Open source software: A realistic and pragmatic approach
Glitch art, more than most disciplines, asks questions of the software and hardware it uses in very specific ways, what happens if I misuse this, how do I break that, why can’t I install the software I want to use on this or that device, or to put it more simply “what assumptions about my tools have I accepted without questioning?” It is obsessed by file formats, codecs and the systems they are embedded in, the stuff that our digital existence is built from. These questions are also relevant to other disciplines within digital art.
Existing primarily online Glitch art relies on an open internet to exist and propagate through the sharing of ideas, techniques, scripts and opportunities. Accessibility and inclusion is at its core, denying the standard wisdom that you need the latest most expensive hardware or software product to create valid work with.
This was written on a modern, open-source, fully libre, operating system (a Devuan respin using the linux-libre kernel) , on hardware I have modified myself ( a 4th gen intel i7S running on a thinkcentre E73 and a 6th gen intel i5 running on a Fujitsu lifebook E546) which most standard thinking would state is outdated and ready for e-waste. They aren’t considered modern enough to run windows 11 though if I wanted to I could use an open source tool like Rufus, to create a version of win 11 which bypasses windows 11 requirements like TPM 2, an online account or a specific generation of processor.
Open source software empowers the user to make choices which enable access and inclusion, my own view of proprietary software and hardware is that it disables and monetises the user trapping them in software as a service subscriptions and updates which remove functionality and increase bloat and obsolescence.
This is my position as an artist it may be very different to yours but certain themes will be common.
Open-ness
As Wikipedia summarizes it, "Open-source software (OSS) is computer software that is released under a license in which the copyright holder grants users the rights to use, study, modify and distribute the software and its source code to anyone and for any purpose."
This is a concise summary of the principles set out in the Open Source Definition (OSD), maintained by the Open Source Initiative. The OSD is a formal set of criteria that software licenses must satisfy to be recognized as open source, and it has become the foundation for evaluating and approving open-source licenses. If you're interested in reading the complete definition, it can be found on the Open Source Initiative website here https://opensource.org/osd
Open source code means that a program can be independently inspected to verify that it is doing what it says it does, as you have access to the source code, not just an opaque binary. It also means that if there is a bug in the program its going to be possible at some point for someone to read that source code to find and fix that bug, improving the software for everyone.
Open source software is developed collaboratively often by unpaid maintainers though some large organisations such as Nextcloud , Proton mail, Collabora, stability.ai, Framasoft and others contribute financially to projects that are seen as important.
Now just to clarify, there is a distinction between open-source software (as defined by the open source initiatives OSD) , which is distributed under licences such as the Apache Licence 2.0, the GNU General Public Licence (GPL) or the MIT Licence
https://en.wikipedia.org/wiki/GNU_General_Public_License
https://en.wikipedia.org/wiki/MIT_License
and more on Foss Licensing here https://en.wikipedia.org/wiki/Free-software_license
and
the free software foundations definition of ‘free software’ which
defines software as free when it satisfies these four conditions also known as the four freedoms:
0)
The freedom to run the program as you wish, for any purpose (freedom
0).
1)
The freedom to study how the program works, and change it so it does
your computing as you wish (freedom 1). Access to the source code is
a precondition for this.
2)
The freedom to redistribute copies so you can help your neighbor
(freedom 2).
3)
The freedom to distribute copies of your modified versions to others
(freedom 3). By doing this you can give the whole community a chance
to benefit from your changes. Access to the source code is a
precondition for this.
In
practice there's a great deal of overlap between open-source software
and free software. Many of the licences you'll encounter, including
the GPL and MIT Licence, are recognised by both organisations. The
main difference is one of philosophy rather than day-to-day use, but
whatever licence a project uses it's worth reading it so you
understand what rights and obligations each licence grants the user.
In
glitch art and in general ‘the rights to use, study, change, and
distribute the software and its source code to anyone and for any
purpose.’
and
point 3 in the free software foundations definition is
important as something like ffmpeg say which as
well as being a truly useful and important cross platform command
line tool for manipulating video, sound and
images is also reused in
open source applications
such as handbrake, Kdenlive,
audacity sound editor and parts of it are embedded within vlc video
player , it can read and
write multiple formats , some
proprietary, some not
but the important point
being that you can use it for free and modify as you wish
( as I have done) and not have to pay licensing fees to use it or its
codecs
Closed-source
software
Contrast
this with the definition of closed source or proprietary software
https://en.wikipedia.org/wiki/Comparison_of_open-source_and_closed-source_software
‘The
primary business model for closed-source software involves the use of
constraints on what can be done with the software and the restriction
of access to the original source code. This can result in a form of
imposed artificial scarcity on a product that is otherwise very easy
to copy and redistribute. The result is that an end-user is not
actually purchasing software, but purchasing the right to use the
software. To this end, the source code to closed-source software is
considered a trade secret by its manufacturers.’
