An Edinburgh Companion. Edinburgh University Press, 2019. S. 72-86.

-Deleuze, Gilles. "Postskriptum über die Kontrollgeselschaften." In: Ders. Unterhandlungen 1972-1990. Frankfurt a.M.: Suhrkamp, 1993. S. 254-262.

-Deleuze, Gilles. Foucault. Frankfurt a.M.: Suhrkamp, 1997.

-Denson, Shane & Julia Leyda. "Perspectives on Post-Cinema: An Introduction". In: Denson, Shane & Julia Leyda (Hrsg.). Post-Cinema: Theorizing 21st-Century Film. Falmer: REFRAME Books, 2016. S. 1-19.

-Engell, Lorenz & Joseph Vogl. "Vorwort". In: Pias, Claus, Joseph Vogl, Lorenz Engell, Oliver Fahle & Britta Neitzel (Hrsg.). Kursbuch Medienkultur. Stuttgart: Deutsche Verlags-Anstalt, 1999. S. 8-11.

-Flückiger, Barbara. "Zur Konjunktur der analogen Störung im digitalen Bild." In: Schröter, Jens & Alexander Böhnke (Hrsg.). Analog/Digital – Opposition oder Kontinuum? Zur Theorie und Geschichte einer Unterscheidung. Bielefeld: Transcript, 2004. S. 407-428.

-Foucault, Michel. "Nietzsche, die Genealogie, die Historie." In: Ders. Schriften in vier Bänden. Dits et Ecrits. Band II. 1970-1975. Frankfrut a.M.: Suhrkamp, 2014. S. 166-191. [1971].

-Foucault, Michel: "Andere Räume". In: Barck, Karlheinz, Peter Gente & Heidi Paris (Hrsg.). Aisthesis. Wahrnehmung heute oder Perspektiven einer anderen Ästhetik. Essais. Leipzig: Reclam Verlag, 1990. S. 34-46.

-Foucault, Michel: Archäologie des Wissens. Frankfurt a.M.: Suhrkamp, 1973.

-Foucault, Michel: "Gespräch mit Madeleine Chapsal [1966]". In: Defert, Daniel & François Ewald (Hrsg.): Schriften in vier Bänden. Dits et Ecrits. Band 1. Frankfurt a.M.: Suhrkamp, 2001a. S. 664-670.

-Foucault, Michel: "Worte und Bilder [1967]". In: Defert, Daniel & François Ewald (Hrsg.): Schriften in vier Bänden. Dits et Ecrits. Band 1. Frankfurt a.M.: Suhrkamp, 2001b. S. 794-797.

-Franklin, Seb. "On Game Art, Circuit Bending and Speedrunning as Counter-Practice: 'Hard' and 'Soft' Nonexistence". In: CTHEORY. Resetting Theory. 2009. Online: https://journals.uvic.ca/index.php/ctheory/article/view/14760/5632 (Stand: 17.02.2023).

-Friedberg, Anne. The Virtual Window. From Alberti to Microsoft. Cambrdige MA & London: MIT Press, 2006.

-Galloway, Alexander R. & Eugene Thacker. The Exploit: A Theory of Networks. Minneapolis: University of Minnesota Press, 2007.

-Galloway, Alexander R. Protocol. How Control Exists after Decentralization. Cambridge MA & London: The MIT Press, 2004.

-Galloway, Alexander. Gaming. Essays on Algorithmic Culture. Minneapolis & London: University of Minnesota Press, 2006.

-Goriunova, Olga & Alexei Shulgin. "Glitch". In: Fuller, Matthew,  (Hrsg.) Software Studies: A Lexicon. Cambridge: The MIT Press, 2008. 110–119.

-Hayles, Katherine N. How we think. Digital media and contemporary technogenesis. Chicago & London: The University of Chicago Press, 2012.

-Holmes, Eben. "Strange Reality: Glitches and Uncanny Play". In: Eludamos. Journal for Computer Game Culture. 4 (2), 2010. S. 255-276.

-Ito, Yuichi, Carl Stone, Masashi Yamada, Shinya Miyazaki. "Datamoshing Technique for video Art Production". In: 芸術科学会論文誌 [The Journal of the Society for Art and Science]. 13 (3), 2014. S. 154-168.

