MachineMachine /stream - search for surreal https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[N. K. Jemisin’s Dream Worlds | The New Yorker]]> https://www.newyorker.com/magazine/2020/01/27/nk-jemisins-dream-worlds

Several years ago, N. K. Jemisin, the fantasy and science-fiction author, had a dream that shook her. In her sleep, she found herself standing in a surreal tableau with a massif floating in the distance.

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Mon, 17 May 2021 23:55:12 -0700 https://www.newyorker.com/magazine/2020/01/27/nk-jemisins-dream-worlds
<![CDATA[Dark deconstructions of children's TV shows/characters?]]> http://ask.metafilter.com/mefi/336801

I've read fantastic, dark - often very political analyses - of TV shows like Thomas the Tank Engine, Teletubbies, Mr.Blobby, and Sesame Street's Oscar the Grouch.... but I'd like to find some more. What other dystopian, playful, surreal, philosophical, deconstructive readings of kid's television shows/characters are out there? I am more interested in kid's TV shows, rather than movies, because there is more material to go with, but certain classic films, like Willy Wonka perhaps, would be appreciated too

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Sun, 18 Aug 2019 08:47:29 -0700 http://ask.metafilter.com/mefi/336801
<![CDATA[The New Observatory at FACT]]> http://www.furtherfield.org/features/reviews/new-observatory-fact

The New Observatory opened at FACT, Liverpool on Thursday 22nd of June and runs until October 1st. The exhibition, curated by Hannah Redler Hawes and Sam Skinner, in collaboration with The Open Data Institute, transforms the FACT galleries into a playground of micro-observatories, fusing art with data science in an attempt to expand the reach of both. Reflecting on the democratisation of tools which allow new ways of sensing and analysing, The New Observatory asks visitors to reconsider raw, taciturn ‘data’ through a variety of vibrant, surprising, and often ingenious artistic affects and interactions. What does it mean for us to become observers of ourselves? What role does the imagination have to play in the construction of a reality accessed via data infrastructures, algorithms, numbers, and mobile sensors? And how can the model of the observatory help us better understand how the non-human world already measures and aggregates information about itself? In its simplest form an observatory is merely an enduring location from which to view terrestrial or celestial phenomena. Stone circles, such as Stonehenge in the UK, were simple, but powerful, measuring tools, aligned to mark the arc of the sun, the moon or certain star systems as they careered across ancient skies. Today we observe the world with less monumental, but far more powerful, sensing tools. And the site of the observatory, once rooted to specific locations on an ever spinning Earth, has become as mobile and malleable as the clouds which once impeded our ancestors’ view of the summer solstice. The New Observatory considers how ubiquitous, and increasingly invisible, technologies of observation have impacted the scale at which we sense, measure, and predict. Citizen Sense, Dustbox (2016 – 2017). The New Observatory at FACT, 2017. Photo by Gareth Jones. The Citizen Sense research group, led by Jennifer Gabrys, presents Dustbox as part of the show. A project started in 2016 to give residents of Deptford, South London, the chance to measure air pollution in their neighbourhoods. Residents borrowed the Dustboxes from their local library, a series of beautiful, black ceramic sensor boxes shaped like air pollutant particles blown to macro scales. By visiting citizensense.net participants could watch their personal data aggregated and streamed with others to create a real-time data map of local air particulates. The collapse of the micro and the macro lends the project a surrealist quality. As thousands of data points coalesce to produce a shared vision of the invisible pollutants all around us, the pleasing dimples, spikes and impressions of each ceramic Dustbox give that infinitesimal world a cartoonish charisma. Encased in a glass display cabinet as part of the show, my desire to stroke and caress each Dustbox was strong. Like the protagonist in Richard Matheson’s 1956 novel The Shrinking Man, once the scale of the microscopic world was given a form my human body could empathise with, I wanted nothing more than to descend into that space, becoming a pollutant myself caught on Deptford winds. Moving from the microscopic to the scale of living systems, Julie Freeman’s 2015/2016 project, A Selfless Society, transforms the patterns of a naked mole-rat colony into an abstract minimalist animation projected into the gallery. Naked mole-rats are one of only two species of ‘eusocial’ mammals, living in shared underground burrows that distantly echo the patterns of other ‘superorganism’ colonies such as ants or bees. To be eusocial is to live and work for a single Queen, whose sole responsibility it is to breed and give birth on behalf of the colony. For A Selfless Society, Freeman attached Radio Frequency ID (RFID) chips to each non-breeding mole-rat, allowing their interactions to be logged as the colony went about its slippery subterranean business. The result is a meditation on the ‘missing’ data point: the Queen, whose entire existence is bolstered and maintained by the altruistic behaviours of her wrinkly, buck-teethed family. The work is accompanied by a series of naked mole-rat profile shots, in which the eyes of each creature have been redacted with a thick black line. Freeman’s playful anonymising gesture gives each mole-rat its due, reminding us that behind every model we impel on our data there exist countless, untold subjects bound to the bodies that compel the larger story to life.

James Coupe, A Machine for Living (2017). The New Observatory at FACT, 2017. Photo by Gareth Jones. Natasha Caruana’s works in the exhibition centre on the human phenomena of love, as understood through social datasets related to marriage and divorce. For her work Divorce Index Caruana translated data on a series of societal ‘pressures’ that are correlated with failed marriages – access to healthcare, gambling, unemployment – into a choreographed dance routine. To watch a video of the dance, enacted by Caruana and her husband, viewers must walk or stare through another work, Curtain of Broken Dreams, an interlinked collection of 1,560 pawned or discarded wedding rings. Both the works come out of a larger project the artist undertook in the lead-up to the 1st year anniversary of her own marriage. Having discovered that divorce rates were highest in the coastal towns of the UK, Caruana toured the country staying in a series of AirBnB house shares with men who had recently gone through a divorce. Her journey was plotted on dry statistical data related to one of the most significant and personal of human experiences, a neat juxtaposition that lends the work a surreal humour, without sentimentalising the experiences of either Caruana or the divorced men she came into contact with. Jeronimo Voss, Inverted Night Sky (2016). The New Observatory at FACT, 2017. Photo by Gareth Jones. The New Observatory features many screens, across which data visualisations bloom, or cameras look upwards, outwards or inwards. As part of the Libre Space Foundation artist Kei Kreutler installed an open networked satellite station on the roof of FACT, allowing visitors to the gallery a live view of the thousands of satellites that career across the heavens. For his Inverted Night Sky project, artist Jeronimo Voss presents a concave domed projection space, within which the workings of the Anton Pannekoek Institute for Astronomy teeter and glide. But perhaps the most striking, and prominent use of screens, is James Coupe’s work A Machine for Living. A four-storey wooden watchtower, dotted on all sides with widescreen displays wired into the topmost tower section, within which a bank of computer servers computes the goings on displayed to visitors. The installation is a monument to members of the public who work for Mechanical Turk, a crowdsourcing system run by corporate giant Amazon that connects an invisible workforce of online, human minions to individuals and businesses who can employ them to carry out their bidding. A Machine for Living is the result of James Coupe’s playful subversion of the system, in which he asked mTurk workers to observe and reflect on elements of their own daily lives. On the screens winding up the structure we watch mTurk workers narrating their dance moves as they jiggle on the sofa, we see workers stretching and labelling their yoga positions, or running through the meticulous steps that make up the algorithm of their dinner routine. The screens switch between users so regularly, and the tasks they carry out as so diverse and often surreal, that the installation acts as a miniature exhibition within an exhibition. A series of digital peepholes into the lives of a previously invisible workforce, their labour drafted into the manufacture of an observatory of observations, an artwork homage to the voyeurism that perpetuates so much of 21st century ‘online’ culture.

The New Observatory at FACT, 2017. Learning Space. Photo by Gareth Jones. The New Observatory is a rich and varied exhibition that calls on its visitors to reflect on, and interact more creatively with, the data that increasingly underpins and permeates our lives. The exhibition opened at FACT, Liverpool on Thursday 22nd of June and runs until October 1st.

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Thu, 13 Jul 2017 07:28:55 -0700 http://www.furtherfield.org/features/reviews/new-observatory-fact
<![CDATA[Sonic Acts 2017: The Noise of Becoming: On Monsters, Men, and Every Thing in Between]]> https://machinemachine.net/portfolio/sonic-acts-2017-the-noise-of-becoming-on-monsters-men-and-every-thing-in-between/

UPDATE: My talk is also now available in The Noise of Being publication, published by Sonic Acts in September 2017 A talk I delivered at Sonic Acts Festival 2017: The Noise of Being, in which I refigure the sci-fi horror monster The Thing from John Carpenter’s 1982 film of the same name:

The Thing is a creature of endless mimetic transformations, capable of becoming the grizzly faced men who fail to defeat it. The most enduring quality of The Thing is its ability to perform self-effacement and subsequent renewal at every moment, a quality we must embrace and mimic ourselves if we are to outmanoeuvre the monsters that harangue us.

