Noise Channels Glitch and Error in Digital Culture
Noise Channels Glitch and Error in Digital Culture
Noise Channels Glitch and Error in Digital Culture
ix
culture around the turn of the twenty- rst century rather than trying to
overcome them. This book therefore pro les the productivity of noise in
computer culture, tracing it in a series of examples: from writing under
the conditions of the database, to questions of secrecy and visibility in a
world of networked screens, to laptop music distributed by net labels, to
playing with games as models of contingency, and nally to the question
of archival access and cultural memory of the experience of play and
performance in computer culture.
Tracing in new media cultures a resistance against the heritage of
motion studies, ergonomics, and ef ciency, I borrow some terminology
from information theory, which in uenced the work of some of the fore-
most media theorists of the second half of the twentieth century, ranging
from Marshall McLuhan, Michel Serres, and Max Bense to Vilém Flusser,
Friedrich Kittler, and Katherine Hayles, to name but a few. As humanities
scholars grounded in historical and conceptual inquiry, they integrate
insights from the history of technology and the philosophy of science.
For instance, Hayles writes with reference to Claude Shannon andSerres
of "formal results within information theory that demonstrated noise in
a communication channel need not always destructively interfere with
the message, but rather could itself become part of the message."" Fol-
lowing in their conceptualfootsteps, this book not only treats of signals,
gestures, and sounds in emerging forms of creative expression--ranging
from writing and music to lm andgames but also aims to contribute
theoretically to current debates in the eld of critical new media studies.
Arguably this burgeoning eld has never been more in need of historical
grounding, becausethe role of critical analysis and conceptual interpreta-
tion is too often swept aside by an emphasis on current social and politi-
cal factors in the industry? By the same token, as Alan Liu emphasizes,
"when new media is understood to be fully embedded in history rather
than (as when it is facilely said that the internet makes books obsolete)
post-historical, then it appears to be trickily both before and after its
time."" Media technologies that afford time axis manipulation compli-
cate discourse analysis; although the following chapters roughly follow
a historical sequence, the story of our "information society" does not
simply provide a linear index of progress.
The term information has a varied career, from its etymological con-
The role of the computer in the realm of the visual arts is not limited
to the production of graphics, sculptures, computer-aided action
paintings, lms and cybernetic devices. ... The computer could
be the tool for the democratization of art in its availability, even
if it could do very little about making art morecomprehensible
or desirable.21
Thus the synthesis of signal and key decrypts the noisy transmissioninto
a received message for the destined receiver, but it is encoded so thatthe
anticipated distortion of communication, namely the interception and
decoding of the message by enemy cryptanalysts, might be avoided.For
instance, the normal frequency of letters in different languages yieldsa
clue: whereas in Italian, the most common letters are E, I, A, and 0, in
French they are E, A, S, and N, in German E, N, R, and I, and in English
E, T, 0, and A, respectively. Another way to distinguish them is if we
know that the hyphen is used 14 times per 1,000 characters in written
German but 17 or 18 times per 1,000 characters in English. Moreover,
consider the statistical frequency of digrams or trigrams; in French,the
most common combinations of any three letters of the alphabet areENT
(118 times in any 1,000) followed by LES (77 times), whereas in Ger-
man it is EIN followed by SCH (120 and 105 times, respectively), and
in English THE followed by AND (233 and 90 times per 1,000),which
helps with encoding for ef cient throughput but also with decodinga
cryptogram. The same holds for other channels, and thusShannon's
communication theory of secrecy collapses noise (to foes) andmessage
(to friends) and always has to anticipate both desirable andundesirable
negation: what is noise to one may be message to another. This book
will seek to unfold the consequences of this insight across a variety oI
cultural channels.
l argues that plurivocal hypertext may have seemed like a radical shift
but in fact grew out of the historical logic of the archive and thedatabase.
Far from proving Flusser's pessimistic surmise that writing has no future
when other codes take over, chapter 2 illustrates some of the effects of a
shift in emphasis: media activism under the conditions of the Net and
Web raises fundamental political question of who gets to say, show, or
write what, whether visibly on the displays or less visibly in the source
code. By extension, chapter 2 engages in what one might call "occultural
studies," or the history of secret communications. Furthermore, this
book sets out to examine other peculiar strictures of creative expression
and "unprogrammed" communication in digital culture, not only in
forms of creative writing under the conditions of networked computing
but also in the rhetoric of technological correctness that is neither simply
libertarian nor anarchic but has palpably shaped the way questions of
access and control are negotiated in computer-mediated communication
in general and the expressive politics of hacktivism and tactical media
in particular. This will be seen in the use of computers to synthesize
sounds, generate patterns, and compose music; and in two chapters on
computer game culture. Building on the opening chapters that discuss
writing, visual communication, and music, chapter 4 focuses on glitches
in the human-computer interfaces that come to the fore in gaming and
chapter 5 on the production of digital animation within computer games
that can take documentary, ctional, or experimental forms, a practice
commonly called machinima. Here it should be emphasized that Shan-
non is a seminal reference not just for information theory in general
but also for music and games in the digital age, because in his house he
had collected ve pianos, more than thirty other musical instruments, a
range of pioneering chess computers (many of which he built himself),
and various electronic toys he invented, such as "Throbac," "Nimwit,"
"Hoax," and the mind-reading machine. Alan Turing was astonished
that "Shannon wants to feed not just data to a brain, but cultural things!
He wants to play music to it!"40 Shannon was a gadgeteer as well as an
early pioneer in computer gaming (although he was careful to describe
his gadgets as nonnumerical computing, to distinguish them from Tur-
ing machines). He divided his computational toys into three categories:
those based primarily on rules and tables, those dominated by strategy,
and those that could learn. Arguably this typology of gaming stillraises
productive questions in digital culture; in playing with games,reading
machinima through its gestures may ground new media studies in the
conditions of possibility of computing culture, the triple setup ofcomputer
graphics, interface ergonomics, and database form.
Questions of access and interaction must be raised also for making
music in the digital age. Flusser talks about the codes of occidental culture
as both enumerating and narrative gestures, and these modes ofcounting
and accounting appear to him to line up in ways that allow forclosure,
whereas the gestures of the media age depart from such modes. In the
tsunami of publications about new media, digital culture, and media
theory, the area of music generated with the aid of computers is all too
often ignored. Perhaps it was always already easier for music tobridge
alleged gaps between nature and culture in favor of their coevolution.
Therefore, chapter 3 focuses on making music with the new affordances
of computers, be it harnessing complex algorithms to make a laptop your
performance partner or poking at keys to play Guitar Hero on aBlackberry.
Chapters 4 and 5 will extend that argument about creative expression
under the conditions of computer games. As Flusser surmises, telematic
societycan playfully produce information to resist entropy Speci cally,
chapter 4 investigates the tension between ludic contingency and rule-
bound computing, and chapter 5 takes a look at playing with gamesin
ways that transfer the gestural registers of theater and cinema into the
differently circumscribed realms of off-the-shelf videogames.
Each of the following chapters will thus explicate the stakes of a
computing culture that is perpetually fending off the kind ofclosuresas-
sociated with ef cient and ergonomic interfaces, losslesscommunication,
perfect sound forever, jitter-free, tamper-resistant, low-latencydatascapes.
Clearlyaccess remains as important as ever, yet it is increasingly regulated
and constrained in visible and palpable ways. This tendency toblack-box
applications, to cordon off hardware and software, is met with arange
ofresponses,from user policies to hacking, from repurposing hardware
to open-source software, and from playing with games to rewriting the
interface altogether.