MachineMachine /stream - search for mouth https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[The Closing of the Scientific Mind - David Gelernter, Commentary Magazine]]> https://www.commentarymagazine.com/articles/david-gelernter/the-closing-of-the-scientific-mind/

The huge cultural authority science has acquired over the past century imposes large duties on every scientist. Scientists have acquired the power to impress and intimidate every time they open their mouths, and it is their responsibility to keep this power in mind no matter what they say or do.

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Thu, 08 Apr 2021 05:55:18 -0700 https://www.commentarymagazine.com/articles/david-gelernter/the-closing-of-the-scientific-mind/
<![CDATA[Have you read any scifi that you found overly disturbing?]]> https://www.reddit.com/r/printSF/comments/kiyfnx/have_you_read_any_scifi_that_you_found_overly/

I like weird scifi, and sometimes I am in the mood for scifi that makes me uncomfortable. I don't necessarily mean horror or weird Lovecraftian fiction (not a fan) but just really dark scifi. So what are the weirdest, most unsettling scifi books and short stories you have read? I'll start with: The Metamorphosis of Prime Intellect by Roger Williams I Have No Mouth and I Must Scream by Harlan Ellison American War by Omar El Akkad Bleakwarrior by Alistair Rennie And though they aren't scifi, most Cormac McCarthy books have made me wince at a few points. submitted by /u/SheedWallace to r/printSF [link] [comments]

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Wed, 23 Dec 2020 10:31:12 -0800 https://www.reddit.com/r/printSF/comments/kiyfnx/have_you_read_any_scifi_that_you_found_overly/
<![CDATA[Why Cosmic Horror is Hard To Make]]> https://www.youtube.com/watch?v=8OTO7Rqln9Q

In this video we take a look at why Cosmic Horror (or Lovecraftian Horror) is so hard to adapt onto the screen because of its visual complexity and abstraction.

Video essay made by Moises & Sergio Velasquez https://www.patreon.com/screened

------------- Editor's Note:

  • It's not mental patients but someone insane made the drawings.

------------- Follow us on:

Instagram: https://www.instagram.com/screenedclip/ Twitter: https://twitter.com/MoiVel

------------- Music:

The Old Ones by Scott Buckley – www.scottbuckley.com.au

------------- Movie Clips From:

2001: A Space Odyssey (Debatebly has Lovecraftian elements) Alien Annihilation Bird Box Cloverfield Paradox In the Mouth of Madness The Endless The Mist The Thing The Unnamable The Void

Cosmichorror #Movies #Lovecraft

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Fri, 25 Jan 2019 08:10:35 -0800 https://www.youtube.com/watch?v=8OTO7Rqln9Q
<![CDATA[The Future Of GIFs As Gallery Art, According To The Current Sea]]> https://creators.vice.com/en_us/article/the-future-of-gifs-as-gallery-art-according-to-the-current-sea

An episode of The Simpsons called “The Computer Wore Menace Shoes” sums up the turn-of-the-century internet quite well. Homer builds a website, dubbed “Mr. X's Web Page” and populates it with animated GIFs of Jesus dancing, screaming mouths, and flying toasters.

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Sat, 17 Mar 2018 12:09:25 -0700 https://creators.vice.com/en_us/article/the-future-of-gifs-as-gallery-art-according-to-the-current-sea
<![CDATA[Singularity is a weird sort of colonizer, it polishes dissent and pulls everything to its mouth]]> https://twitter.com/therourke/statuses/828613562910330881 ]]> Mon, 06 Feb 2017 06:37:22 -0800 https://twitter.com/therourke/statuses/828613562910330881 <![CDATA[Across and Beyond: Post-digital Practices, Concepts, and Institutions | transmediale]]> https://transmediale.de/content/across-and-beyond-post-digital-practices-concepts-and-institutions

From the mouthpiece came a humming, the likes of which K. had never heard on the telephone before.

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Fri, 09 Dec 2016 11:21:28 -0800 https://transmediale.de/content/across-and-beyond-post-digital-practices-concepts-and-institutions
<![CDATA[Forget You (Cee Lo Green Ver.) Daehan Choi]]> https://www.youtube.com/watch?v=Ibz2aBOLFk0

18years old i live in South Korea(Daehan Choi)

Mouth Pieces : Blue JumboJava A45 Saxophone : Selmer SBA Reed : Vandoren Java 3# Audio interface : Audient ID22 Mic : Neumann U87 ai Preamp : Avalon 737sp

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Fri, 02 Sep 2016 22:32:44 -0700 https://www.youtube.com/watch?v=Ibz2aBOLFk0
<![CDATA[Plankton snacking on plastic caught on camera for the first time - environment - 06 July 2015 - New Scientist]]> http://www.newscientist.com/article/dn27849-plankton-snacking-on-plastic-caught-on-camera-for-the-first-time.html#.VZsj6oGUdFA

Looks like it's plastic for lunch. For the first time, plankton have been caught on camera munching on tiny pieces of plastic. Verity White from Five Films and her team captured the video under a microscope at the Plymouth Marine Laboratory in the UK.

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Tue, 07 Jul 2015 16:22:34 -0700 http://www.newscientist.com/article/dn27849-plankton-snacking-on-plastic-caught-on-camera-for-the-first-time.html#.VZsj6oGUdFA
<![CDATA[The Future Of GIFs As Gallery Art, According To The Current Sea | The Creators Project]]> http://thecreatorsproject.vice.com/blog/the-future-of-gifs-as-gallery-art-according-to-the-current-sea

An episode of The Simpsons called “The Computer Wore Menace Shoes” sums up the turn-of-the-century internet quite well. Homer builds a website, dubbed “Mr. X's Web Page” and populates it with animated GIFs of Jesus dancing, screaming mouths, and flying toasters.

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Tue, 18 Mar 2014 12:44:57 -0700 http://thecreatorsproject.vice.com/blog/the-future-of-gifs-as-gallery-art-according-to-the-current-sea
<![CDATA[« The Closing of the Scientific Mind Commentary Magazine]]> http://www.commentarymagazine.com/article/the-closing-of-the-scientific-mind/

The huge cultural authority science has acquired over the past century imposes large duties on every scientist. Scientists have acquired the power to impress and intimidate every time they open their mouths, and it is their responsibility to keep this power in mind no matter what they say or do.

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Mon, 06 Jan 2014 04:54:15 -0800 http://www.commentarymagazine.com/article/the-closing-of-the-scientific-mind/
<![CDATA[Nicolas Cage is one of the most versatile actors of all time]]> http://tumblr.machinemachine.net/post/49093367696