This talk was part of a panel featuring Laurie Penny and Ytasha Womack, entitled Speculative Fiction: Radical Figuration For Social Change. You can see their wonderful talks here:

Laurie Penny: Feminism Against Fascism Ytasha Womack: Afrofuturism: Imagination and Humanity

full text follows (+ references & slides) An Ontology of Every Thing on the Face of the Earth John Carpenter’s 1982 film, The Thing, is a claustrophobic science fiction thriller exhibiting many hallmarks of the horror genre. The film depicts a sinister turn for matter where the chaos of the replicating, cancerous cell is expanded to the human scale and beyond. We watch as an alien force terrorises an isolated Antarctic outpost. The creature exhibits an awesome ability to imitate; devouring any form of life it comes across, whilst simultaneously giving birth to an exact copy in a burst of bile and protoplasm. The Thing copies cell by cell in a process so perfect, that the resultant simulacrum speaks, acts, and even thinks like the original. The Thing is so relentless and its copies so perfect, that the outpost’s Doctor, Blair, is sent mad at the implications: If a cell gets out it could imitate everything on the face of the Earth… and it’s not gonna stop! [1] This text is also available in The Noise of Being publication (published September 2017) Based on John W. Campbell’s 1938 novella, Who Goes There?, Carpenter’s film revisits a gothic trope that is numerous in its incarnations. In Campbell’s novella, The Thing is condensed as much from the minds of the men as from its own horrific, defrosting bulk. A slowly surfacing nightmare that transforms alien matter into earthly biology also has the effect of transferring the inner, mental lives of the men into the resultant condensation. John W. Campbell knew that The Thing could become viscous human flesh, but in order to truly imitate its prey the creature must infect inner life separately, pulling kicking and screaming ghosts out of their biological – Cartesian – machines. As a gothic figure, Campbell’s Thing disrupts the stable and integral vision of human being: self-same bodies housing ‘unitary and securely bounded’ [2] subjectivities, identical and extensive through time. His characters confront their anguish at being embodied: their nightmares are literally made flesh. To emphasise the otherness of each human’s flesh, Campbell’s story is inhabited exclusively with male characters. The absence of women makes the conflict between each of the men feel more rudimentary, but it also centres the novel’s horror on the growing realisation that to be human is also to be alien to oneself. Differences between sexes within the single species homo sapiens are bypassed, allowing the alien entity to exhibit the features of human female ‘otherness’ alongside a gamut of horrific bodily permutations. Perhaps, as Barbara Creed, [3] Rosi Braidotti, [4] and others [5] have argued, The Thing signifies the intrinsic absence of the mother figure: the female body’s capacity to be differentiated from itself in the form of pregnancy; to open up and usher forth into the world a creature other to itself. This Thingly quality is given credence by Julia Kristeva in a passage that could equally refer to The Thing as to the development of a fetus during pregnancy: Cells fuse, split, and proliferate; volumes grow, tissues stretch, and the body fluids change rhythm, speeding up or slowing down. With the body, growing as a graft, indomitable, there is another. And no one is present, within that simultaneously dual and alien space, to signify what is going on. [6] The Thing does exhibit demeanours of copulation and fertility, but also of disease, fragmentation, dismemberment, and asexual fission. In the novella, during a drug induced nightmare Dr. Copper sits bolt upright and blurts out ‘Garry – listen. Selfish – from hell they came, and hellish shellfish – I mean self – Do I? What do I mean?,’ McReady [7] turns to the other men in the cabin, ‘Selfish, and as Dr. Copper said – every part is a whole. Every piece is self-sufficient, and animal in itself.’ [8] The Thing is aberrant at a level more fundamental than allusions to pregnancy can convey. Dr. Copper’s inability to articulate what The Thing is, indicates a categorical nightmare he and the men are suffering. As in the work of Mary Douglas, [9] The Thing’s nightmarish transformation denies the very concept of physical and categorical purity. The Thing’s distributed biology calls to mind the Hardt and Negri’s vision of the early Internet (ARPANET), designed, according to them: …to withstand military attack. Since it has no center and almost any portion can operate as an autonomous whole, the network can continue to function even when part of it has been destroyed. The same design element that ensures survival, the decentralisation, is also what makes control of the network so difficult. [10] The image of mankind’s outright destruction, via totalising narratives such as nuclear war, viral pandemic, or meteor strike is undermined by the paradigm of a Thingly technological infrastructure designed to avoid ‘absolute’ assault. Decentralisation is a categorical horror in its capacity to highlight our self-same, constantly threatened and weak, embodied selves. But shift the lens away from the self-same human subject, and the image of a distributed, amorphous network of autonomous cells immediately becomes a very good description of how biological life has always been constituted. The metaphysical dualism of the sexes, as Kelly Hurley concludes, is an inadequate paradigm of such horrific embodiment, rather any and all ‘ontological security’ [11] is challenged through a ‘collapsing of multiple and incompatible morphic possibilities into one amorphous embodiment.’ [12] The Thing is neither male nor female, two nor one, inside nor outside, living nor dead. If it does settle into a form that can be exclaimed, screamed or defined in mutually incompatible words, it does so only for a moment and only in the mind of its onlooker as they scrabble to deduce its next amorphous conflation. The Thing is a figure performing ontogenesis (something coming to be) rather than ontology (something that already is). [13] ‘The very definition of the real,’ as Jean Baudrillard affirmed, has become ‘that of which it is possible to give an equivalent reproduction.’ [14] Does The Thing ‘produce’ something other than human life, or ‘reproduce’ human life in its entirety, and what, if anything, would be the difference? In a text on bio and necropolitics, Eugene Thacker undertakes an examination of the ‘difference between “Life” as an ontological foundation, and “the living,” or the various specific instantiations of Life.’ [15] Thacker highlights a passage in Poetics where Aristotle speaks of mimesis giving rise to the art of poetry in human beings: We take delight in viewing the most accurate possible images of objects which in themselves cause distress when we see them (e.g. the shapes of the lowest species of animal, and corpses). Recognition of mimetic forms can instill a certain degree of displeasure if that form depicts a carcass or something considered equally abhorrent. But this is often tinged with what Aristotle calls the ‘extremely pleasurable’ dual capacities of recognising an imitation as such, whilst at the same time recognising what it is the form is imitative of. The horror of The Thing is bound to this endless ontogenetic re-forming, its limitless capacity to imitate and become without necessarily settling into a final, stable and agreeable categorical – that is, ontological – form. The men of the Antarctic encampment grasp in their minds at the forms ushering from The Thing but can never keep up with its propensity toward the next shapeless-shape, bodiless-limb, or ontogenetic-extrudence. The Thing is a phenomenon, to use Eugene Thacker’s words once more, that is ‘at once “above” and “below” the scale of the human being,’ [16] throwing, as Rosi Braidotti puts it, ‘a terminal challenge towards a human identity that is commonly predicated on the One.’ [17] The ‘other’ of The Thing never settles down, always falling outside the dialectical circle. As Helene Cixous remarks in The Newly Born Woman, with the ‘truly “other” there is nothing to say; it cannot be theorized. The “other” escapes me.’ [18] The figure of The Thing bursts into popular culture at the meeting point between dream and flesh, and has been pursued ever since by men whose individuality is considered inseparable from their self-same embodiment. By modifying the rules through which dominant norms such as gender binaries operate, The Thing can be conceived as an incarnation of détournement: an intervention that hijacks and continually modifies the rules of engagement. ‘The radical implication [being] that [all] meaning is connected to a relationship with power.’ [19] Considered through Michel Foucault’s definition of bio-power, or the bio-political, The Thing is the process of sex and sexuality severed from the humans who are forced to proliferate ‘through’ it. Above all, the men set against this propagation – this mobilisation of images of ‘other’ – scramble to protect the normative image of the human they hold most dear: the mirage of ‘man’. Becoming World The filmic Thing is a fictional device enabled by animatronic augmentations coated with fleshy stand-ins, KY Jelly, and occasionally, real animal offal. As John Carpenter described his rendition of the creature in a 2014 interview, ‘It’s just a bunch of rubber on the floor.’ [20] Bringing The Thing ‘to life’ is an activity that performs the collapse ‘between “Life” as an ontological foundation, and “the living,” or the various specific instantiations of Life.’ [21] The animatronic Thing exists in the space between stable forms; it is vibrant, expressive technology realised by dead matter; and human ingenuity made discernible by uncanny machinic novelty. Ontological uncertainty finds fluidity in language on a page, in the ability to poetically gesture towards interstitiality. But on-screen animatronics, rubber, and KY Jelly are less fluid, more mimetically rooted by the expectations of the audience reveling in, and reviled by, their recognition of The Thing’s many forms. Upon its release critical reactions to John Carpenter’s The Thing were at best muted and at worst downright vitriolic. The special effects used to depict the creature were the focus of an attack by Steve Jenkins’. Jenkins attacks the film essentially for its surrealist nature… he writes that: “with regard to the effects, they completely fail to ‘clarify the weirdness’ of the Thing”, and that “because one is ever sure exactly how it [the alien] functions, its eruptions from the shells of its victims seem as arbitrary as they are spectacular’.” [22] In short, the reviews lingered on two opposing readings of The Thing’s shock/gore evocations: that they go too far and thus tend towards sensational fetishism, or that they can’t go far enough, depicting kitsch sensibilities rather than alien otherness. Jenkins’ concern that the special effects do not ‘clarify’ The Thing’s ‘weirdness’ is contradictory, if not oxymoronic. The implication is that Things could never be so weird as to defy logical function, and that all expressions should, and eventually do, lend themselves to being read through some parochial mechanism or other, however surreal they may at first seem. That The Thing’s nature could actually defy comprehensibility is not considered, nor how impossible the cinematic depiction of that defiance might be. Rather, the critical view seems to be that every grisly eruption, bifurcation, and horrific permutation on screen must necessarily express an inner order temporarily hidden from, but not inaccessible to, its human onlookers. This critical desire for a ‘norm’ defies the same critical desire for ‘true’ horror. Our will to master matter and technology through imitative forms is the same will that balks at the idea that imitative forms could have ontologies incommensurable with our own. The Thing is ‘weird’: a term increasingly applied to those things defying categorisation. A conviction, so wrote the late Mark Fisher, ‘that this does not belong, is often a sign that we are in the presence of the new… that the concepts and frameworks which we have previously employed are now obsolete.’ [23] In reflecting on the origins of this slippery anti-category, Eugene Thacker reminds us that within horror, ‘The threat is not the monster, or that which threatens existing categories of knowledge. Rather, it is the “nameless thing,” or that which presents itself as a horizon for thought… the weird is the discovery of an unhuman limit to thought, that is nevertheless foundational for thought.’ [24] In The Thing the world rises up to meet its male inhabitants in a weird form and, by becoming them, throws into question the categorical foundations of the born and the made, of subject and object, natural and synthetic, whole and part, human and world, original and imitation. What remains is an ongoing process of animation rendered horrific by a bifurcation of ontologies: on one side the supposed human foundation of distinction, uniqueness and autonomy; on the other, a Thingly (alien and weird) propensity that dissolves differentiation, that coalesces and revels in an endless process of becoming.  As in Mikhail Bakhtin‘s study of the grotesque, the ‘human horizon’ in question is that of the ‘canon,’ [25] a norm to which all aberrations are to be compared: The grotesque body… is a body in the act of becoming. It is never finished, never completed; it is continually built, created, and builds and creates another body. Moreover, the body swallows the world and is itself swallowed by the world. [26] The Thingly is neither self-same nor enclosed unto itself. It is a plethora of openings, conjoinings and eruptions that declare ‘the world as eternally unfinished: a world dying and being born at the same time.’ [27] The bodily horror performed by The Thing is an allegory of this greater interstitial violation: the conceptual boundary between the world-for-us and the world-without-us is breached not as destruction, or even invasion, but ultimately through our inability to separate ourselves from a world that is already inherently alien and weird. [28] ‘A monstrosity’ to hijack the words of Claire Colebrook, ‘that we do not feel, live, or determine, but rather witness partially and ex post facto.’ [29] How these processes are comprehended, or more precisely, how the perception of these processes is interpreted, is more important than the so called ‘difference’ between the world which existed before and the world which remains after. Eugene Thacker clarifies this point in his analysis of the etymology of the word ‘monster’: A monster is never just a monster, never just a physical or biological anomaly. It is always accompanied by an interpretive framework within which the monster is able to be monstrum, literally “to show” or “to warn.” Monsters are always a mat­ter of interpretation. [30] Becoming Weird In a 1982 New York Times movie section, critic Vincent Canby poured yet more scorn on John Carpenter’s ‘Thing’ remake: The Thing is a foolish, depressing, overproduced movie that mixes horror with science fiction to make something that is fun as neither one thing or the other… There may be a metaphor in all this, but I doubt it… The Thing… is too phony looking to be disgusting. It qualifies only as instant junk. [31] Chiming with his critic peers, Canby expresses his desire that the monster show its nature – be monstrum – only in respect of some ‘norm’; [32] some ‘interpretive framework’, [33] that the narrative will eventually uncover. By setting up ‘junk’ as a kitschy opposite to this supposedly palatable logic, Canby unwittingly generates a point from which to disrupt the very notion of the interpretive framework itself. The Thing is more than a metaphor. Canby’s appeal to ‘instant junk’ can be read as the monstrum, the revealing of that which constitutes the norm. The monster stands in for difference, for other, and in so doing normalises the subject position from which the difference is opposed: the canon. In the case of The Thing that canon is first and foremost the human male, standing astride the idea of a world-for-us. The ‘us’ is itself monopolised, as if all non-male ontogenetic permutations were cast out into the abject abyss of alien weirdness. In reclaiming ‘junk’ as a ‘register of the unrepresentable’ [34] a Thingly discourse may share many of the tenets of queer theory. As Rosi Braidotti makes clear, referring to the work of Camilla Griggers: ‘Queer’ is no longer the noun that marks an identity they taught us to despise, but it has become a verb that destabilizes any claim to identity, even and especially to a sex-specific identity. [35] The queer, the weird, the kitsch, are among the most powerful of orders because they are inherently un-representable and in flux. The rigid delineations of language and cultural heteronormativity are further joined in the figure of The Thing by a non-anthropic imaginary that exposes a whole range of human norms and sets into play a seemingly infinite variety of non-human modes of being and embodiment. Rosi Braidotti refers to the work of Georges Canguilhem in her further turn outwards towards the weird, ‘normality is, after all, the zero-degree of monstrosity,’ [36] signalling a post-human discourse as one which, by definition, must continually question – perhaps even threaten – the male, self-same, canonised, subject position: We need to learn to think of the anomalous, the monstrously different not as a sign of pejoration but as the unfolding of virtual possibilities that point to positive alternatives for us all… the human is now displaced in the direction of a glittering range of post-human variables. [37] In her book on The Death of The Posthuman (2014), Claire Colebrook looks to the otherwise, the un-representable, to destabilise the proposition of a world being for anyone. She begins by considering the proposed naming of the current geological era ‘The Anthropocene,’ [38] a term that designates a theoretical as well as scientific impasse for human beings and civilisation, in which human activity and technological development have begun to become indistinguishable, and/or exceed processes implicit within what is considered to be the ‘natural’ world. As if registering the inevitable extinction of humans isn’t enough, The Anthropocene, by being named in honour of humans, makes monsters of those times – past and present – which do not contain humans. Its naming therefore becomes a mechanism allowing the imagination of ‘a viewing or reading in the absence of viewers or readers, and we do this through images in the present that extinguish the dominance of the present.’ [39] The world ‘without bodies’ that is imaged in this move, Colebrook argues, is written upon by the current state of impending extinction. Humans are then able to look upon the future world-without-us in a state of nostalgia coloured by their inevitable absence. Here the tenets of the horror genre indicated by Eugene Thacker are realised as a feature of a present condition. The world-in-itself has already been subsumed by The Thingly horror that is the human species. For even the coming world-without-us, a planet made barren and utterly replaced by The Thingly junk of human civilisation, will have written within its geological record a mark of human activity that goes back well before the human species had considered itself as a Thing ‘in’ any world at all. In an analysis of the etymology of the Anthropocene, McKenzie Wark also turns to theory as a necessary condition of the age of extinction: All of the interesting and useful movements in the humanities since the late twentieth century have critiqued and dissented from the theologies of the human. The Anthropocene, by contrast, calls for thinking something that is not even defeat. [40] The Anthropocene, like ‘queer’ or ‘weird’, should be made into a verb, and relinquished as a noun. Once weirded in this way it becomes a productive proposition, Wark goes on, quoting Donna Haraway, ‘another figure, a thousand names of something else.’ [41] In the 2014 lecture quoted by Wark, Haraway called for other such worldings through the horrific figure of capitalism, through arachnids spinning their silk from the waste matter of the underworld, or from the terrible nightmares evoked in the fiction of the misogynist, racist mid 20th century author H.P. Lovecraft: The activation of the chthonic powers that is within our grasp to collect up the trash of the anthropocene, and the exterminism of the capitalocene, to something that might possibly have a chance of ongoing. [42] That weird, ongoing epoch is the Chthulucene, a monstrum ‘defined by the frightening weirdness of being impossibly bound up with other organisms,’ [43] of what Haraway calls, ‘multi-species muddles.’  [44] The horror of ‘the nameless thing’ is here finally brought to bear in Haraway’s Capitalocene and Chthulucene epochs. Haraway’s call for ‘a thousand names of something else’ is Thingly in its push towards the endlessly bifurcated naming, and theoretical subsuming. The anthro-normalisation casts out infinitely more possibilities than it brings into play. Although Donna Haraway makes it clear that her Chthulucene is not directly derivative of H.P. Lovecraft’s Cthulhu mythos, her intentional mis-naming and slippery non-identification exemplifies the kind of amorphous thinking and practice she is arguing for. Haraway’s Chthulucene counters Lovecraft’s Cthulhu with an array of chthonic, non-male, tentacular, rhizomatic, and web spinning figures that attest to the monstrum still exposed by Lovecraft’s three quarters of a century old work. The continued – renewed – fascination with Lovecraft’s weird ‘others’ thus has the capacity to expose a dread of these times. As writer Alan Moore has attested: [I]t is possible to perceive Howard Lovecraft as an almost unbearably sensitive barometer of American dread. Far from outlandish eccentricities, the fears that generated Lovecraft’s stories and opinions were precisely those of the white, middle-class, heterosexual, Protestant-descended males who were most threatened by the shifting power relationships and values of the modern world… Coded in an alphabet of monsters, Lovecraft’s writings offer a potential key to understanding our current dilemma, although crucial to this is that they are understood in the full context of the place and times from which they blossomed. [45] The dominant humanistic imagination may no longer posit white cis-males as the figure that ‘must’ endure, but other uncontested figures remain in the space apparently excavated of Lovecraft’s affinities. To abandon what Claire Colebrook calls ‘the fantasy of one’s endurance,’ may be to concede that the post-human is founded on ‘the contingent, fragile, insecure, and ephemeral.’ [46] But, as Drucilla Cornell and Stephen D. Seely suggest, it is dangerous to consider this a ‘new’ refined status for the beings that remain, since ‘this sounds not like the imagination of living beyond Man, but rather like a meticulous description of the lives of the majority of the world under the condition of advanced capitalism right now.’ [47] As Claire Colebrook warns, post-humanism often relinquishes its excluded others – women, the colonised, nonhuman animals, or ‘life itself’ [48] – by merely subtracting the previously dominant paradigm of white heteropatriarchy, whilst failing to confront the monster the that particular figure was indicative of: Humanism posits an elevated or exceptional ‘man’ to grant sense to existence, then when ‘man’ is negated or removed what is left is the human all too human tendency to see the world as one giant anthropomorphic self-organizing living body… When man is destroyed to yield a posthuman world it is the same world minus humans, a world of meaning, sociality and readability yet without any sense of the disjunction, gap or limits of the human. [49] As in Haraway and Wark’s call for not just ‘naming, but of doing, of making new kinds of labor for a new kind of nature,’ [50] contemporary criticism and theory must be allowed to take on the form of the monsters it pursues, moulding and transforming critical inquiries into composite, hybrid figures that never settle in one form lest they become stable, rigid, and normalised. In fact, this metaphor itself is conditioned too readily by the notion of a mastery ‘Man’ can wield. Rather, our inquiries must be encouraged ‘to monster’ separately, to blur and mutate beyond the human capacity to comprehend them, like the infinite variety of organisms Haraway insists the future opens into. The very image of a post-humanism must avoid normalising the monster, rendering it through analysis an expression of the world-for-us. For Eugene Thacker this is the power of the sci-fi-horror genre, to take ‘aim at the presuppositions of philosophical inquiry – that the world is always the world-for-us – and [make] of those blind spots its central concern, expressing them not in abstract concepts but in a whole bestiary of impossible life forms – mists, ooze, blobs, slime, clouds, and muck.’ [51] Reflecting on the work of Noël Carroll, [52] Rosi Braidotti argues that if science fiction horror ‘is based on the disturbance of cultural norms, it is then ideally placed to represent states of crisis and change and to express the widespread anxiety of our times. As such this genre is as unstoppable as the transformations it mirrors.’ [53]  