Trusted
software, app stores, age verification and more
This
business model is furthered by changing
the model of the operating system from one where the user could
install what they wanted
from where they wanted
using their own judgement as to safety or otherwise,
to one where walled
gardens of approved software such as the Microsoft store, Google
play or Apples
app store make
it
increasingly more
convenient
for the user
to install software from ‘trusted sources’ and
less convenient to install from other sources. While
these systems are often presented as improving security, they also
shift more control over software distribution from the user to the
platform owner.
This can have the knock-on
effect of narrowing user choice, making it harder for smaller
independent developers to reach audiences, and reinforcing existing
software ecosystems and so-called 'industry standards'
These
blocks on running what you want on your own device can be
circumvented but this is becoming more and more difficult and not
without consequences.
See
this https://f-droid.org/2026/07/01/adv-malware.html
and
this https://keepandroidopen.org/
and
this Apple blocks sideloading unverified apps
https://lunduke.locals.com/post/6304352/apple-removes-ability-to-run-unsigned-apps-in-macos-15-1
As
an example Googles Chrome browser is introducing changes which will
reduce the effectiveness of some ad blockers. As an artist working
with long form video that I publish on YouTube this is a real problem
as chrome is the dominant browser. I don’t want the continuity of
something I’ve made being interrupted every five minutes by
whatever an ad-company chooses to show. As an online artist I can
either accept this friction or move my work elsewhere, but this then
brings up questions of visibility, reach and who controls the
platforms we use - and why, which is a related argument for another
day.
https://cybernews.com/security/chrome-update-disables-adblockers-manifest-v3/
And
then of course there is age verification where vendors of operating
systems may soon be required to verify or record aspects of a users
age so that the device can then communicate that information to app
stores and only allow age appropriate software to be installed on
that device – which begs the question how much control of your own
device do you really have ?
https://www.pcmag.com/explainers/your-pc-might-demand-proof-of-age-before-browsing-heres-what-to-know
Politics
It
occurred to me whilst writing this that I’ve been giving a
variation of this talk either in conversation or in presentations
since I started making glitch art, with a hostile Govt. in America
openly threatening European values this conversation is more relevant
than ever, as much of the software and hardware you as artists use
will be controlled by American corporations.
Microsft
blocks ICC accounts
https://www.heise.de/en/news/Criminal-Court-Microsoft-s-email-block-a-wake-up-call-for-digital-sovereignty-10387383.html
Claude
fable blocked outside of US
https://www.bbc.com/news/articles/c932g3v3e13o
E.U
digital soverignty
https://digital-strategy.ec.europa.eu/en/policies/eu-tech-sovereignty
The
US cloud act https://wire.com/en/blog/cloud-act-eu-data-sovereignty
“ The
CLOUD Act overrides local data
protection laws whenever
criminal investigations involve U.S. interests. Its scope is
extraterritorial, meaning it
applies regardless of where the data is physically stored,
as long as the service provider
is based in the United States.
It grants U.S. authorities the power to access personal, corporate or
even classified data with a warrant, without prior notice to affected
users or European regulators.” which can
conflict
with European
GDPR
regulations and given the current
political situation in the US is ripe for misuse.
Collaboration
Using
a common set of tools that anyone can access makes it a lot easier to
collaborate, especially when exchanging files to be worked on. The
argument can be made that proprietary software has created industry
standards that everyone can work with but if the software to do that
is prohibitively expensive then that software ( or hardware ) is
exclusionary, the very opposite of what art should be , open source
software and open source standards allow all of us to collaborate
regardless of income, class or often hardware.
Or
to sum up the last two points as the Libreplanet
mission statement says:
https://libreplanet.org/wiki/LibrePlanet:About/Mission_Statement
‘As
media and technology mediates how we experience and interact with the
world, the private owners of software, knowledge, and culture have
control over us. With a strong commitment to free software and free
cultural works, we work against the exploitation, domination, and
oppression enabled by private ownership of technology, media, and
communication. While free software and free culture are radical
stances against one form of oppression, we acknowledge that there are
systemic structures of control embedded in our society which permeate
our movement. Therefore, we maintain a Code of Conduct which takes
those into account.’
Our
vision is to free the world from technological and legal barriers for
all software and cultural works to be free as defined by the GNU
Project and Definition of Free Cultural Works.’