-Juul, Jesper. The Art of Failure: An Essay on the Pain of Playing Video Games. Cambridge MA & London: MIT Press, 2013.

-Kane, Carolyn L. High-Tech Trash. Glitch, Noise, and Aesthetic Failure. Oakland, CA: University of California Press, 2019.

-Kim, Jihoon. Between film, video, and the digital: hybrid moving images in the post-media age. New York: Bloomsbury Publishing USA, 2016.

-Kittler, Friedrich. Draculas Vermächtnis. Leipzig: Reclam, 1993.

-Kittler, Friedrich. Grammophon Film Typewriter. Berlin: Brinkmann & Bose, 1986.

-Knorr, Alexander. "Trickjumping: Die kulturelle Aneignung des Spielraums. Vom virtuosen Spielen zum Modifizieren und zurück." In: Bopp, Matthias, Serjoscha Wiemer & Rolf F. Nohr (Hrsg.). Shooter. Eine Multidisziplinäre Einführung. Münster: Lit Verlag, 2009. S. 217-246.

-Krapp, Peter. Noise channels: Glitch and error in digital culture. Minneapolis & London: University of Minnesota Press, 2011.

-Lotringer, Sylvère & Paul Virilio. The Accident of Art. Cambridge, MA: MIT Press, 2005.

-Manon, Hugh S., & Daniel Temkin. "Notes on glitch." World Picture 6 (2011). Online: http://www.worldpicturejournal.com/WP_6/PDFs/Manon.pdf (Stand: 17.02.2023).

-Marks, Laura U. Touch. Sensuous Theory and Multisensory Media. Minneapolis: University of Minnesota Press, 2002.

-McLuhan, Marshall. Die magischen Kanäle. Understanding Media. Düsseldorf: ECON, 1992. [1964].

-Menkman, Rosa. "Glitch studies manifesto." In: Loving, Geert & Rachel Somers Miles (Hrsg.). Video vortex reader II: Moving images beyond YouTube. Amsterdam: Institute of Network Cultures, 2011a. S. 336-347.

-Menkman, Rosa. A Vernacular of File Formats: A Guide to Databend Compression Design. Amsterdam, 2010. Online: https://beyondresolution.info/A-Vernacular-of-File-Formats (Stand: 17.02.2023).

-Menkman, Rosa. The glitch moment (um). Amsterdam: Institute of Network Cultures, 2011b.

-Moles, Abraham. Information Theory and Esthtetic Perception. Urbana: University of Illinois Press, 1969.

-Moradi, Iman. "Introduction". Moradi, Iman, Ant Scott, Joe Gilmore, Christopher Murphy (Hrsg.). Glitch: Designing Imperfection. New York: Mark Batty Publisher, 2009. S. 8-9.

-Moradi, Iman. Glitch Aesthetics. Bachelor Thesis, Huddersfield, UK: University of Huddersfield, 2004. Online: http://www.organised.info/wp-content/uploads/2016/08/Moradi-Iman-2004-Glitch-Aesthetics.pdf. (Stand: 17.02.2023).

-Noble, Safiya Umoja. Algorithms of Oppression. How Search Engines Reinforce Racism. New York: New York University Press, 2018.

-Norman, Don. The Design of Everyday Things. New York: Basic Books, 2013. [1989].

-Nunes, Mark. "Error, Noise, and Potential: The Outside of Purpose". In: Ders. (Hrsg.). Error: Glitch, noise, and jam in new media cultures. New York & London: Bloomsbury Publishing USA, 2011. S. 3-23.

-Olivier, Marc. "Glitch gothic." In: Leeder, Murray (Hrsg.). Cinematic Ghosts: Haunting and Spectrality from Silent Cinema to the Digital Era. New York: Bloomsbury Academic, 2015. 253-70.

-Panofsky, Erwin. "Die Perspektive als 'symbolische Form'". In: Ders. Aufsätze zu Grundfragen der Kunstwissenschaft. Berlin: Wissenschaftsverlag Volker Spiess, 1998. S. 99-176. [1927].

