MachineMachine /stream - tagged with paraspace https://machinemachine.net/stream/feed en-us http://blogs.law.harvard.edu/tech/rss LifePress therourke@gmail.com <![CDATA[NXS Issue #2 Synthetic Selves]]> http://nxsworld.bigcartel.com/product/nxs-2-synthetic-selves

I contributed a short text to the second issue of NXS: Synthetic Selves. The issue centres on how the self is understood, whether we have a complete agency in constructing ourselves and what kind of images of ourselves we are broadcasting. Buy a copy Online environments are playgrounds for our identities and places for becoming the other. At face value, online platforms seem to promise us the opportunity to become anyone we want. Yet what happens online has consequences in the physical world. And what happens online is supported by the physical systems in which we grow up and live. Technology not only mediates the narratives of our daily lives, it shapes them. With contributions from

Armen Avanessian Hannah Barton Karolien Buurman Gilles De Brock Ivan Cheng Kim de Groot Benjamin Grosser Andrea Karch Kristýna Kulíková Geoffrey Lillemon Geert Lovink Aaron McLaughlin Dr. Alberto Micali Shintaro Miyazaki Nina Power Daniel Rourke Sophia Seawell Marloes de Valk Keith J. Varadi

Release Events NXS will be touring in 3 cities to present the second publication with an exclusive neon cover and screen The One Minutes series curated for the occasion.

Paris: Offprint November 9 – 12 Amsterdam: Athenaeum Nieuwscentrum November 16 Berlin: Trust Ltd November 23

You can Also find NXS at the Exhibition #13 Cybernetic Choreographies at Spectrum Berlin on November 24–26

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Fri, 10 Nov 2017 07:18:47 -0800 http://nxsworld.bigcartel.com/product/nxs-2-synthetic-selves
<![CDATA['Blade Runner 2049': Digital Sean Young Is Latest in Hollywood’s Digital Human Evolution | Hollywood Reporter]]> http://www.hollywoodreporter.com/behind-screen/blade-runner-2049-digital-sean-young-is-latest-hollywood-s-digital-human-evolution-1050635

Sean Young’s replicant Rachael is iconic to Ridley Scott’s 1982 classic Blade Runner — which made it all the more challenging when director Denis Villeneuve tasked veteran VFX supervisor John Nelson to bring the character back with the exact early look in a scene in Blade Runner 2049.

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Fri, 27 Oct 2017 16:50:29 -0700 http://www.hollywoodreporter.com/behind-screen/blade-runner-2049-digital-sean-young-is-latest-hollywood-s-digital-human-evolution-1050635
<![CDATA[Andrew O’Hagan · The Lives of Ronald Pinn · LRB 8 January 2015]]> http://www.lrb.co.uk/v37/n01/andrew-ohagan/the-lives-of-ronald-pinn

I first went to Camberwell New Cemetery about six years ago, looking for the grave of a young man called Melvin Bryan, a petty criminal who died after being stabbed at a drug-house in Edmonton.

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Mon, 02 Feb 2015 11:14:00 -0800 http://www.lrb.co.uk/v37/n01/andrew-ohagan/the-lives-of-ronald-pinn
<![CDATA[Cyberpunk: Our (Post) Modern Mythology]]> http://turnstylenews.com/2013/08/08/cyberpunk-our-post-modern-mythology/

Yearly reminder: unless you're over 60, you weren't promised flying cars. You were promised an oppressive cyberpunk dystopia. Here you go. An always-on, pervasive computer network offers addictive levels of immersion while doubling as a global panopticon.

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Tue, 18 Mar 2014 12:45:01 -0700 http://turnstylenews.com/2013/08/08/cyberpunk-our-post-modern-mythology/
<![CDATA[Virtual afterlives will transform humanity – Michael Graziano – Aeon]]> http://aeon.co/magazine/being-human/virtual-afterlives-will-transform-humanity/

In the late 1700s, machinists started making music boxes: intricate little mechanisms that could play harmonies and melodies by themselves. Some incorporated bells, drums, organs, even violins, all coordinated by a rotating cylinder.