References [1] John Carpenter, The Thing, Film, Sci-Fi Horror (Universal Pictures, 1982). [2]  Kelly Hurley, The Gothic Body: Sexuality, Materialism, and Degeneration at the Fin de Siècle (Cambridge University Press, 2004), 3. [3]  B. Creed, ‘Horror and the Monstrous-Feminine: An Imaginary Abjection.’ Screen 27, no. 1 (1 January 1986): 44–71. [4]  Rosi Braidotti, Metamorphoses: Towards a Materialist Theory of Becoming (Wiley, 2002), 192–94. [5]  Ian Conrich and David Woods, eds., The Cinema Of John Carpenter: The Technique Of Terror (Wallflower Press, 2004), 81. [6]  Julia Kristeva, quoted in Jackie Stacey, Teratologies: A Cultural Study of Cancer (Routledge, 2013), 89. [7]  The character McReady becomes MacReady in Carpenter’s 1982 retelling of the story. [8]  Campbell, Who Goes There?, 107. [9]  Noël Carroll, The Philosophy of Horror, Or, Paradoxes of the Heart (New York: Routledge, 1990). [10] Michael Hardt and Antonio Negri, Empire, New Ed (Harvard University Press, 2001), 299. [11] Braidotti, Metamorphoses, 195. [12] Kelly Hurley, ‘Reading like an Alien: Posthuman Identity in Ridley Scott’s Aliens and David Cronenberg’s Rabid,’ in Posthuman Bodies, ed. Judith M. Halberstam and Ira Livingston (Bloomington: John Wiley & Sons, 1996), 219. [13] This distinction was plucked, out of context, from Adrian MacKenzie, Transductions: Bodies and Machines at Speed (A&C Black, 2006), 17. MacKenzie is not talking about The Thing, but this distinction is, nonetheless, very useful in bridging the divide between stable being and endless becoming. [14] Jean Baudrillard, Simulations, trans. Paul Foss, Paul Patton, and Philip Beitchman (Semiotext (e) New York, 1983), 146. [15] Eugene Thacker, ‘Nekros; Or, The Poetics Of Biopolitics,’ Incognitum Hactenus 3, no. Living On: Zombies (2012): 35. [16] Ibid., 29. [17] Braidotti, Metamorphoses, 195. [18] Hélène Cixous, The Newly Born Woman (University of Minnesota Press, 1986), 71. [19] Nato Thompson et al., eds., The Interventionists: Users’ Manual for the Creative Disruption of Everyday Life (North Adams, Mass. : Cambridge, Mass: MASS MoCA ; Distributed by the MIT Press, 2004), 151. [20] John Carpenter, BBC Web exclusive: Bringing The Thing to life, Invasion, Tomorrow’s Worlds: The Unearthly History of Science Fiction, 14 November 2014. [21] Thacker, ‘Nekros; Or, The Poetics Of Biopolitics,’ 35. [22] Ian Conrich and David Woods, eds., The Cinema Of John Carpenter: The Technique Of Terror (Wallflower Press, 2004), 96. [23] Mark Fisher, The Weird and the Eerie, 2016, 13. [24] Eugene Thacker, After Life (University of Chicago Press, 2010), 23. [25] Mikhail Mikhaĭlovich Bakhtin, Rabelais and His World (Indiana University Press, 1984), 321. [26] Ibid., 317. [27] Ibid., 166. [28] This sentence is a paraphrased, altered version of a similar line from Eugene Thacker, ‘Nine Disputations on Theology and Horror,’ Collapse: Philosophical Research and Development IV: 38. [29] Claire Colebrook, Sex After Life: Essays on Extinction, Vol. 2 (Open Humanities Press, 2014), 14. [30] Eugene Thacker, ‘The Sight of a Mangled Corpse—An Interview with’, Scapegoat Journal, no. 05: Excess (2013): 380. [31] Vincent Canby, ‘“The Thing” Is Phony and No Fun,’ The New York Times, 25 June 1982, sec. Movies. [32] Derrida, ‘Passages: From Traumatism to Promise,’ 385–86. [33] Thacker, ‘The Sight of a Mangled Corpse—An Interview with,’ 380. [34] Braidotti, Metamorphoses, 180. [35] Ibid. [36] Ibid., 174. [37] Rosi Braidotti, ‘Teratologies’, in Deleuze and Feminist Theory, ed. Claire Colebrook and Ian Buchanan (Edinburgh: Edinburgh University Press, 2000), 172. [38] A term coined in the 1980s by ecologist Eugene F. Stoermer and widely popularized in the 2000s by atmospheric chemist Paul Crutzen. The Anthropocene is, according to Jan Zalasiewicz et al., ‘a distinctive phase of Earth’s evolution that satisfies geologist’s criteria for its recognition as a distinctive statigraphic unit.’ – Jan Zalasiewicz et al., ‘Are We Now Living in the Anthropocene,’ GSA Today 18, no. 2 (2008): 6. [39] Claire Colebrook, Death of the PostHuman: Essays on Extinction, Vol. 1 (Open Humanities Press, 2014), 28. [40] McKenzie Wark, ‘Anthropocene Futures’ Versobooks.com, 23 February 2015. [41] Ibid. [42] Donna Haraway, ‘Capitalocene, Chthulucene: Staying with the Trouble’ (University of California at Santa Cruz, 5 September 2014). [43] Leif Haven, ‘We’ve All Always Been Lichens: Donna Haraway, the Cthulhucene, and the Capitalocene,’ ENTROPY, 22 September 2014. [44] Donna Haraway, ‘SF: Sympoiesis, String Figures, Multispecies Muddles’ (University of Alberta, Edmonton, Canada, 24 March 2014). [45] H. P Lovecraft, The New Annotated H.P. Lovecraft, ed. Leslie S Klinger (Liveright, 2014), xiii. [46] Claire Colebrook, Sex After Life: Essays on Extinction, Vol. 2 (Open Humanities Press, 2014), 22. [47] Drucilla Cornell and Stephen D Seely, The Spirit of Revolution: Beyond the Dead Ends of Man (Polity press, 2016), 5. [48] Ibid., 3–4. [49] Claire Colebrook, Death of the PostHuman: Essays on Extinction, Vol. 1 (Open Humanities Press, 2014), 163–64. [50] Wark, ‘Anthropocene Futures.’ [51] Thacker, In the Dust of This Planet, 9. [52]   Carroll, The Philosophy of Horror, Or, Paradoxes of the Heart. [53]   Braidotti, Metamorphoses, 185 (my emphasis).