-Papows, Jeff. Glitch. The Hidden Impact of Faulty Software. Upper Saddle River, NJ: Prentice Hall, 2011.

-Parikka, Jussi. What is Media Archaeology? Cambridge: Polity Press, 2012.

-Parr, Rolf & Matthias Thiele. "Foucault in den Medienwissenschaften". In: Kammler, Clemens & Rolf Parr (Hrsg.). Foucault in den Kulturwissenschaften. Eine Bestandsaufnahme. Heidelberg, 2007. S. 83-112.

-Parr, Rolf: "Diskurs". In: Kammler, Clemens, Rolf Parr & Ulrich Johannes Schneider (Hrsg.). Foucault-Handbuch. Leben – Werk – Wirkung. Stuttgart: J. B. Metzler Verlag, 2008. S. 235-236.

-Peters, John Durham. "Proliferation and Obsolescence of the Historical Record in the Digital Era". In: Tischleder, Babette B. & Sarah Wasserman (Hrsg). Cultures of Obsolescence. History, Materiality, and the Digital Age. New York: Palgrave Macmillan, 2015. S. 80-96.

-Pias, Claus. "Das digitale Bild gibt es nicht. Über das (Nicht-) Wissen der Bilder und die informatische Illusion." In: zeitenblicke 2 (1), 2003.

-Pias, Claus: "Poststrukturalistische Medientheorien". In: Weber, Stefan (Hrsg.): Theorien der Medien. Von der Kulturkritik bis zum Konstruktivismus. Konstanz: UVK Verlagsgesellschaft, 2010. S. 252-266.

-Pieńkosz, Aleksandra & Piotr Puldzian Płucienniczak (Hrsg.) Glitch art is dead. Kraków: Hub Wydawniczy Rozdzielczość Chleba, 2016. Online: https://rozdzielchleb.pl/glitch-art-is-dead/ (Stand: 17.02.2023).

-Pieschel, Alex. "Glitches: A Kinds of History". In: The Arcade Review, Issue 3, Summer 2014. Online, archiviert: https://web.archive.org/web/20160812024715/http://www.arcadereview.net/published/2014/11/7/glitches-a-kind-of-history (Stand: 17.02.2023).

-Plant, Sadie. Zeroes + Ones. Digital Women + The New Technoculture. London: Fourth Estate, 1998.

-Platou, Per. "Foreword". Moradi, Iman, Ant Scott, Joe Gilmore, Christopher Murphy (Hrsg.). Glitch: Designing Imperfection. New York: Mark Batty Publisher, 2009. S. 6-7.

-Ricardo, Francisco J. “Editor’s Foreword”. In: Kim, Jihoon. Between film, video, and the digital: hybrid moving images in the post-media age. Bloomsbury Publishing USA, 2016. S. ix-xvii.

-Rombes, Nicholas. Cinema in the Digital Age. London & New York: Wallflower Press, 2009.

-Rosenberg, Jordan & Iasmin Omar Ata. Glitch PokéZine. New York, 2014.

-Russell, Legacy. Glitch Feminism. A Manifesto. London & New York: Verso, 2020.

-Sarasin, Philipp: Michel Foucault zur Einführung. Hamburg: Junius Verlag, 2016.

-Schrey, Dominik. Analoge Nostalgie in der digitalen Medienkultur. Berlin: Kulturverlag Kadmos, 2017.

-Schröter, Jens. "Analog/Digital – Opposition oder Kontinuum?. In: Ders. & Alexander Böhnke (Hrsg.). Analog/Digital – Opposition oder Kontinuum? Zur Theorie und Geschichte einer Unterscheidung. Bielefeld: Transcript, 2004. S. 7-30.

-Scott, James C. Seeing Like a State. How Certain Schemes to Improve the Human Condition Have Failed. New Haven & London: Yale University Press, 1998.

-Serres, Michel. Der Parasit. Frankfurt a.M.: Suhrkamp, 1987.

-Shamberg, Michael & Raindance Corportion. "Manual". In: Guerilla Television. New York: Holt, 1971.