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Sun, 22 Dec 2013 02:48:38 -0800 http://aeon.co/magazine/being-human/virtual-afterlives-will-transform-humanity/
<![CDATA[Today, cyber means war.]]> http://io9.com/today-cyber-means-war-but-back-in-the-1990s-it-mean-1325671487/1474902195/

Today, cyber means war. But back in the 1990s, it meant sex — at least, the kind of sex you can have in a chat room. Why did the word change, and where did it originally come from?

It all started with "cybernetics," an obscure term popularized by a mathematician named Norbert Weiner in the 1940s. For his groundbreaking book Cybernetics, Weiner borrowed the ancient Greek word "cyber," which is related to the idea of government or governing. Indeed, the only time the word cybernetics had appeared before was in a few works of political theory about the science of governance.

In his writing, Weiner described what was at the time a pretty futuristic idea — that one day there would be a computer system that ran on feedback. Essentially, it would be a self-governing system. And for a long time, cybernetics remained the purview of information theorists like Weiner, and early computer programmers.

Science fiction author Pat Cadigan, whose novel Mindplayers is a cyberpunk classic, recalled that her first encounter with "cyber" was of a decidedly Weinerish variety. She told io9 that the first time she heard the term was when she was in high school in 1967, and somebody mentioned cybernetics. "I asked what cybernetics was. 'It has to do with computers,' was the answer. My eyes glazed over. For years, that was the only word I knew with the prefix 'cyber' in it."

Mindplayers Amazon.com: $3.50 Buy now M34 readers bought this

But all that changed a little over a decade later. Cadigan recalled:

One morning in 1979, I was getting ready for work and Gary Numan's "Cars" came on the radio. Afterwards, the DJ said, "There's some cyberpunk for you." He was making a joke; in 1979, the punk movement was in full flower but the chaotic noise of punk music was starting to evolve into electronic noise. The Bizarre Evolution of the Word "Cyber" 4 SEXPAND Still, that joke quickly became a reality. In the early 1980s, the cyberpunk movement took over science fiction, spurred by the popularity of the film Bladerunner and William Gibson's novel Neuromancer. Authors like Cadigan, Bruce Sterling and Rudy Rucker were writing mind-blowing stories about the merging of humans and computers. Cyber became a catch-all prefix that could be added to any word to make it sound cutting-edge. Cadigan noted that cyber "sort of supplanted the term 'digital' in some ways as an indicator of something that was high tech."

The 1990s: Decade of Cyber

RELATED

Are you a cyberpunk? This early 1990s poster explains it all to you. R.U. Sirius was a founder of Mondo 2000, the definitive futurist magazine of the early 1990s. And now he's posted a ton of snippets from it over … Read… Cyberpunk was a mostly-underground artistic style in the 1980s, but suddenly in the 1990s everything was cyber. As more and more people got internet access, the alien world of cyberspace from William Gibson's work became a household consumer item.

Richard Holden, a lexicographer with the Oxford English Dictionary, recently researched the history of cyber for the dictionary. He told io9 that the 1990s were a time when use of the word underwent rapid diversification:

The Oxford English Dictionary entry for the prefix cyber­- has evidence of its use going back to 1961 (in Cybertron, as it happens), but . . . it seems to have become particularly popular in the 1990s — we don’t have all that much evidence for its use before then. This seems likely to be a result of the invention of the World Wide Web, and the earliest evidence we’ve found for words like cyber-bully, cybercommunity, cybergeek, cyberlaw, cyberstalker, and, indeed, cybersex and cyberwar all comes from the early 90s. At that time you . . . seem to get a mix of positive and negative terms involving the prefix, which possibly reflects the mixed feelings people often have about the opportunities and threats a new technology can bring. Ben Zimmer, who writes about linguistics for the Wall Street Journal, agreed with Holden, noting that the seemingly-incongruous ideas of cybersex and cyberwar "grew up side by side." The earliest recorded use of the term "cybersecurity" came in 1989, the exact same year when the word "cyberporn" was coined. But neither term was dominant. In the heady days of the 1990s "information superhighway," before people got used to the idea that shopping, dating, and work could exist online, adding the prefix cyber to something made it seem like it was taking place in the gleaming, pixelated world inhabited by futuristic youth.

Had the iPhone come along in the 1990s, it's likely that we'd be calling our devices something very different. Cadigan said, "Terminology-wise, I find it interesting that we never had cyber-phones. The mobile/celluar phone became the cell and then evolved into the smart phone, not the cyber-phone." Just as today everything from buildings to phones can be "smart," in the 1990s anything could be cyber.

