Art & Technology - Thoughts on Glitch and Glitch Art

"What is the attraction to glitch? Or more so, why are glitch artists drawn to creating work in this genre? Is it the humanizing of what is sold to the public as perfection? The computer as perfection, a precision instrument, capable of executing complex mathematical sequences to such a high degree that we have come to accept the notion of virtual reality feasibly recreating real world experience? Does the glitch therefore become the humanizing element, exposing the machine for what it is, a man-made instrument, a tool only one layer removed from pure data represented as image? Is it the poetic element of distorting images to convey meaning?" (Donaldson, n.d.).

It is interesting to me that glitch has become its own aesthetic and something that is sought out and celebrated rather than corrected or fixed.  The definition of "glitch" is "suffer a sudden malfunction or irregularity." Meaning that, originally, glitches were something that were unwanted.  Nowadays, when a piece of technology or program glitches, we use it as a form of entertainment or art, and as the quote above mentions, a way to "humanize" our machine world.  As mentioned in a previous post, our lives are increasingly dependent on technology.  Although we don't want our devices to malfunction, it does bring them down to our level, and it is up to us whether we consider glitches to be unforgivable or not.  As the saying goes "To err is human, to forgive is divine."  We are in a time where we forgive our glitches and actually turn them into something good.

In the video above, the narrator shows us several glitches in the original Super Mario Bros. game.  At the time the game was made, I'm unsure if these were left in on purpose or not.  These days, it seems that some glitches are left into video games as sort of Easter Eggs to find as you play.  It adds another level of entertainment to the game above normal play, and an air of mystery that is fun to hunt down and figure out.  Other kinds of glitches, such as the ones that are purposely made in glitch art, are another form of showing that even though our lives are run by technology, we can still show machines that we are in charge. 

In a classroom environment, glitch art is a great way to teach about critical thinking about the way we can use technology.  Although a lot of processes that went before are automatic with certain programs or devices, we can more or less throw a wrench in the works and see what positive outcomes result.  This also puts a spin on creativity - instead of finding out how we can create something, we have to figure out how we can break something in a creative way.  This completely redefines how art is typically made and taught. 

Reference

Donaldson, J. (n.d.). Glossing Over Thoughts on Glitch: A Poetry of Error. Retrieved from https://webcourses.niu.edu/bbcswebdav/pid-5043831-dt-content-rid-37831821_2/courses/20182-ARTE-343-----1/Donaldson%2C%20J.%20%28n.d.%29.pdf

 

Art & Technology - Game Controller

I really enjoyed the game controller project we did.  It came easier for me to create more than the game, perhaps because of our previous experience with Makey Makey.  I did like how the game controller and game brought our Scratch, sound, programming, animated gif and Makey Makey projects all together to work cohesively as one thing.  For my controller, I chose to create a spherical ball reminiscent of the crystal ball that the Goblin King uses throughout the Labyrinth movie, and the one that Sarah is trapped in during the ballroom scene.  I used an old clear plastic ornament, and attached metal clips to it as the "buttons." Inside, I used a phone wire with 4 small wires inside to attach to the Makey Makey for my four controls in the game - up, right, left and the space bar.  I wanted to be able to use the controller in one hand (my second hand use in the video is only to steady it).  I painted it white to conceal the wires inside as well. 

The game creation itself came together in the end, even though it was more simple than I originally intended, and it was interesting to play it with the controller because it added an element of difficulty.  I made the controller to fit my hand too, so it also has an element of customization and uniqueness to it that I wasn't expecting for some reason.  It definitely adds to the artistic quality of the game, to have a one of a kind controller. 

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As art teacher, I look forward to incorporating multiple artistic techniques into single projects.  I feel like this adds an element of dynamic learning that helps students realize their strengths and overcome their challenges. Working on large scale projects like this collaboratively would also be a great way to teach about teamwork and getting along with peers.  Although I think technology can be combined with traditional art making practices, projects like these completely redefine the way we can teach in an art classroom.  It truly combines many disciplines, and is aligned with STEAM curriculum.  I look forward to using new media in my classroom in the future.  

Art & Technology - Thoughts on Evaluating mLearning and New Media

At the heart of mLearning and New Media is combining the classroom with the devices and imagery that deliver to us our visual culture.  There is no denying that technology and social media are a big part of our daily lives.  It seems that art education presented online or combined with the mobility of certain devices like phones and tablets, can create a lot of positive outcomes, including a dynamic learning process and increased peer interaction and inspiration.  The ability to linger on a certain work or works and reference the archive of commentary on it helps further a student's knowledge and creativity.  Art has increased its definition beyond the traditional realms of drawing, painting and sculpture.  It now includes new media like video games, digital art, movies, and more.  The blurring of the lines of what makes up art has made it accessible to everyone, not just the "artist."  

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Although mobile learning and New Media have their positive sides, I feel at times the ease and accessibility of the Internet can be a trap.  Not taking part in face-to-face connections could possibly lead to more timidness, laziness and less accountability in less self-motivated individuals.  Purely online courses can also provide a sort of anonymity in participants, which may at first, feel like a comfortable layer of protection, but the tone of written comments can be misinterpreted and lead to misunderstandings and self doubt. I feel that in person interactions not only build confidence in who your peers are, but also in your own self, which is often not present in adolescents.  I also feel, especially with non-photographic art such a painting and drawing, viewing a piece in real life can lend itself to a more emotion reaction and connection with the art.  Viewing artwork on the screen is sort of a "watered down" version of the real thing, often obscuring size, texture, color and contrast. Perhaps a solution for the future is to have a combination of online coursework and in person interaction and viewing of artwork. That way, art educators can reap the benefits of both types of learning.

The SAMR model is a way to define how mLearning activities are changing the way we conduct our curriculum in an art classroom.  The SAMR Model uses four classifications of technology:

• Substitution: The technology provides a substitute for other learning activities without functional change.

• Augmentation: The technology provides a substitute for other learning activities but with functional improvements.

• Modification: The technology allows the learning activity to be redesigned.

• Redefinition: The technology allows for the creation of tasks that could not have been done without the use of the technology. 

Using the SAMR model helps give a solid reasoning behind the activities used in the art classroom, so that they are more meaningful to learning and not just utilizing technology for just the sake of using technology. 

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