Nicolas Cage is one of the most versatile actors of all time.Nicolas Cage moves fruit to mouth with imperceptible motion.Nicolas Cage doesn’t usually like to admit his feelings.Nicolas Cage’s face hand painted on a denim jacket.Nicolas Cage was attractive in the 1980s.Nicolas Cage meant to steal the Declaration of Independence, But instead he stole her heart.Nicolas Cage can do anything you can do better.Nicolas Cage surfs with the emotions of others.Nicolas Cage has a way with words.YESTERDAY, I REPLACED ALL OF OUR FAMILY PHOTOS WITH NICOLAS CAGE’S FACE, AND MY PARENTS STILL HAVEN’T NOTICED.Keep Calm And Imagine Nicolas Cage Saying : “Mumbo Jumbo.”Nicolas Cage leaps out, cackling and howling at the moon.Nicolas Cage texts with no spaces.Nicolas Cage sings “Love Shack” by the B-52’s.Nicolas Cage’s Face on Every Character in ‘The Legend of Zelda: Majora’s Mask’.Nicolas Cage is looking at himself in a mirror right now.Nicolas Cage owns a 9-foot-tall pyramid in New Orleans and plans to be buried in it. But instead he stole her heart.Nicolas Cage stars as Nicolas Cage in: Nicolas Cage.Nicolas Cage smells like new born baby birds.Find out how Nicolas Cage handles his relationships and test what you and Nicolas Cage have going in love, marriage, friendship, partnership, dating and more.Sometimes at parties, two or more people ask Nicolas Cage questions at the same time.Nicolas Cage meets Shia Labeouf at the Oscars when competing in the same category. Shia Labeouf teaches Nicolas Cage how to ‘feel’.Nicolas Cage gets more than he bargained for during the new moon.Nicolas Cage sponsored by Crocs on Internet Explorer.Nicolas Cage isn’t affected by water, which shouldn’t be much of a surprise, since he isn’t a normal cat.Nicolas Cage Performs John Cage’s Silent Masterpiece, “4:33”.Nicolas Cage became the first person to ever check his email without a computer, But instead he stole her heart.Nicolas Cage is switching on the Christmas lights in Bath.“Some religious extremists speculate Nicolas Cage’s head is a hollow vessel that angels will occupy on Judgment Day.”Please don’t masturbate, Nicolas cage.Nicolas cage thinks YOU are a terrible actor.Nicolas Cage’s condition is caused by two magnetic poles.Nicolas Cage is on a plane full of convicts.Nicolas Cage developed his own acting method, and it’s called Nouveau Shamanic.Nicolas Cage rode a centaur through a local Woolworths demanding ‘all the midget gems’.Nicolas Cage is inspired by his pet cobra.Nicolas Cage Pisses Fire.Nicolas Cage is the pinnacle of all human achievement.Nicolas Cage was temporary President of Angola for six months in 1997.Nicolas Cage is at home, reading a new script and drinking coffee, when he, after a short period of time and a couple of sudden happenings, finds himself in Equestria, whereupon he is arrested. But instead he stole her heart.Tonight: Nicolas Cage WILL be here.When I die, throw pictures of Nicolas Cage into my grave.

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Sun, 28 Apr 2013 07:53:18 -0700 http://tumblr.machinemachine.net/post/49093367696
<![CDATA[Datamoshing the Land of Ooo: An Interview with David OReilly]]> https://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly/#new_tab

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time.

David OReilly is a 3D animator’s 3D animator. Embracing a stripped-back aesthetic that foregrounds the very processes of animation, OReilly—whose past short films include award-winning titles “The External World” (2011) and “Please Say Something” (2009)—is recognized as much for his astute grasp of dark, abstract comedy as for his unique approach to visual design. Drawing on glitch aesthetics, underground Japanese Manga and the most parasitic of Internet memes, OReilly forges original compositions from the debris of contemporary culture. On April 1, Cartoon Network aired an episode of primetime television series Adventure Time that was written and directed by OReilly. Entitled “A Glitch is a Glitch,”[1] the episode tells the story of a villain who creates a computer virus to delete all of the other characters in the show, with the exception of his love interest. The other characters must weed out and destroy this glitch in the system. “A Glitch is a Glitch” arrived a couple of weeks before a new ‘viral’ trailer for Superman reboot Man of Steel, which also used glitchy datamoshing techniques to deliver its message. It seems significant that as glitch aesthetics take root in the Hollywood mainstream, a young animator, who has creatively embraced glitches for years, would make a television cartoon devoted to weeding them out.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: How did you become involved with Adventure Time? DO: Pen (the creator of the show) was a fan of my short films and got in touch in early 2010. At the time I was making The External World and wasn’t able to jump ship, so it was put on hold. About a year later I had moved to LA and we ran into each other a few times and started talking about it again. DR: At what stage did the music producer Flying Lotus (Steven Ellison) become involved with the project?  DO: Steve is a friend and knew I was doing this early on. We were originally planning on doing a completely different intro that he would score, so he sent over some tracks during production. In the end we didn’t have time or money to do that intro, so the end credits sequence was born. DR: Were there any restrictions and/or stipulations on what you could do with the show? DO: Creatively, Pen really wanted me to do my own thing. The writers on the show are really good, and I would have been happy to animate one of their storyboards—but he really wanted me to do all that stuff myself. I can’t think of a precedent for that. It may be the only animated show in history to let a total outsider write and direct an episode. As far as restrictions, there were a few because ultimately it’s for children’s TV. A few jokes were cut or toned down, which was frustrating at the time, but I’m proud of what made it to air.  

In-progress footage from David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: A Glitch is a Glitch features a clip from another work of yours where a grey, doll-like woman swallows her own hair. In Adventure Time, the clip arrives through the window on a floppy disc taped to a brick. Jake and Finn watch the clip, which then seems to bring the glitch into being. There’s a couple of references here to the Japanese film, Ring (1998), in which a VHS tape must be watched, copied and passed on in order that the “original” viewer not die. Your doll woman in particular echoes and subverts a memorable motif from the Ring franchise, having the long-haired spectral figure literally eat herself like an ouroboros. DO: I think that was misinterpreted by the fans. That clip isn’t an earlier work—I made it alongside the episode and released it a week before. For that scene I was kind of thinking about those shock sites you see when you’re younger. Back in my day it was tubgirl or goatse; they were passed around and became these enigmatic things you had to see. Kids now are way more exposed to that stuff—and probably at a far younger age. A lot of people complained that scene was too extreme for kids’ TV, but I think people don’t give them credit for what they can tolerate. If they have the Internet they’re pretty much exposed to the open mouth of hell at all times. 

Process images, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: The shock value of your work is often emphasised by your allegiance to cute—kawaii—figures. Adventure Time feels like a good fit for that contradiction to play out. Do you have any major influences when it comes to addressing this balance? Other than Goatse, of course.  DO: I should say the scene of the girl eating her hair wasn’t about shocking the audience, it was about getting Finn & Jake to feel sick. Only a few seconds of it appears in the actual episode. In general I never think about shock value in any project because it implies there’s no meaning behind the images. Surprise might be a better word; I’m interested in using animation for ideas that it isn’t typically used for. Of course, some people were shocked, but that’s mainly because they expected a regular 2D episode—and the story existed outside of the show’s canon. DR: In your essay Basic Animation Aesthetics, you talk about bringing consistency and coherence to the 3D worlds you create. At a few points in the Adventure Time episode, as the glitch tears through the Land of Ooo, things get stripped back to their elements, which in this case appears to be the software interface itself . I wondered whether you could talk about restrictions in relation to 3D animation. How did you force yourself to “think outside the box” with this project?  DO: In general I try to find ideas which justify being in 3D animation. On this project, I wanted to focus on glitch as a narrative device. I had been doing that stuff a fairly long time ago, but my interests shifted to story, so I abandoned it for a while. This was a chance to really use both these interests in one project. It’s a back and forth between what works for the story and what’s interesting visually; you can’t structure a narrative around a bunch of interesting visual ideas and vice versa. The world being deleted allowed for a lot of visual corruption of things so that seemed to fit.