-Siegert, Bernhard. "Der Blick als Bild-Störung. Zwischen Mimesis und Mimikry." In: Blümle, Claudia & Anne von der Heiden (Hrsg.). Blickzähmung und Augentäuschung. Zu Jacques Lacans Bildtheorie. Zürich & Berlin: diaphanes, 2005. S. 103-126.

-Smythe, Luke. Len Lye: The Vital Body of Cinema. In: October, Vol. 144, Spring 2013. S. 73-91.

-Sollfrank, Cornelia. "Internet". In: Badura, Jens, Selma Dubach, Anke Haarmann, Dieter Mersch, Anton Rey, Christoph Schenker, Germán Toro Pérez (Hrsg.). Künstlerische Forschung. Ein Handuch. Zürich & Berlin: Diaphanes, 2015. S. 299-302.

-Sonami, Laetitia: And now we leave gloves and other wearables to (small) dictators. NIME, June 2014, Goldsmith- London. Online: https://sonami.net/wp-content/uploads/2022/10/Sonami-SmallDictators-NIME2014.pdf (Stand: 17.02.2023).

-Standke, Sebastian: "'Schwester, ich entferne nun die Narration!’ Ein Selbstversuch. Über das Verhältnis von Speedrun und strukturell bedingtem Flow-Erlebnis." In: Langner, Anne-Kristin & Mathias Mertens (Hrsg.). flow aus spielen: Optimale Erfahrungen durch Computerspiele. Salzhemmendorf: blumenkamp Verlag, 2012. S. 95-106.

-Stern, Eddo. "A  Touch of Medieval: Narrative, Magic and Computer Technology in Massively Multiplayer Computer Role-Playing Games" In: Mayra, Frans (Hrsg.). Computer Games and Digital Cultures Conference Proceedings. Tampre University Press, 2002. Online: https://ic.media.mit.edu/courses/mas878/pubs/stern-cgdc02-touch-of-medieval.pdf (Stand: 01.02.2023).

-Thaler, Richard H. & Cass R. Sunstein. Nudge. Improving Decisions About Health, Wealth, and Hapiness. New Haven & London: Yale University Press, 2008.

-Therese Grisham, Julia Leyda, Nicholas Rombes & Steven Shaviro, “The Post-Cinematic in Paranormal Activity and Paranormal Activity”. In: Denson, Shane & Julia Leyda (Hrsg.). Post-Cinema: Theorizing 21st-Century Film. Falmer: REFRAME Books, 2016. S. 841-878.

-Virilio, Paul. "The Primal Accident". In: Massumi, Brian (Hrsg.). The Politics of Everyday Fear. Minneapolis & London: University of Minnesota Press, 1993. S. 211-218.

-Von Foerster, Heinz. "Wahrnehmen Wahrnehmen". In: Barck, Karlheinz, Peter Gente, Heidi Paris (Hrsg.). Aisthesis. Wahrnehmung heute oder Perspektiven einer anderen Ästhetik. Essais. Leipzig: Reclam Verlag, 1990. S. 434-443.

-Weaver, Warren. "Recent Contributions to the Mathematical Theory of Communication." In: Shannon, Claude & Warren Weaver (Hrsg.). The Mathematical Theory of Communication. Urbana & Chicago: University of Illinois Print, 1963. 1-16.

-Winthrop-Young, Geoffrey. Friedrich Kittler zur Einführung. Hamburg: Junius Verlag, 2018.

-Winthrop-Young, Geoffrey. Kittler and the Media. Cambridge: Cambridge & Malden: Polity Press, 2011.

-Zinman, Gregory. "Getting Messy: Chance and Glitch in Contemporary Video Art". In: Jennings, Gabrielle (Hrsg.). Abstract Video. The Moving Image in Contemporary Art. Oakland, CA: University of California Press, 2015. S. 98-115.

-Zinman, Gregory. Making Images Move. Handmade Cinema and the Other Arts. Oakland CA: University of California Press, 2020.

 

 

 

Netzquellen

 

-About EVL. (electronic visualization laboratory). https://www.evl.uic.edu/about (Stand: 17.02.2023).

-BBC. Cyberpunk 2077 makers apologise for game glitches. 2020. https://www.bbc.com/news/newsbeat-55301721 (Stand: 17.02.2023).