Including sex.

The Cybersex Moment

The Bizarre Evolution of the Word "Cyber" 56 SEXPAND Back in the days of AOL chat rooms, IRC channels, and text-only multi-user games, lots of people started having cybersex. Most of this furtive online activity involved no more than people talking dirty via text.

But cyber-pundits suggested that teledildonics and virtual reality sex were just around the corner. Soon, we would be having sex with chrome-plated dragon beasts in landscapes made of diamond flowers. And we would be stimulating our lovers 3,000 miles away with sex toys that plugged into both partners, sending the orgasmic shivers of one to the other via the internet.

Zimmer pointed out that Douglas Adams may have invented the idea of cybersex back in 1982, when he remarked in Life, the Universe and Everything that "Zaphod had spent most of his early history lessons plotting how he was going to have sex with the girl in the cybercubicle next to him." As more college age people began piling on to the internet in the mid-1990s, cybersex became trendy slang for what you did with your long-distance boyfriend using the university dial-up connection. And, like most slang, it quickly got shortened to cyber.

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Wed, 11 Dec 2013 15:42:39 -0800 http://io9.com/today-cyber-means-war-but-back-in-the-1990s-it-mean-1325671487/1474902195/
<![CDATA[The Phantom Zone]]> http://rhizome.org/editorial/2013/sep/10/phantom-zone

The boundary between science fiction and social reality is an optical illusion.

Donna Haraway, A Cyborg Manifesto (1991) [1]

This is no fantasy... no careless product of wild imagination. No, my good friends.

The opening lines of Richard Donner's Superman (1978) [2] In a 1950 film serial entitled Atom Man vs Superman [3] television executive and evil genius Lex Luthor sends Superman into a ghostly limbo he calls "The Empty Doom." Trapped in this phantom void, Superman's infinite powers are rendered useless, for although he can still see and hear the "real" world his ability to interact with it has all but disappeared. Over the following decades this paraspace [4]—to use Samuel Delany's term for a fictional space, accessed via technology, that is neither within nor entirely separate from the 'real' world—would reappear in the Superman mythos in various forms, beginning in 1961. Eventually dubbed "The Phantom Zone," its back story was reworked substantially, until by the mid 60s it had become a parallel dimension discovered by Superman's father, Jor El. Once used to incarcerate Krypton's most unsavory characters, The Phantom Zone had outlasted its doomed home world and eventually burst at the seams, sending legions of super-evil denizens raining down onto Earth. Beginning its life as an empty doom, The Phantom Zone was soon filled with terrors prolific enough to make even The Man of Steel fear its existence.

Overseen by story editor Mortimer Weisinger, and the unfortunately named artist Wayne Boring, the late 50s and early 60s were a strange time in the Superman universe. The comics suddenly became filled with mutated variants of kryptonite that gave Superman the head of an ant or the ability to read thoughts; with miniature Supermen arriving seconds before their namesake to save the day and steal his thunder; with vast universes of time caught fast in single comic book panels. It was an era of narrative excess wrapped by a tighter, more meticulous and, many would say, repressed aesthetic:

Centuries of epic time could pass in a single caption. Synasties fell between balloons, and the sun could grow old and die on the turn of a page. It was a toy world, too, observed through the wrong end of a telescope. Boring made eternity tiny, capable of being held in two small hands. He reduced the infinite to fit in a cameo... [5]

The Phantom Zone is one of the least bizarre narrative concepts from what is now known as the Silver Age of D.C. Comics (following on from the more widely celebrated Golden Age). It could be readily understood on a narrative level, and it had a metaphorical dimension as well, one that made conceivable the depths contained in Superman's vast, but ultimately manipulable universe. The Phantom Zone was usually portrayed on a television screen kept safe in one of the many rooms of the League of Justice headquarters. It could also be used as a weapon and fired from a portable projection device—the cold, harsh infinity of the Empty Doom blazing into Superman's world long enough to ensnare any character foolish enough to stand in its rays. Whether glimpsed on screen or via projection, then, The Phantom Zone could be interpreted as a metaphor for the moving image. 