Still image from “Treehouse of Horror VI” (1995), segment entitled “Homer3. Episode of The Simpsons. DR: I was reminded of the 1995 episode of The Simpsons, “Treehouse of Horror VI,” which featured a segment titled “Homer3.” I couldn’t resist this reference I found on Wikipedia: “One of the key shots in Homer3 was where Homer steps into the 3D world and his design transitions into 3D. Bill Oakley considers the shot the ‘money shot’ and had a difficult time communicating his idea to the animators.” I wondered whether you could think of an equivalent, troublesome “money shot“ in your AT episode?  DO: There were a lot of technical hurdles. In general, doing stylistic glitch is easy compared to doing good character animation. Mixing the two gets very tricky though. One of the hardest things was corrupting the scene near the end of the entire broadcast so that the earlier clip is superimposed over Finn & Jake to give them an idea (i.e., using glitch as a kind of thought bubble). It was easy to storyboard that idea, but making it work properly took a lot of grind. DR: How much of the “stylistic” glitching came directly from “real” glitches? In other words, what processes did you use to introduce random, glitchy elements into the design process? Did you have to cheat to get the “stylistic” results you wanted? DO: It was all generated from “real” glitches—but since everything is run through compositing software and sort of controlled you could also say it was all fake. The glitches needed to begin locally—inside objects—then spread out until they became part of the scene itself. The local stuff was done by generating a ton of sprites that had random pixels move outwardly to create the colorful flourishes we associate with video compression. These had a decent amount of control—a blob of glitchy stuff could move around a scene, for example. Once the scenes were fully animated and rendered the global full-frame glitches were done. There was some jpeg corruption added on top of the battle scene at the end.

Screenshot from design process, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: Some of the behind-the-scenes images you sent me are overlaid with interface elements that appear as part of the glitches that engulf Jake and Finn. This made me think again about the hand-drawn corrections made at the design stage (the scribbles repositioning Jake’s thumb, for instance). Your work merges and disguises the layers that exist between design, interface, 3D environment, characters and story. All of them are blurred via post-produced digital effects that seem to mimic the story itself (with characters having to literally swallow themselves in order reboot the glitchy world of Ooo). I wondered if you could say something about all these story arcs, design self-references and post-produced “mistakes”? DO: In every case with design, it has to be intentional. Even if there are chaotic elements, it still has to be intentional or controlled in some way—otherwise you’re just showing off the tools and probably not communicating an idea. Some people might disagree but that’s my feeling about it. There’s a kind of back and forth between software and idea that goes on when I work in 3D, because to me it’s weird NOT to acknowledge that everything is fake and animation is basically an optical illusion – but it’s still ultimately a medium to get ideas across. I don’t want style or design to be center stage—it’s just something that happens in the translation process from brain to screen. DR: To my eye some of these effects look painterly, like video codecs corrupted on purpose, or what is commonly referred to as “datamoshing.” Could you let us into some of the processes you used to make that painterly aesthetic?  DO: There was a few layers of stuff going on. Some effects were applied as part of the 3D scene and others as a post-process. The painterly aspect of compression comes from the codec trying and use motion data over a static image, so that image is pushed and smudged around leaving these colorful trails and blotches. I also generated a lot of moiré patterns for the “time tunnel” sequence. I’ve wanted to use moiré effects for a while, they’re another example of the computer generating seemingly organic results from limited input. They’re also really damn pretty. DR: You’ve talked in the past about viewers becoming used to 3D aesthetics over time, meaning that a technical approach “that once would stun an audience with its realism now barely has any effect.” [2] I wonder whether you think glitch can become more than just another addition to the “rapidly expanding aesthetic library”? [3] DO: Glitch in its current incarnation will date like everything else. It’s a motif associated with jpeg and DivX compression, and we won’t be using those formats forever. In the 80s & 90s, there were a lot of analog errors being explored, and the errors in the 2020s will probably look a lot different.

Screenshot of work in progress, David OReilly, “A Glitch is a Glitch” (2013). Episode of the television series Adventure Time. DR: A lot of your distinctive visual style stems from the way you strip back the clutter of 3D design. Was there ever a chance you might have stuck with the 2D look of Adventure Time?  DO: I don’t think so. As much as I loved getting to know those characters and trying to write for them, I also really love 3D. I still feel it’s at its earliest stage and I get excited about doing ideas that only work in that medium.  DR: I’d like to move on to the question of how your work circulates on the Internet and feeds into a culture of artistic re-use. You recently released all 65 character rigs from your project The External World, allowing anyone to modify and re-use them in their own (non-commercial) projects. Have there been any surprising results from doing this?  DO: It’s still early days with those, I haven’t seen more than a few tests done with them. One animator has decided to use them for 51 animation exercises. I’d like to see them do interactive stuff, but that may take a while. DR: A few months ago you collated some of your creative influences for a Russian design magazine. Who inspires you at the moment? DO: The Adventure Time storyboard writers are awesome (literally all of them). In 3D I like the work of Andrew Benson and Robert Seidel. In comics I can’t get enough of Chris Ware and Jason. About 100 other people. I can’t list them all off because I’d think of another 100. 

David OReilly, “Mindsploitation Timelapse” (2013). Single-channel video with sound. DR: You recently shared a video showing the design process behind your cover for Mindsploitation, a book by Vernon Chatman. What are you working on next? DO: I had been working on that book for about a year. As with every project, I never talk about it. As much as possible I try to maintain the lowest expectations from people.  DR: And finally, do you have any advice for young, aspiring visual designers? The next generation of glitchers and creators! DO: It’s hard to not use clichés for questions about advice. Most people say the same thing over and over, which 99% of the time is a way to dodge it. Here is some random crap I would tell my 15 year old self: get off social networks, finish every project even if you think it’s bad, be happy to have free time and use the hell out of it, do more drugs, keep a diary. This conversation between Daniel Rourke and David OReilly took place between April 10 and 24, 2013, on Google Drive.    References:

[1] The Glitch is a Glitch is not available on YouTube or Vimeo – here instead is an unofficial, unendorsed link to the episode from the darkest recesses of the web [2] David OReilly, “Basic Animation Aesthetics,” 2009, 7. 

[3] Ibid.  

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Thu, 25 Apr 2013 05:00:00 -0700 https://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly/#new_tab
<![CDATA[Datamoshing the Land of Ooo]]> http://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. David OReilly is a 3D animator’s 3D animator. Embracing a stripped-back aesthetic that foregrounds the very processes of animation, OReilly—whose past short films include award-winning titles "The External World" (2011) and "Please Say Something" (2009)—is recognized as much for his astute grasp of dark, abstract comedy as for his unique approach to visual design. Drawing on glitch aesthetics, underground Japanese Manga and the most parasitic of Internet memes, OReilly forges original compositions from the debris of contemporary culture. On April 1, Cartoon Network aired an episode of primetime television series Adventure Time that was written and directed by OReilly. Entitled “A Glitch is a Glitch,”[1] the episode tells the story of a villain who creates a computer virus to delete all of the other characters in the show, with the exception of his love interest. The other characters must weed out and destroy this glitch in the system. “A Glitch is a Glitch” arrived a couple of weeks before a new ‘viral’ trailer for Superman reboot Man of Steel, which also used glitchy datamoshing techniques to deliver its message. It seems significant that as glitch aesthetics take root in the Hollywood mainstream, a young animator, who has creatively embraced glitches for years, would make a television cartoon devoted to weeding them out.

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: How did you become involved with Adventure Time? DO: Pen (the creator of the show) was a fan of my short films and got in touch in early 2010. At the time I was making The External World and wasn't able to jump ship, so it was put on hold. About a year later I had moved to LA and we ran into each other a few times and started talking about it again. DR: At what stage did the music producer Flying Lotus (Steven Ellison) become involved with the project?  DO: Steve is a friend and knew I was doing this early on. We were originally planning on doing a completely different intro that he would score, so he sent over some tracks during production. In the end we didn’t have time or money to do that intro, so the end credits sequence was born. DR: Were there any restrictions and/or stipulations on what you could do with the show? DO: Creatively, Pen really wanted me to do my own thing. The writers on the show are really good, and I would have been happy to animate one of their storyboards—but he really wanted me to do all that stuff myself. I can't think of a precedent for that. It may be the only animated show in history to let a total outsider write and direct an episode. As far as restrictions, there were a few because ultimately it's for children's TV. A few jokes were cut or toned down, which was frustrating at the time, but I'm proud of what made it to air.  