-Beck, Stephen. Beck Direct Video Synthesizer. 2000. http://people.wcsu.edu/mccarneyh/fva/b/BeckDirectVideo.html (Stand: 17.02.2023).

-Briz, Nick. Glitch Art Historie[s]. 2011. http://nickbriz.com/files/glitchresearch/GlitchArtHistories2011.pdf (Stand: 17.02.2023).

-Briz, Nick. Thoughts on Glitch[Art]v.2.0. 2015. http://nickbriz.com/thoughtsonglitchart/thoughtsonglitchartv2.0.pdf (Stand: 17.02.2023).

-Cartridge tilting. Glitchipedia. https://errors.fandom.com/wiki/Cartridge_tilting (Stand: 17.02.2023).

-Chayka, Kyle. Faultline: An Interview Exploring Glitch Art. (Hyperallergic). 2012. https://hyperallergic.com/56704/faultline-an-interview-exploring-glitch-art/ (Stand: 17.02.2023).

-Chayka, Kyle. The Great Web 1.0 Revival. (Gizmodo). 2014. https://gizmodo.com/the-great-web-1-0-revival-1651487835 (Stand: 17.02.2023).

-Cohen, Leonard. Anthem. (Genius). 1992. https://genius.com/Leonard-cohen-anthem-lyrics (Stand: 17.02.2023).

-Cory Arcangel. Super Mario Clouds. 2002. https://coryarcangel.com/things-i-made/2002-001-super-mario-clouds (Stand: 17.02.2023).

-Davis, Paul B. Define Your Terms (or Kanye West Fucked Up My Show). 2009. https://www.seventeengallery.com/exhibitions/paul-b-davis-define-your-terms-or-kanye-west-fucked-up-my-show/ (Stand: 17.02.2023).

-Electronic Arts Intermix. Information. Bill Viola. https://www.eai.org/titles/information (Stand: 17.02.2023).

-Electronic Arts Intermix. Untitled Game. Modifications of Video Game (Quake 1). JODI. https://www.eai.org/titles/9872 (Stand: 17.02.2023).

-Evans-Thirlwell, Edwin. Meet the developers making bugs and glitches on purpose. 2021. https://www.pcgamer.com/meet-the-developers-making-bugs-and-glitches-on-purpose/ (Stand: 17.02.2023).

-Frieling, Rudolf. Takeshi Murata. »Monster Movie« (2005). 2009. https://archiv2019.kunstverein-bielefeld.de/en/exhibitions/subjective-projections/takeshi-murata.html (Stand: 17.02.2023).

-Glitch Artists Collective. (Facebook). 2012. https://www.facebook.com/groups/Glitchcollective/ (Stand: 17.02.2023).

-Glitch Artists Collective: Tool Time. (Facebook). 2015. https://www.facebook.com/groups/GACToolTime/ (Stand: 17.02.2023).

-Hernandez, Patricia. It's Not A Glitch. It's A Feature. It's Art. It's Beautiful. 2012. https://kotaku.com/its-not-a-glitch-its-a-feature-its-art-its-beautiful-5933722 (Stand: 17.02.2023).

-IdN v18n3: Glitch Issue: Making the Perfect Accident (International Design Network Magazine). 2011. https://www.idnworld.com/mags/v18n3 (Stand: 17.02.2023).

-"Instrument" In: Wolfgang Pfeifer et al. Etymologisches Wörterbuch des Deutschen (1993). Digitalisierte und von Wolfgang Pfeifer überarbeitete Version im Digitalen Wörterbuch der deutschen Sprache. https://www.dwds.de/wb/etymwb/Instrument  (Stand: 17.02.2023).

-Menkman, Rosa. Beauty in the Age of digital Art; aesthetic poetic or rhetoric, June 2006. http://rosa-menkman.blogspot.com/2006/05/beauty-in-age-of-digital-art.html (Stand: 17.02.2023).

-Metzger, Gustav. Auto-Destructive Art. http://radicalart.info/destruction/metzger.html (Stand: 17.02.2023).