In comic books, as in the moving image, the frame is the constituent element of narrative. Each page of a comic book is a frame which itself frames a series of frames, so that by altering each panel's size, bleed or aesthetic variety, time and space can be made elastic. Weisinger and Boring's Phantom Zone took this mechanism further, behaving like a weaponized frame free to roam within the comic book world. Rather than manipulating three-dimensional space or the fourth dimension of time, as the comic book frame does, The Phantom Zone opened out onto the existence of other dimensions. It was a comic book device that bled beyond the edge of the page, out into a world in which comic book narratives were experienced not in isolation, but in parallel with the onscreen narratives of the cinema and the television. As such, the device heralded televisual modes of attention.

For his 1978 big-budget movie version of Superman, [6] director Richard Donner cunningly translated The Phantom Zone into something resembling the cinema screen itself. In the film's opening sequence, a crystal surface swoops down from the immense backdrop of space, rendering the despicable General Zod and his cronies two-dimensional as it imprisons them. In the documentary The Magic Behind the Cape, [7] bundled with the DVD release of Superman in 2001, we are given an insight into the technical prowess behind Donner's The Phantom Zone. The actors are made to simulate existential terror against the black void of the studio, pressed up against translucent, flesh-like membranes and physically rotated out of sync with the gaze of the camera. Rendering the faux two-dimensional surface of Donner's Phantom Zone believable required all manner of human dimensions to be framed out of the final production. The actors react to causes generated beyond the studio space, the director's commands, or the camera's gaze. They twist and recoil from transformations still to occur in post-production. In a sense, the actors behave as bodies that are already images. With its reliance on post-produced visual effects, the Phantom Zone sequence represents an intermediary stage in the gradual removal of sets, locations, and any 'actual' spatial depths from the film production process. Today, actors must address their humanity to green voids post-produced with CGI, and the indexical relationship between the film image and the events unfolding in front of the lens have been almost entirely shattered. In this Phantom cinema produced after the event, ever-deeper layers of special effects seal actors into a cinematic paraspace. Just as The Phantom Zone of the comic book heralded televisual modes of attention, The Phantom Zone of the 1970s marked a perceptual regime in which the cinematic image was increasingly sealed off from reality by synthetic visual effects.

   For Walter Benjamin, writing during cinema's first “Golden Era,", the ability of the cinema screen to frame discontinuous times and spaces represented its most profound "truth." Delivered by cinema, Benjamin argued, mechanically disseminated images were actually fracturing the limits of our perceptions, training "human beings in the apperceptions and reactions needed to deal with a vast apparatus whose role in their lives is expanding almost daily." [8]  The cinema screen offered audiences who were confined to finite bodies that had never before experienced such juxtapositions an apparently shared experience of illuminated consciousness. Far from inventing this new mode of perception through the "shock-character" of montage, Benjamin believed that cinema spoke of the 'truths' which awaited us beneath the mirage of proletarian experience. Truths which would guide us—with utopian fervor—towards an awareness, and eventual control, of what Benjamin called the "new nature":

Not just industrial technology, but the entire world of matter (including human beings) as it has been transformed by that technology. [9]

In short, cinema was less a technology than a new and evolving mode of machinic thought, both generated by and generating the post-industrial subject. Observing the relation between representation and visibility, Jens Andermann notes:

Truth, the truth of representation, crucially depends on the clear-cut separation between the visible and the invisible, the non-objectness of the latter. Truth is the effect of what we could call the catachretic nature of visuality, the way in which the world of visual objects can point to the invisible domain of pure being only by obsessively pointing to itself. [10]

As from the Greek root aisthanesthai – "to perceive"—the aesthetic conditions through which The Phantom Zone have been translated frame far more than a supposed fictional void. Called upon to indicate an absolute outside — the unfathomable infinity of another, ghostly, parallel universe — The Phantom Zone instead reiterates the medium of its delivery, whether comic book, television, or cinema, with mirror-like insistency. Such is the power of new technical modes of thought, that very often, they cause us to rethink the outmoded media that we are so used to as to be unaware. The Phantom Zone hides the cinematographic image in plain view. Its reappearance and reimagining over the last 60 odd years, in ever newer forms and aesthetic modes, can be read paradigmatically, that is, as a figure that stands in place of, and points towards, shifts, mutations and absolute overturnings in our perceptual apparatus. Its most recent iteration is in the 2013 Superman reboot, Man of Steel, [11] and in particular in a 'viral' trailer distributed on YouTube a few weeks before the film was released. [12] Coming towards us soars a new mode of machinic thought; a Phantom Zone of unparalleled depth and aesthetic complexity that opens onto a new new - digital - nature.