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Sun, 26 Feb 2017 04:43:01 -0800 https://machinemachine.net/portfolio/sonic-acts-2017-the-noise-of-becoming-on-monsters-men-and-every-thing-in-between/
<![CDATA[Fake news is a red herring | World | DW.COM | 25.01.2017]]> http://www.dw.com/en/fake-news-is-a-red-herring/a-37269377

Watching the 2016 US presidential election was already a surreal experience, as dozens of qualified candidates lost out to a failed businessman and reality television star.

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Mon, 20 Feb 2017 23:01:06 -0800 http://www.dw.com/en/fake-news-is-a-red-herring/a-37269377
<![CDATA[Bioart and the Gnawing Invisible | Popular Science]]> http://www.popsci.com/bioart-and-gnawing-invisible

In my life as a curator, only twice have a pair of eyes in an artwork ever really mesmerized me. The first pair gazed out from a painting by German surrealist Max Ernst called Human Form. The image wasn’t ‘human’ at all.

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Sat, 30 Jan 2016 03:34:36 -0800 http://www.popsci.com/bioart-and-gnawing-invisible
<![CDATA[#Additivism Interview at Creators Project: 3D Printing's Call to Action]]> http://additivism.org/post/114419825956

Benoit Palop interviewed us for The Creators Project

It took over a year of intense reflection and exploration for San Francisco-based new-media artist and art activist Morehshin Allahyariand London-based writer and artist Daniel Rourke to create The 3D Additivist Manifesto, a research project that combines art, engineering, science fiction and digital media aesthetics into a call to arms to soar beyond the current limits of 3D printing. 

Here, the creative, “intelligent,” and evolutionary technology—for which the possibilities are still being explored—is probed in a 10-minute video essay that takes viewers deep into an uncanny journey of 3D-rendered landscapes and surreal objects, set to a soundtrack by Andrea Young.

It’s a dynamic call to artists, researchers, and other interested parties to reflect on the current state of additive manufacturing. The end goal is the “Additivist Cookbook,” a methodological collection that will bring together submitted ideas, thoughts, and designs for the future of 3D printing.

To learn more about “Additivism,” The Creators Project spoke with Allahyari and Rourke:
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Mon, 23 Mar 2015 10:51:58 -0700 http://additivism.org/post/114419825956
<![CDATA[Weirdest Movies Ever Made – Flavorwire]]> http://flavorwire.com/476770/the-50-weirdest-movies-ever-made/view-all

A Lynchian renaissance is happening at the Pennsylvania Academy of Fine Arts, where David Lynch studied painting before his surreal entry into filmmaking with 1977’s Eraserhead. The school is the site of Lynch’s first major museum exhibition in the United States.

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Fri, 09 Jan 2015 02:46:08 -0800 http://flavorwire.com/476770/the-50-weirdest-movies-ever-made/view-all
<![CDATA[Why I Am Teaching a Course Called “Wasting Time on the Internet” - The New Yorker]]> http://www.newyorker.com/books/page-turner/wasting-time-on-the-internet

The Surrealists’ ideal state for making art was the twilight between wakefulness and sleep, when they would dredge up images from the murky subconscious and throw them onto the page or canvas.

