Posts Tagged ‘haptic’
Fischli and Weiss ” The Way Things Go”: inflatable and inflammable cause and effect
April 5th, 2010 researchTags: architexture, detournement, experimental circus, haptic, kinetic
The most hardcore of mouse-traps on a human scale, with various inflamable materials, ballons, liquid helium, fire, bubble, tires, mutilated furniture, using the principles of inertia, wheeling in symetrical patterns, explosion, aerodynamics, the centripedal and centrifugal forces and many others. More grungy, more dangerous, more punk rock than the famous recent “This Too Shall Pass” video by OK Go, looking back at an experimental classic.
A Photo Comic of my installation film: production stills from the shoot of Everything Can and Shall Be Cut
March 10th, 2010 project updatesTags: architexture, body, cyborg, experimental circus, haptic, inanimata, material, photopia, uncanny, visceral
Some stills from the shoot of one of the videos for my new installation “Almost Everything Can and Shall Be Cut”
1. a balloon animal in a helpless position
2. the balloon animal in distress
3. a wig is powerless to keep the scissors at bay
4. the fate of the wig: stuffed in a blender
5. wig, ravaged , posing with its instrument of death
6. the slow decomposition of jello
7. the ice-cubes are handpicked for oblivion
8. a cube of polystyrene foam is tortured with a needle
9. green goo oozes from polystyrene’s wounds
10. a steak is posthumously fed with intraveinous liquid
11. a circuit board fears for its transistors
12. circuit board yields its last colorful breath
13. a pillow besides its own stuffing
14. exposing pillow’s inner flesh
15. the pink heart of pillow’s insides
Almost Everything Can and Shall Be Cut II: jello’s screen test
March 1st, 2010 project updatesTags: experimental circus, haptic, inanimata, noise, uncanny, visceral
screen test for my upcoming installation project “Almost Everything Can and Shall Be Cut” featuring one of its stars: jello in all its wiggly, jellyfishy glory. Other materials will include foam core, computer circuitry, ice cubes, wigs, balloon animals, steak, and furry pillows.
Floating Donuts and Pink Pipe Joints: preliminary models for my project to hybridize the novel and the playground
February 25th, 2010 germinating ideasTags: ambiance, ambient narrative, architexture, body, Deleuze, experimental circus, haptic, haunted space, maze, noise, novel, play, rhizome, space
These sketches are first steps towards a visualization of my concept of “ambient narrative”. In this case, the book being read is inscribed in the walls of a warren of floating inflatable tunnels (suspended like a octopus-shaped air mattress from a ceiling), in the form of pressure sensors that, depending on the visitor’s ensconcement in a particular branch of the structure, trigger audio recordings of a story. Each chapter of the book can be accessed in a recombinant rhizomatic way – literally the visitor travels through the story, using her body, its movements and its rubbing against the plush fabric of the tunnels, as the decoding instrument that allows her to gather fragments of the hidden text. The story itself, called “In the Dark: The Story of a Disapearance” is an existential mystery or detective novel that is pieced together by the non-linear meanderings of the reader.
Architexture VII: Peter Sarkisian and the spherical arcade
February 9th, 2010 referencesTags: architexture, experimental circus, haptic, kinetic, machine, noise, play, uncanny
Peter Sarkisian, Extruded Video Engine n°=1. the impersonation of the arcade mentality! a new techno-animal emerges from this fizzing bleeping volumetric toy…
Peter Sarkisian at Volta NY
Uploaded by C-Monster. – Independent web videos.
Ambient Interactive Architecture: dialogues with the mood of a collectivity
January 29th, 2010 researchTags: city, haptic, haunted space, inanimata, play
Responsive Architecture: in Dune, the space (a subway tunnel) is reconfigured as as an electronic interactive ecosystem, while Hyposurface emphasizes the tactile by creating liquid skin for façades much like the Vigo effect in Ghostbusters (when a depicted character looms out its painting). Call it ambient interactivity – there is a debate about whether an intelligent agent must be making decisions in order to qualify a system as interactive. But picking up on the presence, mood and sociality patterns of a crowd can offer a powerful aesthetic and relational experience. The wish fulfillment involved in the ability of objects, surfaces, and structure – the inanimate skeleton of urban life – to react and speak back to you in GESTURAL, non-verbal fashion is a ancient conceit. When inanimate objects respond, their human co-inhabitants start to experiment with different ways of relating to each other.