The General Zod trailer for Man of Steel begins with a static rift that breaks into a visual and audial disarrangement of the phrase, “You are not alone". General Zod's masked face materializes, blended with the digital miasma: a painterly 3D effect that highlights the inherent ‘otherness' of where his message originates. The aesthetic is unsettling in as much as it is recognizable. We have no doubt as viewers of this 'viral' dispatch as to the narrative meaning of what we are witnessing, namely, a datastream compressed and distributed from a paraspace by an entity very much unlike us. The uncanny significance of the trailer stems more from how very normal the digital miasma feels; from how apprehensible this barrage of noise is to us. Indeed, it is ‘other', but its otherness is also somehow routine, foreseeable. The pathogen here is not Zod's message, it is digital technology itself. The glitched aesthetic of the trailer has become so habitual as to herald the passing of digital materiality into the background of awareness. Its mode of dissemination, via the Trojan Horse of YouTube, just as unvisible to us during the regular shifts we make between online/offline modes of communication. The surface of this Phantom Zone very much interfaces with our material world, even if the message it impresses upon us aches to be composed of an alien substance.   Digital video does the work of representation via a series of very clever algorithms called codecs that compress the amount of information needed to produce a moving image. Rather than the individual frames of film, each as visually rich and total as the last, in a codec only the difference between frames need be encoded, making each frame “more like a set of movement instructions than an image." [13] The painterly technique used in the General Zod trailer is normally derived from a collapse between key (image) and reference (difference) frames at the status of encoding. The process is called ‘datamoshing', and has its origins in glitch art, a form of media manipulation predicated on those minute moments when the surface of an image or sound cracks open to reveal some aspect of the process that produced it. By a method of cutting, repeating or glitching of key and reference frames visual representations are made to blend into one another, space becomes difference and time becomes image. The General Zod trailer homages/copies/steals the datamoshing technique, marking digital video's final move from convenient means of dissemination, to palpable aesthetic and cultural influence.  In the actual movie, Man of Steel (2013), Zod's video message is transposed in its entirety to the fictional Planet Earth. The viral component of its movement around the web is entirely absent: its apparent digitality, therefore, remains somewhat intact, but only as a mere surface appearance. This time around the message shattering through The Phantom Zone is completely devoid of affective power: it frames nothing but its existence as a narrative device. The filmmakers rely on a series of “taking over the world" tropes to set the stage for General Zod's Earth-shaking proclamation. TV sets in stereotypical, exotic, locales flicker into life, all broadcasting the same thing. Electronic billboards light up, loudspeakers blare, mobile phones rumble in pockets, indeed, all imaging technologies suddenly take on the role of prostheses for a single, datamoshed, stream. In one—particularly sincere—moment of the montage a faceless character clutches a Nokia brand smartphone in the centre of shot and exclaims, “It's coming through the RSS feeds!" This surface, this Phantom Zone, frames an apparatus far vaster than a datamoshed image codec: an apparatus apparently impossible to represent through the medium of cinema. The surface appearance of the original viral trailer is only a small component of what constitutes the image it conveys, and thus, of the image it frames of our time. Digital materiality shows itself via poorly compressed video clips arriving through streams of overburdened bandwidth. Our understanding of what constitutes a digital image must then, according to Mark Hansen, “be extended to encompass the entire process by which information is made perceivable." [14]

In its cinematic and comic book guises, The Phantom Zone was depicted as “a kind of membrane dividing yet connecting two worlds that are alien to and also dependent upon each other".[15] The success of the datamoshed trailer comes from the way it broke through that interface, its visual surface bubbling with a new kind of viral, digital, potential that encompasses and exposes the material engaged in its delivery. As cinematographic subjects we have an integral understanding of the materiality of film. Although we know that the frames of cinema are separate we crave the illusion of movement, and the image of time, they create. The ‘viral' datamoshed message corrupts this separation between image and movement, the viewer and the viewed. Not only does General Zod seem to push out, from inside the numerical image, it is as if we, the viewing subject enraptured by the digital event, have been consumed by its flow. The datamoshed Phantom Zone trailer takes the one last, brave, step beyond the apparatus of image production. Not only is the studio, the actor, and even the slick appeal of CGI framed out of its mode of delivery, arriving through a network that holds us complicit, this Phantom Zone frames the 'real' world in its entirety, making even the fictional world it appeals to devoid of affective impact. To take liberty with the words of Jean Baudrillard:

[Jorge Luis] Borges wrote: they are slaves to resemblance and representation; a day will come when they will try to stop resembling. They will go to the other side of the mirror and destroy the empire. But here, you cannot come back from the other side. The empire is on both sides. [16]

Once again, The Phantom Zone highlights the material mode of its delivery with uncanny exactness. We are now surrounded by images that supersede mere visual appearance: they generate and are generated by everything the digital touches, including we, the most important component of General Zod's 'viral' diffusion. The digital Phantom Zone extends to both sides of the flickering screen.   References

[1] Donna Haraway, Simians, Cyborgs and Women : The Reinvention of Nature. (London: Free Association Books Ltd, 1991), 149–181.

[2] Richard Donner, Superman, Action, Adventure, Sci-Fi, 1978.

[3] Spencer Gordon Bennet, Atom Man Vs. Superman, Sci-Fi, 1950.

[4] Scott Bukatman, Terminal Identity: The Virtual Subject in Postmodern Science Fiction (Durham: Duke University Press, 1993), 164.

[5] Grant Morrison, Supergods: Our World in the Age of the Superhero (London: Vintage Books, 2012), 62.

[6] Donner, Superman.

[7] Michael Thau, The Magic Behind the Cape, Documentary, Short, 2001. See : http://www.youtube.com/watch?v=bYXbzVJ6NzA&feature=youtu.be&t=4m12s

[8] Walter Benjamin, “The Work of Art in the Age of Its Technological Reproducibility," in The Work of Art in the Age of Its Technological Reproducibility, and Other Writings on Media (Cambridge  Mass.: Belknap Press of Harvard University Press, 2008), 26.

[9] Susan Buck-Morss, The Dialectics of Seeing: Walter Benjamin and the Arcades Project (MIT Press, 1991), 70.

[10] Jens Andermann, The Optic of the State: Visuality and Power in Argentina and Brazil (University of Pittsburgh Pre, 2007), 5.

[11] Zack Snyder, Man of Steel, Action, Adventure, Fantasy, Sci-Fi, 2013.

[12] Man of Steel Viral - General Zod's Warning (2013) Superman Movie HD, 2013, http://www.youtube.com/watch?v=5QkfmqsDTgY.

[13] BackStarCreativeMedia, “Datamoshing—the Beauty of Glitch," April 9, 2009, http://backstar.com/blog/2009/04/09/datamoshing-the-beauty-of-glitch/.

[14] Mark B. Hansen, “Cinema Beyond Cybernetics, or How to Frame the Digital Image," Configurations 10, no. 1 (2002): 54, doi:10.1353/con.2003.0005.

[15] Mark Poster, The Second Media Age (Wiley, 1995), 20.

[16] Jean Baudrillard, “The Murder of the Sign," in Consumption in an Age of Information, ed. Sande Cohen and R. L. Rutsky (Berg, 2005), 11.  

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Tue, 10 Sep 2013 08:00:00 -0700 http://rhizome.org/editorial/2013/sep/10/phantom-zone
<![CDATA[New Sculpt]]> http://machinemachine.net/portfolio/new-sculpt

I wrote an essay released in tandem with New Sculpt: LaTurbo Avedon‘s first solo exhibition, held at Transfer Gallery, New York – July 20 through August 10, 2013 Excerpt ::: In the past three decades the term “cyberspace” has come to define a social, rather than a geometric common environment. The term still conjures up images of posthuman projections and vast parallax branes, their cross-hatched surfaces woven at right angles by virtual motorcycles. We hear “cyberspace” and we think of terminals, of cables and an ocean of information, yet the most important means by which cyberspace is produced — namely human social and economic relations — barely registers a flicker. The objects of New Sculpt play between these contradictions.

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Wed, 24 Jul 2013 05:32:56 -0700 http://machinemachine.net/portfolio/new-sculpt