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Sat, 22 Nov 2014 05:23:48 -0800 http://www.newyorker.com/books/page-turner/wasting-time-on-the-internet
<![CDATA[Silver Strain - A Blue Rose [Twin Peaks]]]> http://vimeo.com/21785003

Video tribute to TWIN▲▲PEAKS* Music, animated digital collages and editing by Silver Strain Now available for digital download on the Silver Strain compilation album "Adjust Your Tracking": blackbvsrecords.bandcamp.com/album/adjust-your-tracking Follow Silver Strain on facebook: facebook.com/silverstrain *Originally released on "A Witch House and Okkvlt Guide to TWIN▲▲PEAKS" by Phantasma DisquesCast: Silver StrainTags: §, Okkvlt, Electronic, Roland Synth, David Lynch, Collages, Phantasma Disques, Owls, Surrealism, 90s TV Show, Drugs and Silver Strain

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Tue, 07 Oct 2014 03:44:21 -0700 http://vimeo.com/21785003
<![CDATA[Artist Profile: Morehshin Allahyari]]> https://rhizome.org/editorial/2014/jan/31/artist-profile-morehshin-allahyari/#new_tab

Daniel Rourke: Your ongoing project, Dark Matter, was something of a revelation for me: a collection of objects forbidden or “unwelcome” in Iran, brought together through digital modelling, meshing, and 3D printing. The results are playful and surrealistic, with the same capacity to waken the subconscious as any Dali Lobster-Telephone or Hair-Lamp. For me Dark Matter resonates as subversive not just because the dog-dildo is an affront to conservative sexual values, or because the Barbie-VHS blurs cultural boundaries (a feature of a lot of your work). Rather I was taken by how the objects spoke to the here and now; that perhaps there is something about the collapse of all commodities, forms, and ideas into the digital that promotes blurred perspectives and subversive practices. I wondered whether you saw your work as particular to the digital tools and materials you choose, or are you “just” making use of things that happen to be available to you? Morehshin Allahyari: I was particularly interested in choosing the most relevant tools and materials for creating a new body of work about forbidden/unwelcome objects. I found the idea of “3D printing/re-creating the forbidden” a very compelling prospect, which raised paradoxical issues of limitations and boundaries—social, cultural, and political. I was also very interested in the technology of 3D printing as this “poetic technology” for resistance, for reclaiming all the things that were taken from me during my life in Iran or are currently being taken away from my sister, and mother, and my friends. There is something very special about things that you can’t have access to when they are forced by law out of your life. When there are many of those objects/things, and they are the most ordinary things (dog, sex toys, neck-tie, Barbie, satellite-dish, Bart Simpson, ham/pig, alcohol, etc.), then there is something meaningful and symbolic about using a technology like 3D printing to re-create them. The combination of the objects, I think, adds a sense of humor to the work that is very similar to the ridiculousness of having these objects banned when you look at the whole picture.

While developing the project, I really fell in love with thinking about 3D printing as a “documentation tool”… you know, like when you go to historical museums, and they have this whole collection of objects or things that used to be this and that, or had whatever functionality 500 years ago. I thought, what if this could be the archive, the documentation of the life after the 1979 revolution in Iran, the life I lived, and how will it feel to look back at this collection in 20 or 30 years? Also, through combining and re-creating these objects and putting them inside a virtual word, I can re-contextualize and invite the audience to enter the historical dimension of the work… So yeah… I am directly addressing the medium of 3D printing here. Plus, there is a broad conversation of censorship built into the technology of 3D printing as a whole, which actually expands the project to other countries including the United States (I am thinking about the 3D printed, potentially functional gun as one of the first examples).

Morehshin Allahyari, virtual landscape for #dog #dildo #satellite-dish from the series “Dark Matter.” Work in progress. DR: You have just collaborated on a text that shifts between registers, performing the splits, breaks and tears it indicates in the life and work of “self-exiled” people. I was struck by an image you use of “Time, memory, space, and bodies collapsing, losing composition.” [1] These ideas feature heavily in your work, where one’s heritage or identity can coalesce and mutate as readily as a 3D print. MA: I am struck by the idea of representation in digital art. I think about the reconstruction of memory in virtual worlds, the rebuilding of non-existent objects from the virtual world into real life… how we understand our world through representation, the dystopian, the utopian, and everything in-between. Since I have moved to the U.S. (2007), I have become more and more fascinated by the in-depth thoughts on exile and diaspora within Edward Said’s text “Reflections on Exile,” Mahmoud Darwish’s poems, and Lorna Dee Cervantes’ Palastine poem, among others. But in my own work, I wanted to simultaneously be aware of the dangers of the romanticization of exile and self-exile – as well as the whole nostalgic remembrance of the “homeland” that is inaccessible; I wanted to look for different ways that I can use digital technology to talk about my own understanding of self-exile. So I worked on a 3D animation video, a plexiglas installation, a 16mm film, a series of Facebook post-cards installation, and a creative research/writing project in the course of one year. It’s interesting to step-back and think about each of these works now (after two years); to think about geographical determinism and the collective history of the young self-exiled Iranians; but also to realize that, through time, my relationship has changed with “home” and that it will continue to change. Doing this interview and thinking about my body of work “The Romantic Self-Exiles”, I remembered that I haven’t thought about my house in Tehran, Yousefabad and Valiasr streets, and other common places that I used to go, for a very long time. I used to do this thing almost every night, that I would close my eyes and try to imagine and remember every details of my room in Tehran… or the exact directions/streets that I would have to take to get to whatever place. I couldn’t help but think that’s the only way to survive the diasporic life… could this be one dimension of the mutation of identity? Is this where I forever will feel distanced, unrelated, and disconnected from home? Or have I just entered a new stage of life in diaspora? Gray areas might be the only places worth existing…delving into identity as a transparent rather than defined; homeland as belonging to nowhere and everywhere; virtual space as both real and imagined; aesthetics as perfection vs imperfection.

Morehshin Allahyari. Excerpt from The Romantic Self-Exiles I (2012). DR: The mutations you speak of also come through in the way you approached the writing of that text, stretching the critical territory you cover by fusing the essay with a voice more readily associated with fiction. I also note elements of fabulation in your gallery and video works. Both The Romantic Self-Exiles-I and Over There Is Over Here toy with reality and imagination in a broken essayistic language. Do you understand your practice as writerly? MA: My discovery of the art world has been through creative writing (since the age of 12 when I started to take part in a private creative writing class in Iran that would meet weekly, which continued until I was 18)… so writing is very dear to my heart and it’s a very important part of my work. I’m interested in bridging digital technology, writing, and visual arts in an essayistic and poetic language. I think about Milan Kundera and Chris Marker as the best examples of this style of writing. As I have worked more and more with a software like Maya, I have learned that there is something very beautiful about building and creating landscapes and environments. Especially in the Romantic Self Exiles animation, it felt like creating an imagined home… a space and environment where I could perhaps belong… but another aspect of it was talking about this experience and process of modeling, animating, texturing, etc through a self-reflexive narration. In Over There Is Over Here, there is also a landscape, but the narration is more complex with ambiguity… going back and forth between a third-person narrator and myself as the narrator and an outsider… In both of these works, though, my writing process was connected to the process of designing these virtual landscapes. DR: In another text produced with collaborator Jennifer Way you discuss the representation of female identity in Iran. Could you tell us some more about how this relates to art and romanticization in particular? MA: I was really interested in doing research on women, technology, and art in Iran, because there is almost no academic research and discourse about this topic (although the art and technology scene is growing very rapidly in Iran). So I have kept an eye on the art and technology festivals, exhibitions, workshops, and lectures that have been happening in Iran in the last 4-5 years and been amazed by the lack of women and the dominance of the hyper-masculine culture. In collaboration with Jennifer Way, we interviewed Iranian artists (mostly women) who in one way or another are and have been involved in the new media art scene in Iran and asked for their comments, observations, and concerns regarding new media art or art and technology considering the recent rise of such art practices in Iran. This is especially and personally very important to me because Iranian women have been the dominant university demographic in Iran for the last decade or so. On the other hand, in my own work, I have constantly thought about and re-defined both my Middle-Eastern female identity, as well as my identity as a woman in the field of art and technology. On the one hand, I have gradually become aware of and resisted the female identity defined by—for instance—the work of artists like Shirin Neshat. This is something that comes up in my daily discussions with other female colleagues from the Middle-East: how we feel distanced from the presentation and re-presentation of women in the work of older generation artists (in this case from Iran)… That in fact, we are eager to re-define these clichés and—in most cases—one-dimensional interpretations and exoticized or stereotypical images of women of the Middle-East; thinking about ourselves more as “Glocal.”

Morehshin Allahyari,#barbie #vhs from the series “Dark Matter.” Work in progress. The other side of this is my relationship with technology and the fact that I am interested in a poetic and feminine voice in technological aesthetics and in ways to challenge and push whatever medium that I’m using. In the last couple of years, I have been inspired by the works of other female artists and activists such as Claudia Hart, Brenna Murphy, Jenny Vogel, Tania Bruguera, and Guerrilla Girls. I feel like I have the amazing opportunity of combining and experimenting with all these ideas… to bring together new media, politics, art, social science, and creative writing… and examine a multi-layered understanding of female identity while dealing with the complexity of being in between. DR: To bring it back to my first question then, do you think that there is something specific in the ways and means of digital technology that enables the representation of interstitial spaces, politics and identities? MA: In both the writing/narrative and the aesthetics of my work, I am interested in the idea of imperfection and the allowance of error… which makes me think about the fact that bleeding/leading edge technology has built-in flaws and imperfections in them… which also works perfectly with the broader discourse of corruption of politics, collapse of identities, the loss of space through time, etc. In the case of 3D printing technology, I like to think there is something very special about it that doesn’t exist in other software/tools/material. Maybe this is a very “Eastern/Dervish” kind of way of thinking about digital technology: to think about means and ways and reasons and effects as points of departure and entrance. You know, like trying to stay away from the fetishism and consumerism that falls into the use of digital technology… so, yes! DR: Finally, what are you working on at the moment? MA: Well, as of right now, I am creating a series of virtual spaces for my 3D printed objects, and also combining more unwelcome/forbidden objects to print in the next coming months. After this, I want to broaden the conversation to other countries in an upcoming project, creating a 3D forbidden orgy (lol) installation, looking for new ways to blur these cultural boundaries and relationships. In general, in these new series of work I am taking a break from heavy, serious work which is mostly what I’ve been working on and creating for the last 6 years. I feel like I am exhausted from that, and I want to actually take a step back and be able to make fun of all these very serious topics. If you think about Dark Matter and these forbidden objects that we grew up with in Iran, they are actually simultaneously fucked up and ridiculous. I think as I’m growing as an artist, I am getting more and more interested about exploring humor in serious circumstances. I don’t want to feel bad for myself and the life I lived in Iran. I don’t want other people’s sympathy. That’s why I want to be able to sometimes make fun of it more than anything else. Age: 28 Location: Dallas, TX. How/when did you begin working creatively with technology? Since the very first months that I moved from Iran to Denver to study for my MA in Digital Media Studies. I remember I only knew a little bit of photoshop, and one of the first classes that I had to take was coding and CSS. It was a big jump. But after two years, I started to work constantly with different software and digital tools… At the same time, my partner (andrew blanton) has played an important role in my approach to technology, both conceptually and how I can teach myself new software and skill-sets as an artist. Where did you go to school? What did you study? During my undergrad I was in Iran and I studied Social Science and Media Studies at Tehran University. I studied Digital Media Studies for my MA at the University of Denver, where I was invited by Lynn Schofield Clark to do research with her at the Estlow Center on projects that concerned art, culture, and media (this was my initial reason to move from Iran to the United States). Then I was invited by David Stout of Noisefold to go to University of North Texas and work with him in Developing the Initiative for Advanced Research in Technology and the Arts (iARTA) research cluster while studying in New Media Art for my M.F.A. What do you do for a living or what occupations have you held previously? Currently I am a visiting assistant professor at University of Texas in Dallas at the Art and Technology department. Before this I worked mostly doing adjunct positions. I lived in Chicago before Texas, and Denver before moving from Iran in 2007. When I lived in Tehran, I taught English and freelanced for different art and culture magazines and newspapers. What does your desktop or workspace look like? I don’t have a studio space outside of our house right now. But I do have a room as my studio to work at, which I kind of like better than studios that I’ve had in the last 4 years. I mostly work on my Hackintosh for my animation projects. I make a lot of notes, both in Farsi and English depending on my headspace when I’m writing and thinking… I’m obsessed with lighting of the space that I work at. Some days both my workspace and desktop look more organized than the others, which might be a good measurement of how productive I’m being. : )