In-progress footage from David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: A Glitch is a Glitch features a clip from another work of yours where a grey, doll-like woman swallows her own hair. In Adventure Time, the clip arrives through the window on a floppy disc taped to a brick. Jake and Finn watch the clip, which then seems to bring the glitch into being. There’s a couple of references here to the Japanese film, Ring (1998), in which a VHS tape must be watched, copied and passed on in order that the "original" viewer not die. Your doll woman in particular echoes and subverts a memorable motif from the Ring franchise, having the long-haired spectral figure literally eat herself like an ouroboros. DO: I think that was misinterpreted by the fans. That clip isn't an earlier work—I made it alongside the episode and released it a week before. For that scene I was kind of thinking about those shock sites you see when you're younger. Back in my day it was tubgirl or goatse; they were passed around and became these enigmatic things you had to see. Kids now are way more exposed to that stuff—and probably at a far younger age. A lot of people complained that scene was too extreme for kids' TV, but I think people don't give them credit for what they can tolerate. If they have the Internet they're pretty much exposed to the open mouth of hell at all times. 

Process images, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: The shock value of your work is often emphasised by your allegiance to cute—kawaii—figures. Adventure Time feels like a good fit for that contradiction to play out. Do you have any major influences when it comes to addressing this balance? Other than Goatse, of course.  DO: I should say the scene of the girl eating her hair wasn't about shocking the audience, it was about getting Finn & Jake to feel sick. Only a few seconds of it appears in the actual episode. In general I never think about shock value in any project because it implies there’s no meaning behind the images. Surprise might be a better word; I'm interested in using animation for ideas that it isn't typically used for. Of course, some people were shocked, but that’s mainly because they expected a regular 2D episode—and the story existed outside of the show's canon. DR: In your essay Basic Animation Aesthetics, you talk about bringing consistency and coherence to the 3D worlds you create. At a few points in the Adventure Time episode, as the glitch tears through the Land of Ooo, things get stripped back to their elements, which in this case appears to be the software interface itself . I wondered whether you could talk about restrictions in relation to 3D animation. How did you force yourself to “think outside the box” with this project?  DO: In general I try to find ideas which justify being in 3D animation. On this project, I wanted to focus on glitch as a narrative device. I had been doing that stuff a fairly long time ago, but my interests shifted to story, so I abandoned it for a while. This was a chance to really use both these interests in one project. It’s a back and forth between what works for the story and what's interesting visually; you can't structure a narrative around a bunch of interesting visual ideas and vice versa. The world being deleted allowed for a lot of visual corruption of things so that seemed to fit.

Still image from "Treehouse of Horror VI" (1995), segment entitled "Homer3. Episode of The Simpsons. DR: I was reminded of the 1995 episode of The Simpsons, "Treehouse of Horror VI," which featured a segment titled "Homer3." I couldn’t resist this reference I found on Wikipedia: "One of the key shots in Homer3 was where Homer steps into the 3D world and his design transitions into 3D. Bill Oakley considers the shot the 'money shot' and had a difficult time communicating his idea to the animators." I wondered whether you could think of an equivalent, troublesome "money shot" in your AT episode?  DO: There were a lot of technical hurdles. In general, doing stylistic glitch is easy compared to doing good character animation. Mixing the two gets very tricky though. One of the hardest things was corrupting the scene near the end of the entire broadcast so that the earlier clip is superimposed over Finn & Jake to give them an idea (i.e., using glitch as a kind of thought bubble). It was easy to storyboard that idea, but making it work properly took a lot of grind. DR: How much of the "stylistic" glitching came directly from "real" glitches? In other words, what processes did you use to introduce random, glitchy elements into the design process? Did you have to cheat to get the "stylistic" results you wanted? DO: It was all generated from "real" glitches—but since everything is run through compositing software and sort of controlled you could also say it was all fake. The glitches needed to begin locally—inside objects—then spread out until they became part of the scene itself. The local stuff was done by generating a ton of sprites that had random pixels move outwardly to create the colorful flourishes we associate with video compression. These had a decent amount of control—a blob of glitchy stuff could move around a scene, for example. Once the scenes were fully animated and rendered the global full-frame glitches were done. There was some jpeg corruption added on top of the battle scene at the end.

Screenshot from design process, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time.

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: Some of the behind-the-scenes images you sent me are overlaid with interface elements that appear as part of the glitches that engulf Jake and Finn. This made me think again about the hand-drawn corrections made at the design stage (the scribbles repositioning Jake’s thumb, for instance). Your work merges and disguises the layers that exist between design, interface, 3D environment, characters and story. All of them are blurred via post-produced digital effects that seem to mimic the story itself (with characters having to literally swallow themselves in order reboot the glitchy world of Ooo). I wondered if you could say something about all these story arcs, design self-references and post-produced "mistakes"? DO: In every case with design, it has to be intentional. Even if there are chaotic elements, it still has to be intentional or controlled in some way—otherwise you're just showing off the tools and probably not communicating an idea. Some people might disagree but that's my feeling about it. There's a kind of back and forth between software and idea that goes on when I work in 3D, because to me it’s weird NOT to acknowledge that everything is fake and animation is basically an optical illusion - but it’s still ultimately a medium to get ideas across. I don't want style or design to be center stage—it’s just something that happens in the translation process from brain to screen. DR: To my eye some of these effects look painterly, like video codecs corrupted on purpose, or what is commonly referred to as "datamoshing." Could you let us into some of the processes you used to make that painterly aesthetic?  DO: There was a few layers of stuff going on. Some effects were applied as part of the 3D scene and others as a post-process. The painterly aspect of compression comes from the codec trying and use motion data over a static image, so that image is pushed and smudged around leaving these colorful trails and blotches. I also generated a lot of moiré patterns for the "time tunnel" sequence. I’ve wanted to use moiré effects for a while, they’re another example of the computer generating seemingly organic results from limited input. They're also really damn pretty. DR: You’ve talked in the past about viewers becoming used to 3D aesthetics over time, meaning that a technical approach "that once would stun an audience with its realism now barely has any effect." [2] I wonder whether you think glitch can become more than just another addition to the "rapidly expanding aesthetic library"? [3] DO: Glitch in its current incarnation will date like everything else. It’s a motif associated with jpeg and DivX compression, and we won’t be using those formats forever. In the 80s & 90s, there were a lot of analog errors being explored, and the errors in the 2020s will probably look a lot different.

Screenshot of work in progress, David OReilly, "A Glitch is a Glitch" (2013). Episode of the television series Adventure Time. DR: A lot of your distinctive visual style stems from the way you strip back the clutter of 3D design. Was there ever a chance you might have stuck with the 2D look of Adventure Time?  DO: I don't think so. As much as I loved getting to know those characters and trying to write for them, I also really love 3D. I still feel it's at its earliest stage and I get excited about doing ideas that only work in that medium.  DR: I'd like to move on to the question of how your work circulates on the Internet and feeds into a culture of artistic re-use. You recently released all 65 character rigs from your project The External World, allowing anyone to modify and re-use them in their own (non-commercial) projects. Have there been any surprising results from doing this?  DO: It's still early days with those, I haven't seen more than a few tests done with them. One animator has decided to use them for 51 animation exercises. I’d like to see them do interactive stuff, but that may take a while. DR: A few months ago you collated some of your creative influences for a Russian design magazine. Who inspires you at the moment? DO: The Adventure Time storyboard writers are awesome (literally all of them). In 3D I like the work of Andrew Benson and Robert Seidel. In comics I can’t get enough of Chris Ware and Jason. About 100 other people. I can't list them all off because I'd think of another 100. 