I Heart Tony Oursler II: trapped dolls with little pathetic faces
January 28th, 2010 referencesTags: cyborg, experimental circus, haptic, haunted space, inanimata, trap, uncanny
note to self: when thinking about video art and projection techniques, think SMALL
Kinesthetic Art: spatial vocabulary and the body ego
January 20th, 2010 researchTags: ambiance, architexture, body, experimental circus, haptic, immersion, inanimata, play, space, time, visceral
Matthew Barney, Cremaster I
text: Margaret Morse, Video installation Art: The Body, the Image, and the Space-in-Between
Morse evokes a piece by Muntadas called haute CULTURE Part I, in which two monitors are placed on each end of a seesaw, thereby making an elegant point, couched in physical terms (physical even as in “physics”, since gravity is employed as an artistic device) about the act of comparing both sets of images. This piece offers an example of what Morse calls “kinesthetic” learning, or the kind of information processing and intuition specific to our perception of the organization of objects in space. Kinesthetic perception is synesthetic and active – it involves visuality, sound, and the haptic in a way that allows each sensorial input to complement, suffuse and correspond to another, and using the entire body, including its own position in space relative to other objects, as a sensory organ. The kinesthetic subject is always hyper-aware of her body/herself as key element in the epistemological puzzle posed by the installation piece: all the meaning that can be gleaned from a space must bounce off of her, her critical interpretation changes and accrues only according to her own changing orientation in space. This unfolding signification is also temporally grounded – in fact kinesthetic appreciation can be defined as a temporalized experience of space, a strange, subliminal experience in which we both critically stand outside ourselves to consider ourselves-within-the-world and have an acute consciousness of inhabiting our bodies, of being materially and psychically connected to the outside world. Morse’s term of “body ego” encapsulates this awareness of oneself as an entity, something that participates in both the object and the subject.
Going back to Muntadas’ seesaw, we can see how the artist’s physical demonstration of a conceptual relationship between the two objects/monitors offers us a uniquely visceral insight into an a priori realm of abstract and critical thought. The kinesthetic argument being made is playful – an analogy more than a declaration. Using the evocative power of objects and their wealth of cultural denotations, an artist can articulate kinesthetic phrases, in which different objects constitute a semantic content and their relative positions (taking into account the multiple trajectories of the visitor) operate as syntax. Objects are further mis-en-abime within the virtual windows of screens and video channels – kinesthetic art erases to a certain degree the ontological difference between what is represented (screen-based) and what is presented (anchored in physical space). The resulting aesthetic and epistemological experience is intuitive and multidimensional, blurring the boundaries between thinking and feeling.
Experimental Circus: Burning Man 2010 (Metropolis)!
December 20th, 2009 researchTags: architexture, city, experimental circus, haptic, haunted space, immersion, play, time, utopia

For those interested in interactivity not only as an art or industry practice but as a way of life and social experiment, Burning Man remains a visionary site where specifically space, in Lefevrian fashion treated as a shaper of social and cultural context rather than background, is radically explored and expressed. Taking its cue from the Situationists and their idea of a playful “psychogeographic” city, Burning Man is fun fair, ginormous art installation, multimedia playground, slum-mushroom, Fourrierian commune where the consequences of extremely minimal legislation (including a prohibition against the use of money) allow you to live the anarchist American dream.

If you could do exactly what you wanted to invest your time in, and give it some kind of physical form, what would you chose to do? This is the question answered by Burners…often giving rise to habitats, zones, and contraptions that you would only see in the virtual realms of computer games or from the sets of fantasy and science fictions movies. Loose in time, without any schedule (divorced from leisure and encouraged to participate), revelers spend it being in and feeling the weirdness and possibilities of space. From this radical redefinition of these basic parameters, sociality starts to mutate beyond recognition…

The theme for 2010 is METROPOLIS. I would think unavoidable research for anyone interested in dreams of future cities! “Every year a dense metropolis arises in the Black Rock Desert; every year it disappears without a trace. Tumult and change, churning cycles of invention and destruction – these forces generate the pulse of urban life. Great cities are organic, spontaneous, heterogeneous, and untidy. They are, like Burning Man, magnetic hubs of social interaction. This year’s theme will function as a micro and a macro-scope, an instrument through which we will inspect the daily course of city life and the future prospect of what we call civilization.”
Noise II: “…a wiry noise, with single barbs projecting, sharp edges running along it and submerging again and clear notes splintering off – flying and scattering”.