My
view’s on all of this are just that, I take a particular stance as
an artist to use only open-source software and also to release my
work under a creative commons licence, some of you may not be
comfortable with doing that, but it is an option.
The
Convenience trap
Most
of the software I use is cross-platform. I can and do use the same
tools on macOS, Windows, or Linux. That matters because when I show
someone a technique, I need to know they can reproduce it on whatever
computer they already own. I don't have to tell them they need to buy
a particular operating system or spend hundreds of euro on
proprietary software before they can even begin, fostering
inclusivity and increasing accessibility.
Some
of you will probably be thinking, "But this isn't
industry-standard software."
My
response is that the very idea of "industry-standard software"
has become one of the most successful marketing strategies ever
devised. It encourages dependence on proprietary tools, proprietary
file formats, and increasingly, perpetual subscription fees. Once an
industry is locked into a particular ecosystem, the software company
has a captive market and very little incentive to reduce prices or
improve the user experience.
You will own nothing and be happy
Adobe's
subscription model is a good example. You no longer own the tools you
depend on—you rent them indefinitely. Stop paying and, in many
cases, you lose access to the software that created your own work.
Those
same corporations have also
spent
the last few years scraping web content to feed into A.I models to
capture the content that we create to monetise for themselves (
ironically built with open-source tools) and cut the artist out of
the equation, using
and paying for these tools increasingly reinforces the very business
model that marginalises artists.
Open
source software offers a fundamentally different relationship. It
puts the user, rather than the corporation, in control. The software
can be used, studied, modified, shared, and preserved. It allows
knowledge to be exchanged freely instead of being mediated through
licensing agreements and recurring payments.
I
don't reject proprietary software because it is technically inferior.
I reject the business model because I believe it concentrates power
in the hands of a few corporations at the expense of artists,
educators, and the wider public.
Cost
Open
source software generally comes at no cost other than downloading and
learning how a program or operating system works or how to install
it, for an artist wanting to try out new techniques and ways of
working or for a student/artist on a budget cost of access to
hardware and software can be a big barrier, but if there is an
alternative open source program which works just as well and is free
why not use it ?
Question 1.
Ask
yourself this basic question when deciding on a particular piece of
software for a particular purpose:
‘is
there an open source alternative?’
then
ask -
Question 2,3 and 4
‘ Will
it do what I want it do, can it read and write the file formats that
I need it to write, is their a user manual or user forum’
Question 5
Will
it work on my operating system and my hardware?
Question 6
If I can’t replace the
big thing can I replace some small things
Pragmatism
There is no one size fits
all solution but we can make small shifts, re-examine why we are
storing things in places like google cloud , could we store more
files locally , run programs locally rather than online etc.
I'm not suggesting everyone
should abandon the software they rely on. If Unreal Engine or
TouchDesigner enables you to make work you couldn't otherwise make,
then that's a perfectly rational decision. What I'm suggesting is
that we become more conscious of where we have genuine choice—and
where we've simply accepted the default.
The where
I’m not going to cover
this too much in depth as searching the internet for software is a
pretty obvious thing, though there are pitfalls as most of you
probably know, and I’d recommend using a projects website rather
than blindly following links to dodgy software aggregator sites that
use deceptive layouts to trick you into downloading malware or paid
for versions of software.
If you're looking for an
open-source replacement for a particular commercial application, Open
Source Alternatives has a useful searchable database of software
organised by category. https://opensourcealternative.to/
The FSF ( free software
foundation ) has useful resource pages of free software
https://www.fsf.org/resources/
For windows if you are
still on windows 10 I’d recommend using the chocolatey package
manager, its web page has a handy package search function, for
windows 11 there is the newer winget system.
https://chocolatey.org/
https://learn.microsoft.com/en-us/windows/package-manager/winget/
For Mac os I'd strongly
suggest installing homebrew https://brew.sh/
the website also has a handy package search function.
For linux use your package
manager of choice
Many of the most
interesting creative tools are hosted on GitHub, GitLab or Codeberg.
To make the most of these you'll probably want to install Git—another
open-source project that has become something of an industry
standard. Some projects will also require a little familiarity with
compiling software, creating Python virtual environments or basic
scripting. Don't let that put you off. Most of us learnt those skills
because there was something we wanted to make, and they're well worth
acquiring if you're interested in developing your own creative tools.
Much of my own work relies heavily on Python and scripting.
That
being said, this a quick overview of some options
Green
Things where the
open-source alternative is genuinely excellent.
Amber
— Mixed
Where it depends on
workflow.
Some people can switch
tomorrow.
Others can't.
And that's okay.
Red
— Not yet
Things where, for many
artists, proprietary software still has capabilities that are
genuinely difficult to replace.