David OReilly, "Mindsploitation Timelapse" (2013). Single-channel video with sound. DR: You recently shared a video showing the design process behind your cover for Mindsploitation, a book by Vernon Chatman. What are you working on next? DO: I had been working on that book for about a year. As with every project, I never talk about it. As much as possible I try to maintain the lowest expectations from people.  DR: And finally, do you have any advice for young, aspiring visual designers? The next generation of glitchers and creators! DO: It's hard to not use clichés for questions about advice. Most people say the same thing over and over, which 99% of the time is a way to dodge it. Here is some random crap I would tell my 15 year old self: get off social networks, finish every project even if you think it's bad, be happy to have free time and use the hell out of it, do more drugs, keep a diary. This conversation between Daniel Rourke and David OReilly took place between April 10 and 24, 2013, on Google Drive.    References:

[1] The Glitch is a Glitch is not available on YouTube or Vimeo – here instead is an unofficial, unendorsed link to the episode from the darkest recesses of the web [2] David OReilly, “Basic Animation Aesthetics,” 2009, 7. 

[3] Ibid.  

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Thu, 25 Apr 2013 04:00:00 -0700 http://rhizome.org/editorial/2013/apr/25/datamoshing-land-ooo-conversation-david-oreilly
<![CDATA[Life after Papyrus: The Swerve]]> http://lareviewofbooks.org/post/17762040844/life-after-papyrus

Books. They have an almost alarming corporeality. Stephen Greenblatt, esteemed Harvard professor and founder of New Historicism, tells us that between the eras of papyrus and paper, books were often made of the pumice-smoothed skins of sheep, goats, deer, or, most luxuriously, of an aborted calf. The act of writing required rulers, awls, fine pens, and weights to keep the surfaces flat. Ink was a mix of soot, water, and tree gum; it was revised with knives, razors, brushes, rags, and page-restoring mixtures of milk, cheese, and lime. Squirming black creatures called bookworms liked to eat these pages, along with wool blankets and cream cheese. In the silence of monastery libraries, even the books’ contents were indicated by bodily gestures. Monks copying pagan books requested them by scratching their ears like dogs with fleas, or, if the book were particularly offensive, shoving two fingers in their mouths, as if gagging. In Greenblatt’s The Swerve: How the World Became Modern, these objects, offensive or sacred, are the primary players.

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Fri, 17 Feb 2012 05:05:50 -0800 http://lareviewofbooks.org/post/17762040844/life-after-papyrus
<![CDATA[This Tongue]]> http://hellograndad.tumblr.com/post/533244435

This tongue is a mouthy organ: masticulating the chewy-swallow blobs (a form of deglutition). For this tongue does taste many stuff! All over it lie tiny buds for salty fingers, or sweet and savory yum-yum morsels. This tongue is a speaky muscle, because for talking one must do the flippy-flap, all fluttering and catching at the air like so as to buzz and tremble. It is sensitive - just like a door mouse - and moistened from this saliva, running all upon it so rich. This saliva can make you all wet if it whips upon your face, or maybe under your left arm. Lastly, this tongue belongs in with these tooths, and if they has a sparkle then smiling is what must be used they for the doing.

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Mon, 19 Apr 2010 06:31:00 -0700 http://hellograndad.tumblr.com/post/533244435
<![CDATA[Speaking about Ants, Superman and Centaurs]]> http://machinemachine.net/text/out-loud/speaking-about-ants-superman-and-centaurs

This text was read out loud on the 21st November, as part of the Volatile Dispersal: Festival of Art-Writing, held at The Whitechapel Gallery Thanks must go to Maria Fusco and Francesco Pedraglio for asking me to take part…

In one of the most uncanny revelations in science fiction, the protagonist of H.G. Wells’ The Time Machine awakes from his anthropic slumber: the museum is filled with artefacts not from his past, but from his future. Like the Time Traveller it is easy to forget, that however hard we try to walk beyond a given path, we will always tend to inscribe another in our wake. ——– I discovered the ants trailing like gunpowder across my kitchen floor. Before I had time to think I had vacuumed up a thousand. Yet they kept coming, tending to resurge where last I had punished them; coursing like a rainless cloud on the exact same trajectory each time. ——–

The French tourist attraction Lascaux II is like the 1980 family movie Superman II because: 1. It’s a translation of archetypes, a kind of ode to idealism. 2. Some people claim that it is better than the original. 3. The special effects are dated, but they still pack a punch. 4. It cost millions to produce. 5. All it is is editing. In 1963 Lascaux cave, a network of subterranean tunnels scrawled with some of the earliest known Upper Palaeolithic human art, was closed to public scrutiny. Since its discovery in 1940 around a thousand visitors had trampled through the site per day, bringing with them a toxic mix of exhaled CO2 and greasy, groping fingers. In 1983 the Lascaux II replica was opened to the public. The tourist attraction contains a faithful recreation of the textured surface of the original cave upon which 75% of the precious art has been meticulously copied. In the late 1970s Richard Donner, a talented director best known for his earlier film The Omen, was fired by the producers of the Superman franchise. Donner’s attempt to craft and create two Superman movies back to back had become hampered by production disagreements. A new director, Richard Lester, was drafted in to piece together the unfinished second film from remnants that Richard Donner had left scattered on the cutting-room floor. Lester’s Superman II was released in 1980. Richard Donner’s name was absent from the credits. The original Lascaux cave rests in darkness again now, killing the time its simulation has reclaimed from toxic breath and greasy, groping fingers. The addition of a ‘state-of-the-art’ air conditioning system to the Lascaux complex is thought to be responsible for a virulent, black fungus now invading the site. Experts are looking for a solution to the new problem they helped introduce. Richard Donner finally released a ‘faithful’ version of Superman II in late 2006, a version for which Richard Lester received no credit. The two films contain around 75% of the same material, in vaguely different orders. ——– Somewhere unseen to me a billowing sack of protoplasm with the head of a Queen was giving birth to its hundredth clone of the day. But unlike its brethren this clone would never grow towards the daylight. A dark shroud of worker ants would drag poison into its womb: a deadly meal upon which the nest would feast. ——–

Most fire ant bait is an insecticide and an attractive ant food combination made up of processed corn grits coated with soybean oil. Baits are taken into the colony by ants searching for food. The bait is distributed to other members of the colony through the exchange of food known as trophallaxis. Although several fire ant baits are available, there are two main types: insect growth regulators and actual toxins. Hydramethylnon bait is a toxin that disrupts the ant’s ability to convert food to energy. Spinosad bait is a biorational toxin derived through the fermentation of a soil dwelling bacteria. Abamectin, the toxin in Raid® Fire Ant Bait is also the result of the fermentation of soil dwelling bacteria. Fipronil bait disrupts the insect’s nervous system through contact and stomach action. Fenoxycarb, or methoprene, and pyriproxyfen are all insect growth regulators that prevent queens from producing new workers. One key to the efficiency of baits is that the insecticide gets to the queen. 1 ——– In my local supermarket was an aisle devoted to domestic murder. Sticky traps infused with cockroach friendly aromas; circular baiting baths filled with a saccharine mosquito-drowning dew. Tablets for prevention, sprays for elimination and piles of bug-nets, bug-bats, bug-bombs and bug-poisons. ——–

In a central scene from the 1991 film, Terminator II, Sarah Conner attempts escape from the high-security asylum in which she has been incarcerated. For a patient, deemed to be dangerously unstable, an asylum is a rigid tangle of limits, barriers, locked-doors and screeching alarms. Sarah Conner’s escape is notable because of its affirmation of the paths of the asylum. Far from moving beyond it, Conner uses the rigidity of the system to aid her movement through the building. From the very beginning of the scene Conner’s dancing feet, her balletic violence, inscribe into the constraints of the asylum a pattern of the purest desire. A paper-clip, a broom and a container of bleach – all systematic of order and closure – become in turn a lock-pick, a weapon and a kidnapping ploy. A key, usually a symbol of access and movement between limits, is snapped in its lock and instantly becomes a barrier. Only upon the arrival of The Terminator and her son, John, does Sarah’s freedom over the asylum finally ebb back towards the traditional limits of fear and isolation.