-Moradi, Shay [Iman]. Glitchbreak. 2011. http://www.organised.info/glitchbreak/ (Stand: 17.02.2023).

-Motherboard. Glitch Festival and Symposium. 2002. http://www.liveart.org/motherboard/glitch/ (Stand: 17.02.2023).

-Motherboard. M@ggie's Love Bytes. WhatWhereHowWhoWhyNow. 1999. http://www.liveart.org/motherboard/MLB/why.html (Stand: 17.02.2023).

-Mullins, Daniel. Pony Island. 2015. https://www.pony-island.com/ (Stand: 17.02.2023).

-Murata, Takeshi. Online Screening: Monster Movie (2005). 2016. https://www.sfmoma.org/read/takeshi-murata-monster-movie/ (Stand: 17.02.2023).

-Museum of Obsolete Media. https://obsoletemedia.org/ (Stand: 17.02.2023).

-One Terabyte of Kilobyte Age Photo Op. (Tumblr). https://oneterabyteofkilobyteage.tumblr.com/ (Stand: 17.02.2023).

-Pollack, Barbara. Under Destruction. 2012. https://www.artnews.com/art-news/news/under-destruction-551/ (Stand: 17.02.2023).

-Preskey, Natasha. The mythos and meaning behind Pokémon’s most famous glitch. 2019. https://arstechnica.com/gaming/2019/02/the-mythos-and-meaning-behind-pokemons-most-famous-glitch/ (Stand: 17.02.2023).

-Russell, Legacy. Digital Dualism and the Glitch Feminism Manifesto. (The Society Pages). 2012. https://thesocietypages.org/cyborgology/2012/12/10/digital-dualism-and-the-glitch-feminism-manifesto/ (Stand: 17.02.2023).

-Schleiner, Anne-Marie. 2 Reviews: Untitled Game and Ego Image Shooter. 2002. https://rhizome.org/community/42930/ (Stand: 17.02.2023).

-Shaviro, Steven. What is the post-cinematic? 2011. http://www.shaviro.com/Blog/?p=992 (Stand: 17.02.2023).

-Temkin, Daniel. Glitch & & Human/Computer Interaction. The Journal of Objectless Art (2014). https://nooart.org/post/73353953758/temkin-glitchhumancomputerinteraction (Stand: 17.02.2023).

-Temkin, Daniel. Glitchometry Stripes. 2013, 2016. https://danieltemkin.com/Glitchometry/Stripes (Stand: 17.02.2023).

-Temkin, Daniel. Glitchometry, (2011-present). https://danieltemkin.com/Glitchometry (Stand: 17.02.2023).

-TikTok – connection_intercepted. https://www.tiktok.com/@connection_intercepted (Stand: 17.02.2023).

-Tucker, Phil. How to glitch images using audio editing software. (Datamoshing). 2016. http://datamoshing.com/2016/06/15/how-to-glitch-images-using-audio-editing-software/ (Stand: 17.02.2023).

-Tucker, Phil. How to glitch images with WordPad. (Datamoshing). 2016. http://datamoshing.com/2016/06/26/how-to-glitch-images-with-wordpad/ (Stand: 17.02.2023).

-TvTropes. Imscared. https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Imscared (Stand: 17.02.2023).

-Untitled Game. https://untitled-game.org/ (Stand: 17.02.2023).

-Vaporwave. Aesthetics Wiki. https://aesthetics.fandom.com/wiki/Vaporwave (Stand: 17.02.2023).

-Wix.com. About. https://de.wix.com/about/us (Stand: 17.02.2023).

-Yeager, Charles. Datamoshing 101: How to Make Your Footage Look Trippy. (Premiumbeat). 2021. https://www.premiumbeat.com/blog/datamoshing-make-footage-look-trippy/ (Stand: 17.02.2023).

 

 

Youtube & Vimeo Links:

 

-Connection Intercepted. Connection Intercepted Trippy TikTok Video Compilation (HD). 2021. https://youtu.be/_My6J0dB5DQ (Stand: 17.02.2023).

-Epic Pictures Group. V/H/S – Official International Trailer. 2012. https://youtu.be/MmLh4NUu6E4 (Stand: 17.02.2023).