  References [1] Allahyari, Morehshin, and Jennifer Way. “Romantic Self-Exiles.” Anglistica no. Issue 17 1 (2013). https://www.anglistica.unior.it/content/romantic-self-exiles.

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Fri, 31 Jan 2014 09:00:00 -0800 https://rhizome.org/editorial/2014/jan/31/artist-profile-morehshin-allahyari/#new_tab
<![CDATA[Artist Profile: Morehshin Allahyari]]> http://rhizome.org/editorial/2014/jan/31/artist-profile-morehshin-allahyari

The latest in a series of interviews with artists who have developed a significant body of work engaged (in its process, or in the issues it raises) with technology. See the full list of Artist Profiles here.

Morehshin Allahyari, #dog #dildo #satellite-dish from the series "Dark Matter." Work in progress. Daniel Rourke: Your ongoing project, Dark Matter, was something of a revelation for me: a collection of objects forbidden or "unwelcome" in Iran, brought together through digital modelling, meshing, and 3D printing. The results are playful and surrealistic, with the same capacity to waken the subconscious as any Dali Lobster-Telephone or Hair-Lamp. For me Dark Matter resonates as subversive not just because the dog-dildo is an affront to conservative sexual values, or because the Barbie-VHS blurs cultural boundaries (a feature of a lot of your work). Rather I was taken by how the objects spoke to the here and now; that perhaps there is something about the collapse of all commodities, forms, and ideas into the digital that promotes blurred perspectives and subversive practices. I wondered whether you saw your work as particular to the digital tools and materials you choose, or are you "just" making use of things that happen to be available to you? Morehshin Allahyari: I was particularly interested in choosing the most relevant tools and materials for creating a new body of work about forbidden/unwelcome objects. I found the idea of "3D printing/re-creating the forbidden" a very compelling prospect, which raised paradoxical issues of limitations and boundaries—social, cultural, and political. I was also very interested in the technology of 3D printing as this "poetic technology" for resistance, for reclaiming all the things that were taken from me during my life in Iran or are currently being taken away from my sister, and mother, and my friends. There is something very special about things that you can't have access to when they are forced by law out of your life. When there are many of those objects/things, and they are the most ordinary things (dog, sex toys, neck-tie, Barbie, satellite-dish, Bart Simpson, ham/pig, alcohol, etc.), then there is something meaningful and symbolic about using a technology like 3D printing to re-create them. The combination of the objects, I think, adds a sense of humor to the work that is very similar to the ridiculousness of having these objects banned when you look at the whole picture. While developing the project, I really fell in love with thinking about 3D printing as a "documentation tool"... you know, like when you go to historical museums, and they have this whole collection of objects or things that used to be this and that, or had whatever functionality 500 years ago. I thought, what if this could be the archive, the documentation of the life after the 1979 revolution in Iran, the life I lived, and how will it feel to look back at this collection in 20 or 30 years? Also, through combining and re-creating these objects and putting them inside a virtual word, I can re-contextualize and invite the audience to enter the historical dimension of the work... So yeah... I am directly addressing the medium of 3D printing here. Plus, there is a broad conversation of censorship built into the technology of 3D printing as a whole, which actually expands the project to other countries including the United States (I am thinking about the 3D printed, potentially functional gun as one of the first examples).

Morehshin Allahyari, virtual landscape for #dog #dildo #satellite-dish from the series "Dark Matter." Work in progress. DR: You have just collaborated on a text that shifts between registers, performing the splits, breaks and tears it indicates in the life and work of "self-exiled" people. I was struck by an image you use of "Time, memory, space, and bodies collapsing, losing composition." [1] These ideas feature heavily in your work, where one's heritage or identity can coalesce and mutate as readily as a 3D print. MA: I am struck by the idea of representation in digital art. I think about the reconstruction of memory in virtual worlds, the rebuilding of non-existent objects from the virtual world into real life… how we understand our world through representation, the dystopian, the utopian, and everything in-between. Since I have moved to the U.S. (2007), I have become more and more fascinated by the in-depth thoughts on exile and diaspora within Edward Said's text "Reflections on Exile," Mahmoud Darwish's poems, and Lorna Dee Cervantes' Palastine poem, among others. But in my own work, I wanted to simultaneously be aware of the dangers of the romanticization of exile and self-exile - as well as the whole nostalgic remembrance of the "homeland" that is inaccessible; I wanted to look for different ways that I can use digital technology to talk about my own understanding of self-exile. So I worked on a 3D animation video, a plexiglas installation, a 16mm film, a series of Facebook post-cards installation, and a creative research/writing project in the course of one year. It's interesting to step-back and think about each of these works now (after two years); to think about geographical determinism and the collective history of the young self-exiled Iranians; but also to realize that, through time, my relationship has changed with "home" and that it will continue to change. Doing this interview and thinking about my body of work "The Romantic Self-Exiles", I remembered that I haven't thought about my house in Tehran, Yousefabad and Valiasr streets, and other common places that I used to go, for a very long time. I used to do this thing almost every night, that I would close my eyes and try to imagine and remember every details of my room in Tehran… or the exact directions/streets that I would have to take to get to whatever place. I couldn't help but think that's the only way to survive the diasporic life… could this be one dimension of the mutation of identity? Is this where I forever will feel distanced, unrelated, and disconnected from home? Or have I just entered a new stage of life in diaspora? Gray areas might be the only places worth existing...delving into identity as a transparent rather than defined; homeland as belonging to nowhere and everywhere; virtual space as both real and imagined; aesthetics as perfection vs imperfection.

Morehshin Allahyari. Excerpt from The Romantic Self-Exiles I (2012). DR: The mutations you speak of also come through in the way you approached the writing of that text, stretching the critical territory you cover by fusing the essay with a voice more readily associated with fiction. I also note elements of fabulation in your gallery and video works. Both The Romantic Self-Exiles-I and Over There Is Over Here toy with reality and imagination in a broken essayistic language. Do you understand your practice as writerly? MA: My discovery of the art world has been through creative writing (since the age of 12 when I started to take part in a private creative writing class in Iran that would meet weekly, which continued until I was 18)... so writing is very dear to my heart and it's a very important part of my work. I'm interested in bridging digital technology, writing, and visual arts in an essayistic and poetic language. I think about Milan Kundera and Chris Marker as the best examples of this style of writing. As I have worked more and more with a software like Maya, I have learned that there is something very beautiful about building and creating landscapes and environments. Especially in the Romantic Self Exiles animation, it felt like creating an imagined home… a space and environment where I could perhaps belong… but another aspect of it was talking about this experience and process of modeling, animating, texturing, etc through a self-reflexive narration. In Over There Is Over Here, there is also a landscape, but the narration is more complex with ambiguity… going back and forth between a third-person narrator and myself as the narrator and an outsider… In both of these works, though, my writing process was connected to the process of designing these virtual landscapes. DR: In another text produced with collaborator Jennifer Way you discuss the representation of female identity in Iran. Could you tell us some more about how this relates to art and romanticization in particular? MA: I was really interested in doing research on women, technology, and art in Iran, because there is almost no academic research and discourse about this topic (although the art and technology scene is growing very rapidly in Iran). So I have kept an eye on the art and technology festivals, exhibitions, workshops, and lectures that have been happening in Iran in the last 4-5 years and been amazed by the lack of women and the dominance of the hyper-masculine culture. In collaboration with Jennifer Way, we interviewed Iranian artists (mostly women) who in one way or another are and have been involved in the new media art scene in Iran and asked for their comments, observations, and concerns regarding new media art or art and technology considering the recent rise of such art practices in Iran. This is especially and personally very important to me because Iranian women have been the dominant university demographic in Iran for the last decade or so. On the other hand, in my own work, I have constantly thought about and re-defined both my Middle-Eastern female identity, as well as my identity as a woman in the field of art and technology. On the one hand, I have gradually become aware of and resisted the female identity defined by—for instance—the work of artists like Shirin Neshat. This is something that comes up in my daily discussions with other female colleagues from the Middle-East: how we feel distanced from the presentation and re-presentation of women in the work of older generation artists (in this case from Iran)... That in fact, we are eager to re-define these clichés and—in most cases—one-dimensional interpretations and exoticized or stereotypical images of women of the Middle-East; thinking about ourselves more as "Glocal."