——– I bought a box of Raid ant bait. The compound eyes and hideous mandibles of a cartoon ant stared back at me from the package. This caricature, designed to demonise the ants, instead expressed their human-like determination. A determination that I would use against them. A determination bound up and offered to them like a spoonful of Trojan horses. ——–

Though the radiation from kryptonite is detrimental to all life, it is especially harmful to Kryptonians such as Superman. Kryptonite is the ore of kryptonium, and usually has a green hue. Although, in its red form, kryptonite is perhaps at its most unpredictable. Red kryptonite turned Superman into a powerless giant and a dwarf. Turned him into a terrifying Kryptonian dragon. Red kryptonite drove Superman insane for a period of forty-eight hours. Made Superman unable to see anything green; grow incredibly long hair, nails, and beard. Grow fat; gain the ability to read thoughts; grow a third eye in the back of his head. Lose his invulnerability along the left side of his body. Split into an evil Superman and a good Clark Kent. Become apathetic. Be rendered unable to speak or write anything but Kryptonese. Grow an extra set of arms. Become clumsy. Swap bodies with the person nearest him. Transfer his powers. Rapidly age. Go through multiple personality changes. And have his skin rendered transparent overloading him with solar power. Red kryptonite made flames shoot out of Superman’s mouth and endowed him with the power to make his wishes come true. Red kryptonite transformed Superman into an infant with the mind of an adult. Robbed Superman of his super powers and afflicted him with total amnesia. Red kryptonite once endowed Superman with the head and antennae of a giant ant.2

——– I set down the bait, causing the trail of ants to divert and invert. After a few moments of disorder the nest plotted a new trajectory: the black cloud bleeding into yellow poison. Ants never anticipate. They only creep onwards, solving each problem as it comes to them. Surviving because survival is what ants do. ——–

It is written that when the Maya people of The New World were first set upon by the Spanish cavalry it was spiritual confusion that hastened their demise. To their eyes the seething onslaught of man and horse was made of but one, new and terrifying, species of creature. In the West we might call these creatures Centaurs: liminal entities fused of two distinct species. To the Maya the border between God and beast was breached by the Spanish invaders, truly alien beings who in all but one generation would subsume the Maya under a wave of technology, disease and colonial ascent. At the time these stories first made their way across the Atlantic ocean the Mayan Centaurs would have been seen as examples of a primitive world view. Today we tend to believe we have a clearer conception of history, one not marred by colonial aspirations or archaic stereotypes. And yet, like Edwin Hubble, staring out at an ever expanding universe, the more we examine these events the more they seem to accelerate away from us. Like the Maya we are constrained by our perceiving eye, by the cultural reservoir within which our imaginations swim. It is as though the very fidelity of reality is determined at its point of viewing, that in some sense we will always see Centaurs where really there sit men on their horses. ——– By morning the upturned plastic mushroom was empty of its poison, as piece by piece the ant bait had been dragged, carried and manoeuvred into the nest. In places a fine yellow dust now stained the kitchen’s cracked linoleum. A dust composed of corn grits soaked with delicious, deadly poison.

1 Extracted from University of Arkansas web archive: http://tinyurl.com/6xzob2

2 Dialogue text compiled from online sources: wiki.superman.nu/wiki/index.php/Red_Kryptonite, en.wikipedia.org/wiki/Kryptonite & supermanhomepage.com/comics/comics.php?topic=comics-sfaq#Q34

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Mon, 23 Nov 2009 08:29:00 -0800 http://machinemachine.net/text/out-loud/speaking-about-ants-superman-and-centaurs
<![CDATA[Serpentine Gallery: Poetry Marathon - Holly Pester]]> http://www.serpentinegallery.org/2009/06/poetry_marathonsaturday_and_su.html#hollypester

Holly Pester is a performance poet currently working on a project with the Barry Museum in Manchester. I, raven, the is about the relationship between words and sound, and the title itself inevitably brings to mind Edgar Allan Poe’s The Raven, in which the refrain “Never More” reads increasingly, as the poem progresses, as less like words and more like sounds.

Pester’s poem attempts to capture the “shape of words” and as she reads, her mouth contorts into shapes. The result is a series of sounds from everyday life that seem disconnected from the actual meaning of the words. “The sound is a square” is a constant refrain, and Pester duly shapes her mouth like a square, producing a churned-up sound. Words rhyming or related in sound to square (such as war) are similarly chewed over and mangled. Pester says of the poem’s protagonist that he “is concerned with the physical world ”, while the sounds of the physical world invade the piece, with growls and pips emerging from Pester’s mouth th

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Sun, 18 Oct 2009 15:29:00 -0700 http://www.serpentinegallery.org/2009/06/poetry_marathonsaturday_and_su.html#hollypester
<![CDATA[Mapping the Cracks: Art-Objects in Motion]]> http://www.3quarksdaily.com/3quarksdaily/2009/10/mapping-the-cracks-part-i.html

Part One

by Daniel Rourke

"The spacetime of the lightcones and the fermions and scalar are connected to the chocolate grinder. The chocolate grinder receives octonionic structure from the water wheel."

- Tony Smith, Valdosta Museum Website

In 1927 Marcel Duchamp's The Large Glass was broken in transit. The Bride Stripped Bare by Her Bachelors, Even, Duchamp's title for the piece, depicts a mechanical Bride in its upper section and nine abstract Bachelors in its lower. Duchamp took oil, lead, varnish and dust and sandwiched them between panes of glass. The Bachelors encounter their Bride in the presence of a large, gorgeous, chocolate grinder whose drums revolve in motions which seem to reach up, across the divide, to touch the ethereal Bride in her domain.

In 1936 Duchamp 'fixed' the broken Bride by repairing, rather than replacing, the shattered panes of glass. He claimed to like it better that way.

Today progenies of Duchamp invest time, thought and often a great many dollars in their own artworks. The successful ones amongst them package those artworks up in foam, plaster and cellophane to be moved, shipped and re-exhibited in multiple gallery spaces again and again. Without dwelling on the commodification of the artwork I want to build my own scheme for understanding these movements. I want to rest a little and draw the lines of desire that artworks traverse; the paths they take that human intent had nothing to do with; the archives they carry within themselves. For every map there are points we must plot, spaces and places in real space and time that require isolation and signification. We grab a GPS device and codify the crossroads where St. Martin's Place meets Trafalgar Square, marking carefully the precise angle via which Madonna on the Rocks will be fed through the clamouring crowds into the The National Gallery's mouth. Artworks live in motion, just as readily as they live in the gallery. In the dark recess of transit they sketch a hidden, secret life away from the viewing eye, becoming not 'art', but 'object' – traversing the gap between these concepts as they travel.

The Bride now rests out her Autumn years in the Philadelphia Museum of Art, waiting for gravity to release her chocolate grinder once again from its sandwich of (un)shattered glass.

Through Plato's writing we know that Socrates maintained a deep mistrust of the art as object, distinguishing three realms through which art must move before it was realised. In Book X of The Republic Socrates develops the metaphor of the three beds. The ideal bed, made by God, the carpenter's bed, a mere imitation of God's idea, and the artist's bed, again made in imitation, but this time of the carpenter's creation. The art-object is twice removed from 'truth'. It is a model of a model; a mimetically charged, displaced falsehood. Like a black-hole emitting virtual particles in space, the realm we long to peer upon is always hidden, allowing only those particles escaping from the object to catch our gaze.