-Jamie Faye Fenton. Digital TV Dinner. 2009. https://youtu.be/Ad9zdlaRvdM (Stand: 17.02.2023).

-jonCates. JODI presents at Conversations At The Edge (2006). https://vimeo.com/10646976 (Stand: 17.02.2023).

-Kanye West. Welcome to Heartbreak. 2009. https://youtu.be/wMH0e8kIZtE (Stand: 17.02.2023).

-Kenny Lozowski. Electronic Visualization Event 3 (EVE3). 2013. https://youtu.be/pNJ-f-hqAWI (Stand: 17.02.2023).

-Miriam Ross. Vertical Framing Video Essay. 2014. https://vimeo.com/99499627 (Stand: 17.02.2023).

-Thorsten Fleisch. Wound Footage. 2009. https://vimeo.com/4741823 (Stand: 17.02.2023).

-Wester. Pokemon Blue - AGDQ 2015 Speedrun by werster - 0:21:42 Any% No Save Corruption. 2015. https://youtu.be/oFM4IRpf6Oc (Stand: 17.02.2023).

 

 

Bilder & Videos

 

Alle Bilder, die nicht in den Quellen aufgeführt sind, wurden vom Verfasser der Arbeit selbst produziert.

 

-M@ggie's Love Bytes: Motherboard. 1999. [Video]. http://www.liveart.org/motherboard/MLB/mc.ra (Stand: 17.02.2023).

-Takeshi Murata. Monster Movie. 2005. [Screenshot]. https://americanart.si.edu/artwork/monster-movie-86385 (Stand: 17.02.2023).

-IdN v18n3: Glitch Issue: Making the Perfect Accident (International Design Network Magazine). 2011. [Titelbild]. https://www.idnworld.com/mags/v18n3 (Stand: 17.02.2023).

-Communication Theory. Shannon-Weavers Model of Communication. [Bild]. https://www.communicationtheory.org/shannon-and-weaver-model-of-communication/ (Stand: 17.02.2023).

-Salas, Alexandra. 7PKMN 'v. In: Rosenberg, Jordan & Iasmin Omar Ata. Glitch PokéZine. New York, 2014. [Bild]. https://drive.google.com/drive/folders/1a77YhaiTgB-xVMl5pc2IKTyYxXGpM_Bd (Stand: 17.02.2023).

-Steina und Woody Vasulka. Noisefields. 1974. [Video]. https://www.fondation-langlois.org/html/e/page.php?NumPage=483 (Stand: 17.02.2023).

-Bill Viola. Information. 1973. [Screenshot]. https://www.meer.com/blain-southern-gallery/artworks/57410 (Stand: 17.02.2023).

-Mute, Vol 1, No. 22 ("The Art Issue"). 2001. [Foto]. https://rhizome.org/editorial/2013/oct/16/required-reading-closer-look-jodis-untitled-game/ (Stand: 17.02.2023).

-Encountering a MissingNo. Pokémon Wiki. [Bild] https://pokemon.fandom.com/wiki/MissingNo. (Stand: 17.02.2023).

-Giphy420.gif. Vaporwave. Aesthetics Wiki. [Gif] https://aesthetics.fandom.com/wiki/Vaporwave (Stand: 17.02.2023).

-Arcane. Season 1, Episode 6. "When These Walls Come Tumbling Down". Riot Games. 2021. 38:15. [Gif].

 

Filme & Spiele

 

-Doom. Id Software (Publisher), 1993.

-GoldenEye: 007. Nintendo (Publisher), 1997.

-Paranormal Activity. Oren Peli (Director), 2007.

-Pokemon Red&Blue. Nintendo (Publisher), 1996.

-Quake. GT Interactive & Bethesda Softworks (Publishers), 1996.

-The Blair Witch Project. Eduardo Sánchez & Daniel Myrick (Directors), 1999.

-V/H/S. Adam Wingard, David Bruckner, Ti West, Glenn McQuaid, Joe Swanberg & Radio Silence (Directors), 2012.

-Wolfenstein 3D. Apogee Software & FormGen (Publishers), 1992.

-Wreck it Ralph. Rich Moore (Director), 2012.

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