Morehshin Allahyari,#barbie #vhs from the series "Dark Matter." Work in progress. The other side of this is my relationship with technology and the fact that I am interested in a poetic and feminine voice in technological aesthetics and in ways to challenge and push whatever medium that I'm using. In the last couple of years, I have been inspired by the works of other female artists and activists such as Claudia Hart, Brenna Murphy, Jenny Vogel, Tania Bruguera, and Guerrilla Girls. I feel like I have the amazing opportunity of combining and experimenting with all these ideas… to bring together new media, politics, art, social science, and creative writing… and examine a multi-layered understanding of female identity while dealing with the complexity of being in between. DR: To bring it back to my first question then, do you think that there is something specific in the ways and means of digital technology that enables the representation of interstitial spaces, politics and identities? MA: In both the writing/narrative and the aesthetics of my work, I am interested in the idea of imperfection and the allowance of error… which makes me think about the fact that bleeding/leading edge technology has built-in flaws and imperfections in them… which also works perfectly with the broader discourse of corruption of politics, collapse of identities, the loss of space through time, etc. In the case of 3D printing technology, I like to think there is something very special about it that doesn't exist in other software/tools/material. Maybe this is a very "Eastern/Dervish" kind of way of thinking about digital technology: to think about means and ways and reasons and effects as points of departure and entrance. You know, like trying to stay away from the fetishism and consumerism that falls into the use of digital technology… so, yes! DR: Finally, what are you working on at the moment? MA: Well, as of right now, I am creating a series of virtual spaces for my 3D printed objects, and also combining more unwelcome/forbidden objects to print in the next coming months. After this, I want to broaden the conversation to other countries in an upcoming project, creating a 3D forbidden orgy (lol) installation, looking for new ways to blur these cultural boundaries and relationships. In general, in these new series of work I am taking a break from heavy, serious work which is mostly what I've been working on and creating for the last 6 years. I feel like I am exhausted from that, and I want to actually take a step back and be able to make fun of all these very serious topics. If you think about Dark Matter and these forbidden objects that we grew up with in Iran, they are actually simultaneously fucked up and ridiculous. I think as I'm growing as an artist, I am getting more and more interested about exploring humor in serious circumstances. I don't want to feel bad for myself and the life I lived in Iran. I don't want other people's sympathy. That's why I want to be able to sometimes make fun of it more than anything else. Age: 28 Location: Dallas, TX. How/when did you begin working creatively with technology? Since the very first months that I moved from Iran to Denver to study for my MA in Digital Media Studies. I remember I only knew a little bit of photoshop, and one of the first classes that I had to take was coding and CSS. It was a big jump. But after two years, I started to work constantly with different software and digital tools… At the same time, my partner (andrew blanton) has played an important role in my approach to technology, both conceptually and how I can teach myself new software and skill-sets as an artist. Where did you go to school? What did you study? During my undergrad I was in Iran and I studied Social Science and Media Studies at Tehran University. I studied Digital Media Studies for my MA at the University of Denver, where I was invited by Lynn Schofield Clark to do research with her at the Estlow Center on projects that concerned art, culture, and media (this was my initial reason to move from Iran to the United States). Then I was invited by David Stout of Noisefold to go to University of North Texas and work with him in Developing the Initiative for Advanced Research in Technology and the Arts (iARTA) research cluster while studying in New Media Art for my M.F.A. What do you do for a living or what occupations have you held previously? Currently I am a visiting assistant professor at University of Texas in Dallas at the Art and Technology department. Before this I worked mostly doing adjunct positions. I lived in Chicago before Texas, and Denver before moving from Iran in 2007. When I lived in Tehran, I taught English and freelanced for different art and culture magazines and newspapers. What does your desktop or workspace look like? I don't have a studio space outside of our house right now. But I do have a room as my studio to work at, which I kind of like better than studios that I've had in the last 4 years. I mostly work on my Hackintosh for my animation projects. I make a lot of notes, both in Farsi and English depending on my headspace when I'm writing and thinking… I'm obsessed with lighting of the space that I work at. Some days both my workspace and desktop look more organized than the others, which might be a good measurement of how productive I'm being. : )

  References [1] Allahyari, Morehshin, and Jennifer Way. "Romantic Self-Exiles." Anglistica no. Issue 17 1 (2013). http://www.anglistica.unior.it/content/romantic-self-exiles.

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Fri, 31 Jan 2014 08:00:00 -0800 http://rhizome.org/editorial/2014/jan/31/artist-profile-morehshin-allahyari
<![CDATA[Human evolution: the next stages | Dean Burnett | Science | guardian.co.uk]]> http://www.guardian.co.uk/science/brain-flapping/2013/jul/10/human-evolution-next-stages?CMP=twt_gu

What will become of humans as we evolve under the selective pressures of our modern lives and technology? If we adapt to some of the more bizarre elements of the present, humans could undergo some surreal changes

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Sun, 14 Jul 2013 16:39:58 -0700 http://www.guardian.co.uk/science/brain-flapping/2013/jul/10/human-evolution-next-stages?CMP=twt_gu
<![CDATA[Artist Profile: Alex Myers]]> http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers

Your work spans several distinct, but overlapping areas of discourse. We could start by talking through design, animation, glitch art, code, game play or the interface. I want to start right from the bottom though, and ask you about inputs and outputs. A recent work you collaborated on with Jeff Thompson, You Have Been Blinded - “a non-visual adventure game” -  takes me back to my childhood when playing a videogame often meant referring to badly sketched dungeon maps, before typing N S E or W on a clunky keyboard. Nostalgia certainly plays a part in You Have Been Blinded, but what else drives you to strip things back to their elements? I’ve always been interested in how things are built. From computers to houses to rocks to software. What makes these things stand up? What makes them work? Naturally I’ve shifted to exploring how we construct experiences. How do we know? Each one of us has a wholly unique experience of… experience, of life.. When I was a kid I was always wondering what it was like to be any of the other kids at school. Or a kid in another country. What was it like to be my cat or any of the non-people things I came across each day? These sorts of questions have driven me to peel back experience and ask it some pointed questions. I don’t know that I’m really interested in the answers. I don’t think we could really know those answers, but I think it’s enough to ask the questions. Stripping these things down to their elements shows you that no matter how hard you try, nothing you make will ever be perfect. There are always flaws and the evidence of failure to be found, no matter how small. I relish these failures. Your ongoing artgame project, Writing Things We Can No Longer Read, revels in the state of apophenia, “the experience of seeing meaningful patterns or connections in random or meaningless data”. [1] The title invokes Walter Benjamin for me, who argued that before we read writing we “read what was never written” [2] in star constellations, communal dances, or the entrails of sacrificed animals. From a player’s point of view the surrealistic landscapes and disfigured interactions within your (not)(art)games certainly ask, even beg, to be interpreted. But, what role does apophenia have to play in the making of your work? When I make stuff, I surround myself with lots of disparate media. Music, movies, TV shows, comics, books, games. All sorts of stuff gets thrown into the pot of my head and stews until it comes out. It might not actually come out in a recognizable form, but the associations are there. A specific example can be found in a lot of the models I use. I get most of them, or at least the seed of them, from open source models I find on 3D Warehouse. Because of the way that website works, it’s constantly showing you models it thinks are similar for whatever reason. Often I’ll follow those links and it will take me down symbolic paths that I never would have consciously decided to pursue. This allows a completely associative and emergent composition to take form. I’d like to paraphrase and link up your last two answers, if I may. How do “relishing failures” and “allowing things to take form” overlap for you? I know you have connections with the GLI.TC/H community, for instance. But your notgames Me&You, Down&Up, and your recent work/proposition Make Me Something seem to invoke experiments, slips and disasters from a more oblique angle. All are a means of encouraging surprise. In each piece it’s not about the skill involved, but about the thrill of the unknown. In all of my projects I try to construct a situation where I have very little control over the outcome. Glitch does this. But within the glitch community there’s a definite aesthetic involved. You can look at something and know that it’s glitch art. That’s not true for everything, but there is a baseline. For my notgames work I embrace the practice, not necessarily the look. I want irregularity. I want things to break. I want to be surprised. Your work in progress, the Remeshed series, appears to be toying with another irregular logic,  one you hinted at in your comments about “associative and emergent composition”; a logic that begins with the objects and works out. I hear an Object Oriented echo again in your work Make Me Something, where you align yourself more with the 3D objects produced than with the people who requested them. What can we learn from things, from objects? Has Remeshed pushed/allowed you to think beyond tools? That’s a tricky question and I’m not sure I have a satisfactory answer. Both projects owe their existence to a human curatorial eye. But in both I relinquish a lot of control over the final object or experience. I do this in the spirit of ready-to-hand things. By making experiences and objects that break expectations our attention is focused upon them. They slam into the foreground and demand our attention. Remeshed, and to an extent, Make Me Something, allows me to focus less on the craft of modeling and animation and more on pushing what those two terms mean. As Assistant Professor and Program Director of the Game Studies BSc atBellevue University you inevitably inhabit a position of authority for your students. Are there contradictions inherent in this status, especially when aiming to break design conventions, to glitch for creative and practical ends, and promote those same acts in your students? Yourecently modified Roland Barthes’ 1967 text ‘The Death of the Author’ to fit into a game criticism context. It makes me wonder whether “The Player-God” is something you are always looking to kill in yourself? Absolutely. When teaching I try break down the relationship of authority as much as possible. I prefer to think of myself as a mentor, or guide, to the students. Helping them find the right path for themselves. Doing this from within a traditional pedagogical structure is difficult, but worthwhile. Or so I tell myself. In terms of the Player-God, I think yes, I’m always trying to kill it. But at the same time, I’m trying to kill the Maker-God. There is no one place or source for a work. There’s no Truth. I reject the Platonic Ideal. Both maker and player are complicit in the act of the experience. Without either, the other wouldn’t exist.