Ever since Socrates we've aimed to stretch, like Adam on the Sistine Chapel ceiling, across an invisible divide into the realm of the absolute. Like Duchamp's Bachelors, ever removed from their beloved Bride, it is the network, the movement of the Earthly chocolate-grinder, that throttles our attention. We believe in an 'other' place, attempting to represent it in our paintings, our sculptures, novels and poems but we will never reach it - transfixed as we are on the material realm around us. Should we instead forget the Bride, and concentrate on the cracks beneath-which the chocolate-grinder forever whirls? Forget the 'ideal' bed and ponder on the imperfections the carpenter ensures in his work, as the hammer and nails meet in a blur?

Walead Beshty - FedEx Sculptures

* I will not talk here of the other exhibits in Altermodern – and elsewhere – that took me on similar discursive journeys. I will instead lend you a series of hyper-links, a network of possibilities, for you to travel.

A new breed of artist believes so. They make art that realises a network of possibilities, rather than a final imperfect solution. Artist's such as Walead Beshty, whose Installation of FedEx Sculptures echoes, in its shattered cubes, the 1927 incident when Duchamp's Bride was disfigured.

Beshty's FedEx Sculptures are a series of shatter-proof glass cubes broken in transit. What makes these boxes different from mere badly wrapped art-objects is the intent behind their destruction. The boxes are shipped by FedEx, rather than professional art-object shippers, from Beshty's studio to each new gallery. Their constant destruction sketches their character as meaningful objects. Each crack a palimpsest of movement, of random intent gathered in transit - between exhibitions. The boxes were exhibited as part of Tate Britain's Triennial, Altermodern, * earlier this year, where I had the opportunity to see them. Peering through the cracked panes, into the voids contained within each cube, I felt like a cartographer tracing lines made by movement and time to the source of an endless ocean.

Like the shattered panes of Duchamp's masterpiece, or the unique voids contained within Walead Beshty's FedEx Sculptures, time and movement have oft been deceived by our perceptions of art. For every artwork, whether considered whole or disfigured, is riddled with tell-tale cracks.

Throughout his second voyage to the Pacific (1772-75) Captain James Cook was accompanied by William Hodges, an ambitious artist whose landscape paintings would serve as a living archive of the expedition. Hodges was amongst the first people from Europe to see the Rapanui monuments of Easter Island, to sail The Cape of Good Hope or shake hands with the Maori of New Zealand. Hodges’ keen memory for light and atmosphere were responsible for much of the romanticism an enthused Europe would languish on Captain Cook’s expeditions.

View in Pickersgill Harbour, Dusky Bay by William Hodges (Palimpsest)

Some of Hodges’ more unusual paintings were recently x-rayed in the lead up to an exhibition of his work at London’s National Maritime Museum. As well as revealing a wealth of archival information about the artist’s processes, x-ray images of his View in Pickersgill Harbour, Dusky Bay exposed something far more spectacular. There, beneath the painted surface of the luminous rainforest canopy were two giant, white formations stretching up and out of a black swathe of ocean. Hodges, for reasons we will never fully understand, had chosen to paint over the first ever visual record of the Antarctic. The icebergs, having hidden for over 300 years under layers of oil paint, were freed by the roving, radiographic eye of the x-ray machine. The canvas usurped by its own regolithic layer; the history of the event ebbing over an invisible event-horizon like separated virtual particles.

Understanding that the archive is not contained solely in the document does not come naturally. To fully sketch the mimesis of art-objects we must devise better ways to peer beneath their surface. As I write this I am aware of what I am trying to say, and what I am actually saying. There is a gap between, a significant chasm that this text will never bridge. The art-object carries with it a history of its making, a memory of its movement. The art-object is vast in its potential to be seen and re-seen. Whether by accident, or intent, there are always cracks on the surface of an art-object. Some of these cracks may only be breached with new technologies – such as the x-rays that pulled across the void William Hodges' lost vision of the Antarctic. Some of these cracks are allowed to creep onwards by artists who long for their art-objects to develop lives of their own.

In this article I have concentrated on the movement inherent in art-objects. Scupltures and paintings are traditional fodder for this kind of exploration. But what of the text? How is the modern writer, aware of the networks of intent that spiral from her art-writing, best to shatter her work into life? How can we make the text move and encourage it to crack? And how will we read its movements upon its return?

This is a question I currently ponder. A question I hope to explore in Part Two of this article (to be published on Monday, 2nd of November).

by Daniel Rourke

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Sun, 04 Oct 2009 21:04:00 -0700 http://www.3quarksdaily.com/3quarksdaily/2009/10/mapping-the-cracks-part-i.html
<![CDATA[I discovered the ants]]> http://www.3quarksdaily.com/3quarksdaily/2009/06/i-discovered-the-ants.html