Age: Somewhere in my third decade. Location: The Land of Wind and Grass / The Void Between Chicago and Denver How long have you been working creatively with technology? How did you start? Oof, for as long as I can remember. When I was 13 I killed my first computer about 4 days after getting it. I was trying to change the textures in DOOM. I had no idea what I was doing. Later, in college I was in a fairly traditional arts program learning to blow glass. At some point someone gave me a cheap Sony 8mm digital camcorder and I started filming weird things and incorporating the (terrible) video art into my glass sculptures. After that I started making overly ambitious text adventures and playing around with generative text and speech synthesizers. Describe your experience with the tools you use. How did you start using them? Where did you go to school? What did you study? I use Unity and Blender primarily right now. They’re the natural evolution of what I was trying to do way back when I was using Hammer and Maya. I did my MFA in Interactive Media and Environments at The Frank Mohr Institute in Groningen, NL. I started working in Hammer around this time making Gun-Game maps for Counter-Strike: Source. During the start of my second semester of grad school I suffered a horrible hard drive failure and lost all of my work. In a fit of depression I did pretty much nothing but play CS:S and drink beer for three months. At the end of that I made WINNING. What traditional media do you use, if any? Do you think your work with traditional media relates to your work with technology? I’m not sure how to answer this. About the most traditional thing I do anymore is make prints from the results of my digital tinkering. Object art doesn’t interest me much these days, but it definitely influenced how I first approached Non-Object art. Are you involved in other creative or social activities (i.e. music, writing, activism, community organizing)? I’m involved with a lot of local game developer and non-profit digital arts organizations. What do you do for a living or what occupations have you held previously? Do you think this work relates to your art practice in a significant way? I’m an Assistant Professor of Game Studies at Bellevue University. The job and my work are inexorably bound together. I enjoy teaching in a non-arts environment because I feel it affords me freedom and resources I wouldn’t otherwise have. I actually hate the idea of walled-disciplines in education. Everyone should learn from and collaborate with everyone else. Who are your key artistic influences? Mostly people I know: Jeff Thompson, Darius Kazemi, Rosa Menkman, THERON JACOBS and some people I don’t know: Joseph Cornell, Theodor Seuss Geisel, Bosch, Brueghel the Elder, most of Vimeo. Have you collaborated with anyone in the art community on a project? With whom, and on what? Yes. Definitely. Most recently I’ve been working with Jeff Thompson. We made You Have Been Blinded and Thrown into a Dungeon, a non-visual, haptic dungeon adventure. We’ve also been curating Games++ for the last two years. Do you actively study art history? Yep. I’m constantly looking at and referencing new and old art. I don’t limit it to art, though. I’m sick of art that references other art in a never ending strange loop. I try to cast my net further afield. Do you read art criticism, philosophy, or critical theory? If so, which authors inspire you? Definitely. In no particular order: Dr. Seuss, Alastair Reynolds, Alan Sondheim, Dan Abnett, Samuel Beckett, James Joyce, Stephen King, Margaret Atwood, Italo Calvino, Mother Goose, Jacques Lacan, Ludwig Wittgenstein, Carl Jung, H.P. Lovecraft, Jonathan Hickman, Brandon Graham, John Dewey, Umberto Eco... the list goes on and on. Are there any issues around the production of, or the display/exhibition of new media art that you are concerned about? I think we’ve partially reached an era of the ascendant non-object. That is, an art form, distinct from performance and theatre, that places an emphasis wholly on the experience and not on the uniqueness of the object. Because of this move away from a distinct singular form, there’s no place for it in the art market. Most artists that work this way live by other means. I teach. Others move freely between the worlds of art and design. Still others do other things. The couple of times I’ve had solo exhibitions in Europe, I’ve almost always been offered a livable exhibition fee. Here in the States that’s never been the case. When I have shows stateside, I always take a loss. The organizer may cover my material costs, but there’s no way I could ever live off of it. Nor would I want to. I think the pressures of survival would limit my artistic output. I’m happier with a separation between survival and art.

[1] “Apophenia,” Wikipedia, the Free Encyclopaedia, March 21, 2013, http://en.wikipedia.org/w/index.php?title=Apophenia&oldid=545047760.

[2] Walter Benjamin, “On the Mimetic Faculty,” in Reflections: Essays, Aphorisms, Autobiographical Writings (New York: Schoclen Books, 1933), 333–336.

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Wed, 03 Apr 2013 09:28:28 -0700 http://rhizome.org/editorial/2013/apr/3/artist-profile-alex-myers
<![CDATA[Deleted articles with freaky titles]]> http://en.wikipedia.org/wiki/Wikipedia%3ADeleted_articles_with_freaky_titles

Strange titles are rarely added to Wikipedia under the guise of real encyclopedia articles. Occasionally Wikipedians lose their minds (especially on April Fool's Day) and if their posts are good they wind up here. Silliness can come in the form of creativity, insanity, or just boredom. As with other "silly things", often it seems a shame to delete the best of this humor which has been submitted to us under the GFDL. Unlike bad jokes and other deleted nonsense, however, some of these article names were made for good reasons, on real topics that the writers thought might be useful for Wikipedia. That doesn't always mean that – out of context – the title will be any the less ridiculous-sounding. If you find an article with a strange title up for deletion at WP:AFD, consider this page. If you do add it to the list, simply put it in its correct alphabetical place. Please don't link it – it'll only encourage them. With any luck it should be a redlink anyway, although one or two of those listed now act as redirects to more sensible titles. As to this page's title, consider it a mild addition to the collection of "freaky" titles – the real reason for it was just so that it abbreviates to DAFT. Bewildering titles, bizarre titles, and surreal titles – all are equally fair game.

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Wed, 14 Nov 2012 04:50:46 -0800 http://en.wikipedia.org/wiki/Wikipedia%3ADeleted_articles_with_freaky_titles
<![CDATA[Manifesto 3D feat. Iris van Herpen, Una Burke and Bibi van der Velden]]> http://vimeo.com/23147175

Credits: Director: Giovanni Martins Technical supply: Lumasol ass. dir: Melissa Carew Stylist: Marsha Vetolskiy Post production: Giovanni Martins Music edit: Giovanni Martins & Brian S Hair & Make up: Clayton Leslie & Maikel van Lingen Nail technician: Sarah Bacchus Location: Passenger Cruise terminal Amsterdam Production manager: Sheron Lourens Models: Awoud @ Futurefaces Rabia @ Ulla Models Shona @ Tony Jones Laquet @ Tony Jones Brands/PR Iris van Herpen @ Spice PR Jan Taminiau @ Spice PR Bibi van der Velden @ Coebergh PR Emma Griffiths @ Bloody Gray PR Una Burke Special thanks to: Amsterdams fonds voor de kunsten (AFK) Fundatie van Vrijvrouwe te Renswoude Passenger Cruise Terminal Amsterdam Remco Verveer & Boris van der Meijden @ Lumasol Lisette Bloemsma @ Passenger cruise Terminal David van der Lely @ HET LICHT (light stand supply) Tony Jones @ Tony Jones model management Michael de Bree @ ulla models Astrid @ Futurefacemodels Becc & Suzie @ Bloody Gray PR Candy @ Spice PR Aline de Hoop @ Coebergh PR Alexandra Vilcov @ Bibi van der VeldenCast: Giovanni MartinsTags: fashion, film, manifesto, bullet time animation, jan taminiau, iris van herpen, bibi van der velden, emma griffiths, giovanni martins, surrealism, post modernism, futurism, couture, conceptual, fashion film, bullet time, timeslice, 3d, music and thisisgio

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Mon, 05 Mar 2012 05:41:01 -0800 http://vimeo.com/23147175
<![CDATA[Georges Bataille Electronic Library]]> http://supervert.com/elibrary/georges_bataille/

Georges Bataille (1897-1962) was by profession a librarian at the Bibliothèque Nationale in Paris. In his off hours, however, he was also a fringe Surrealist, vanguard intellectual, and writer of a wide-ranging body of work that includes philosophy, economics, poetry, and pornography. In all of these writings, Bataille was concerned to articulate a "science of the heterogeneous," a philosophy of everything repudiated by civil society: shit, blood, sacrifice, deviance, violence. The wellsprings of this philosophy apparently lay in personal experience — in particular his childhood with a suicidal mother and a blind, syphilitic father — and yet his ideas resonated deeply with other mid-century philosophy (for example, shit in Bataille's system was analogous to the "other" in Phenomenology and Existentialism) and helped to pave the way to contemporary critical theory.

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Wed, 01 Jun 2011 16:18:13 -0700 http://supervert.com/elibrary/georges_bataille/
<![CDATA[Gif and Take: dump.fm]]> http://artcritical.com/2011/02/28/gif-and-take-dump-fm-where-registered-users-post-and-modify-animated-images/

Dump.fm is a digital version of the old Surrealist genre of the exquisite corpse, a “show and tell” for the polymorphously perverse. The art of dump.fm is genuinely interactive. Social relations are inherent to the entire art making process for these artists, rather than just getting tagged on when a conventional, art world artist begrudgingly begins the promotional stage for their work. The creators of dump.fm have allowed users to post images by pasting URLs into a box or uploading them from users’ computers. There is a convenient interface that allows users to post stills from webcams that dump.fm users often modify. The text is usually chatty and has an insider feel to it. Long time users appear to have developed genuine friendships. However, as long as you can keep up and communicate something using the visual grammar and syntax that lies behind the at times seemingly random flow of images you can join the fun. 

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Wed, 02 Mar 2011 15:05:08 -0800 http://artcritical.com/2011/02/28/gif-and-take-dump-fm-where-registered-users-post-and-modify-animated-images/
<![CDATA[Projects: HelloGrandad.com]]> http://projects.metafilter.com/2569/HelloGrandadcom

Hello Grandad is a collaborative blog between a writer and an illustrator. We duel with each other in an attempt to freak the other one out - responding with words to an image or with an image to a sequence of words. The result is a trippy fusion of surreal descriptions and indescribable images - a voyage through confused minds. We've been going for a few weeks now and are ready to share our work with the world. Hello World! Hello Grandad!

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Sat, 01 May 2010 09:09:07 -0700 http://projects.metafilter.com/2569/HelloGrandadcom
<![CDATA[Evidence of Everything Exploding]]> http://secrettechnology.com/explode/evidence.html

A surreal webgame, littered with explosive potentialities. Help the arrow escape influential pages from historical art movements.

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Tue, 05 Jan 2010 07:54:00 -0800 http://secrettechnology.com/explode/evidence.html