by Daniel Rourke I discovered the ants trailing like gunpowder across my kitchen floor. Before I had time to think I had vacuumed up a thousand. Yet they kept coming, tending to resurge where last I had punished them; coursing like a rainless cloud on the exact same trajectory each time. Somewhere unseen to me a billowing sack of protoplasm with the head of a Queen was giving birth to its hundredth clone of the day. But unlike its brethren this clone would never grow towards the daylight. A dark shroud of worker ants would drag poison into its womb: a deadly meal upon which the nest would feast. In my local supermarket was an aisle devoted to domestic murder. Sticky traps infused with cockroach friendly aromas; circular baiting baths filled with a saccharine mosquito-drowning dew. Tablets for prevention, sprays for elimination and piles upon piles of bug-nets, bug-bats, bug-bombs and bug-poisons. I bought a box of Raid ant bait. The compound eyes and hideous mandibles of a cartoon ant stared back at me from the package. This caricature, designed to demonise the ants, instead expressed their human-like determination. A determination that I would use against them. A determination bound up and offered to them like a spoonful of Trojan horses. The French tourist attraction Lascaux II is like the 1980 family movie Superman II because: It’s a translation of archetypes, a kind of ode to idealism. Some people claim that it is better than the original. The special effects are dated, but they still pack a punch. It cost millions to re-produce. All it is is editing. In 1963 Lascaux cave, a network of subterranean tunnels scrawled with some of the earliest known Upper Palaeolithic human art, was closed to public scrutiny. Since its discovery in 1940 around a thousand visitors had trampled through the site per day, bringing with them a toxic mix of exhaled CO2 and greasy, groping fingers. In 1983 the Lascaux II replica was opened to the public. The tourist attraction contains a faithful recreation of the textured surface of the original cave upon which 75% of the precious art has been meticulously copied. In the late 1970s Richard Donner, a talented director best known for his earlier film The Omen, was fired by the producers of the Superman franchise. Donner’s attempt to craft and create two Superman movies back to back had become hampered by production disagreements. A new director, Richard Lester, was drafted in to piece together the unfinished second film from remnants that Richard Donner had left scattered on the cutting-room floor. Lester’s Superman II was released in 1980. Richard Donner’s name was absent from the credits. The original Lascaux cave rests in darkness again now, killing the time its simulation has reclaimed from toxic breath and greasy, groping fingers. The addition of a ‘state-of-the-art’ air conditioning system to the Lascaux complex is thought to be responsible for a virulent, black fungus now invading the site. Experts are looking for a solution to the new problem they helped introduce. Richard Donner finally released a ‘faithful’ version of Superman II in late 2006, a version for which Richard Lester received no credit. The two films contain around 75% of the same material, in vaguely different orders. Most fire ant bait is an insecticide and an attractive ant food (generally processed corn grits coated with soybean oil) combination. Baits are taken into the colony by ants searching for food. The bait is distributed to other members of the colony through the exchange of food known as trophallaxis. Although several fire ant baits are available, there are two main types: insect growth regulators and actual toxins. Hydramethylnon bait (Amdro®, Siege® and Maxforce®) is a toxin (slow acting stomach poison) that disrupts the ant’s ability to convert food to energy. Spinosad bait (Eliminator® Justice™) is a slow acting biorational toxin derived through the fermentation of a soil dwelling bacteria. Abamectin, the toxin in Raid® Fire Ant Bait is also the result of the fermentation of soil dwelling bacteria. Fipronil bait (Chipco® Firestar™) is a slow acting toxin that disrupts the insect’s nervous system through contact and stomach action. Fenoxycarb (Award™ and Logic®), or methoprene, (Extinguish™) and pyriproxyfen (Distance® and Spectracide®) are all insect growth regulators that prevent queens from producing new workers. Abamectin (Clinch™, Varsity™, Ascend™ and Raid®) bait acts both as an insect growth regulator and a toxin. One key to the efficiency of baits is that the insecticide gets to the queen. [i] (The stage is very dark. The sound of breathing can be heard, and then the scrape of a foot against something solid. The darkness holds in this state for a few more moments. The breathing dwindles to a spoken whisper, low and indistinct. These noises echo from within a narrow space. They grow closer as they repeat. The audience waits. A flicker of light erupts from below stage right. It swells and diminishes like a heart-beat. The stage is modelled on the inside of a cavern. Its edges fill all angles of the stage except the obligatory missing section. It is through this absence that the audience watches. Two men clamber up from a tiny recess in the simulated stone. An older man carries a flame set upon a gnarled tree root. The dank odour of tar drifts out from the flame as the men catch their breath. There is only an iota of light. The audience waits.) Older man: Though the radiation from kryptonite is detrimental to all life, it is especially harmful to Kryptonians such as Superman. Man: Kryptonite is the ore of kryptonium, and usually has a green hue. Older man: Although in its red form, kryptonite is perhaps at its most unpredictable. Man: Red kryptonite is especially volatile. (pauses, looking at his companion) No two chunks of red kryptonite have the same effect on Superman. (The two men drift. The older man's lantern casts the only light in the theatre. A series of hand outlines, shaped in ochre powder, are met by the men's gaze. In turn they each press an outstretched hand to one of these, muttering under their breath. After this ceremony they find seating spaces and buckle into crossed legs. As well as his flame the older man carries a small, leather pouch over one shoulder which he now sets down. The men are dishevelled and dirty with tar smoke.) Older man: Red kryptonite turned Superman into a powerless giant and a dwarf. Man: (thinking at first) Turned him into a terrifying Kryptonian dragon. Older man: Red kryptonite drove Superman insane for a period of forty-eight hours. Man: Made Superman unable to see anything green; grow incredibly long hair, nails, and beard. Older man: Grow fat; gain the ability to read thoughts; grow a third eye in the back of his head. Man: Lose his invulnerability along the left side of his body. Older man: Split into an evil Superman and a good Clark Kent. Man: Become apathetic. Older man: Be rendered unable to speak or write anything but Kryptonese. (The older man opens his pouch, passing his companion the lantern. He pulls out handfuls of twigs, moss and dried fungal remnants and begins to build a fire.) Man: Grow an extra set of arms. Older man: Become clumsy. Man: Swap bodies with the person nearest him. Older man: Transfer his powers. Man: Rapidly age. Older man: Go through multiple personality changes. Man: And have his skin rendered transparent... Older man: ...overloading him with solar power. (By now the fire has been built. The younger man lights the fire. As it begins to burn the light of the stage naturally increases. The cave walls are covered with ancient depictions of horses, reindeer, mammoth and bears, as well as the outlined hand-prints.) Man: (thinking again) Red kryptonite made flames shoot out of Superman’s mouth and endowed him with the power to make his wishes come true. Older man: (weary) Transformed Superman into an infant with the mind of an adult. Man: Robbed Superman of his super powers and afflicted him with total amnesia. (From the fire the older man now draws a length of charred wood. He stubs the stick into the ground, and pinches at its end, blowing away the cinders until only a charcoal tip remains. The older man attempts to stand, eventually requiring his companion’s assistance. He walks the length of the cave, touching his fingers against the animal depictions. Coming upon the naive likeness of a human amongst the animals he taps it in recognition, and begins to mark the figure with his charcoal tool. His marks are simple strokes, but they highlight the human form until it is transformed into something quite different. His companion speaks as he continues to draw.) Man: Is that everything? (The older man continues transforming the painting. From its head he draws a set of antennae. Its torso he elongates into a tear-shaped thorax, adding new limbs onto the extended body. He finishes, stepping back. The human now resembles a giant ant, defined in charcoal against the surface of rock.) Older man: Red kryptonite once endowed Superman with the head and antennae of a giant ant.[ii] Ants! Giant fucking ants! Millions of them, with spiny knees and quivering mandibles trickling with deathly secretions. They advanced upon Earth, taking Tokyo at first, seeming to rise up as one black monolith and wash across the terrified metropolis below. They came from the moon - or perhaps from outer space - although tales of cracks in the Earth opening to an ant-shaped hell beneath could not be founded on rumour alone. From Asia they advanced West, pulling behind them the glistening entrails of human civilisation in one terrific globule. To cross the Himalayas they congregated along its flank in layers, cemented one upon the other with human gunk, until a sheer wall of arthropod crept like a heavenly bridge, up and over the mountain peaks. By the time they reached Iraq they had crushed five hundred armies beneath their scurrying limbs. The viscous mass of human dead they trailed behind them now teemed with the remains of fighter jets, gun turrets and ten thousand war tanks - all minced together in the goo. On a dusty plain, not far from the city of Baghdad, the horde began to gather. Within hours a vast swathe of earth and human cement had been erected into a cone-shaped tower of Babel. The human armies kept their distance defending what little remained of the terrified populous; cursing their inevitable slip from the top of the food-chain; peering back into the evolutionary quagmire from whence they had risen. From the entrance of their Biblical tower the insects extended, like a waiting procession, along the walls of Babylon. With their antennae pushed up high and their thoraxes lowered onto the hot desert ground it was then that their Queen appeared in the sky. In her tree-trunk sized jaws she carried a great, green meteorite, which she set down at the gates of her new ant city. The rock emanated from within a pulse of fire which seemed to re-energise the ant millions; causing their many limbs to chatter against one another; causing the whole of Earth to tremble in anticipation. There are many contradictory tales of what happened next. Some say that the green rock cracked, tearing apart the Earth with its power. Others claim that the Queen ant shed an outer skin, revealing beneath a pair of golden wings. The most accepted story though, and the one to which I subscribe, is that slowly the Queen rolled the green rock in through the gates of the tower, her army following behind her, until the entire swarm had disappeared into the awesome nest. Today the new Babel tower glints in the sun, its upper-most pinnacle piercing through the thin desert clouds. It is said that one day, when the ants have waited out their restful sleep, our waking nightmare will drive them from the tower once again. But I don't believe that, knowing that in time all monuments must crumble to the earth which bore them. Instead I listen carefully for the pulse of the Queen's cargo. Turning my ear to the trembling sky. Waiting for it to speak of the journeys on which it has travelled. Hoping that somewhere, out in the depths of outer space, the ant Queen is revered as the saviour of her alien race. By morning the upturned plastic mushroom was empty of its poison, as piece by piece the ant bait had been dragged, carried and manoeuvred into the nest. In places a fine yellow dust now stained the kitchen's cracked linoleum. A dust composed of corn grits soaked with delicious, deadly poison.END [i] Extracted from University of Arkansas web archive.[ii] Dialogue text compiled from online sources: Superman wiki, Wikipedia& SupermanHomePage. by Daniel Rourke

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Sun, 14 Jun 2009 23:22:00 -0700 http://www.3quarksdaily.com/3quarksdaily/2009/06/i-discovered-the-ants.html