September 24th, 2009 researchTags: body, cyborg, haptic, kinetic, machine, music, noise, shock, space, time, visceral
Peter Bailey in Breaking the Sound barrier quotes Robert Musil on the ‘sonic shrapnel’ produced by the motor car: “…a wiry noise, with single barbs projecting, sharp edges running along it and submerging again and clear notes splintering off – flying and scattering”. Two synesthetic attributes stand out in this remarkable description. First, there are haptic qualities to the noise, translated in terms of texture: how the sound would feel (“wiry”) if you could probe / test it with your fingers, in effect uncovering an auditory topology by using the body as contact surface with the sound (“sharp edges running along it”). Then, Musil recognizes the noise’s kinetic attributes: the sound is in a continuous process of shattering, “flying and scattering”, throwing its components into the world (into the ear) like so many projectiles.
As Bailey notes, sound is vibration (“palpable”) – a series of minute but tangible displacements of matter. Unlike light with its strictly scopic / analytic affordances, the flow of sound modifies physical reality, rearranges the world. As such, the haptic domain – texture – already contains the possibility of sound; noise starts to exist when it can extend itself kinetically, across a spatial and temporal axis, when it becomes a conductor for change and entropy. Musil’s rapprochement between hearing and touch alerts us to the fact that sound unfolds in space concomitantly with its unfolding in time: it travels, working on the body as much as on consciousness.
Consequently, Noise (meaning sound in its raw form, an amalgamation and meshing of vibrations not synched into discrete units of order) seems to have an intimate relationship with affect that expresses itself in the body, namely (Bailey argues) laughter and terror / the instinct to flee-fight. Both of these proto-emotions (or simply motions) are brought together to powerful effect in the tradition Bailey calls “rough music”: “rough music was excessive, repetitive and sustained noise, combining high spirits with a sadistic edge”. Participating equally in a Bakhtinian culture of carnival and a history of institutionalized insanity (Bailey disarticulates the etymology of “bedlam” as the hubbub of the Bedlam inmates), rough music is produced for social purposes of ritual or regulation. Interestingly, Attali links music to the sacrifice of noise and its appendage of violence on the altar of (social, scientific) order. From there, one realizes that to listen to “rough music” is to witness noise coagulating into music or inversely, music decaying into noise – an exhilarating experience of liminality, teetering between forgetfulness (chaos) and culture.
Rough music has many splendid contemporary descendants (Noise, the more distorted forms of techno), thanks to the industrial revolution and the musical avant-garde that sought to rehabilitate or take control over the kind of sonic environment produced by the accelerated motion/collisions of more bodies and machines. The “future sound” that John Cage celebrates highlights the same attributes that Robert Musil discovered in sounds of technology: texture and kinetic force. Cage discusses these as “overtone structure” and “percussion music”, respectively.
“The special function of electrical instruments will be to provide complete control of the overtone structure of tones and to make these tones available in any frequency, amplitude and duration”: overtones are what gives each instrument its particular timbre i.e. the sonic texture that differentiates a violin from a piano; certainly electronic and digital music take advantage of the fact that they can give voice to an infinity of imaginary instruments, in effect to an uncategorizable cacophony of overtones. Allied to the emphasis on “percussion” (“a contemporary transition from keyboard-influenced music to the all-sound music of the future”), Cage’s future sound heralds key components of contemporary rough music in this evocation of tonal din and “repetitive noise” (repetition being primarily structured by beats/percussion). Compared to its 18th century manifestation, Noise engages the confused ear in the gears of a machine in order to better manufacture its violent/euphoric interface with the body.
NOISE & the sonic/haptic overload: Kawaiietly Please makes art of happy massacre
September 12th, 2009 researchTags: ambiance, amnesia, body, detournement, experimental circus, haptic, immersion, inanimata, machine, material, noise, play, shock, visceral
IN a show put on by noise performer Kawaiietly Please – in which we participated, not listened, or perhaps listened to the point of participation. She started by taking her microphone for a walk around the venue’s small room, picking up vibrations that fed into a distorting filter in her computer, amplifying white noise. It was painfully loud, but only when the beats kicked in four to the floor did our organs start to thump synchronously against their skeletal cavities. Kawaiietly Please creates an event that uses sound as a dilating instrument, opening up the minds/bodies of the audience via their ears: in front of the stage, a giant white stuffed gorilla lies in an inflatable kiddy pool, its belly stitched with black cables. Kawaiietly Please tiptoes towards it, the cacophony around us lending an intense stillness to the scene.
Then the sound begins to bark at us like a rabid dog and she pulls out the cable from the stuffed corpse – she struggles, the clothy flesh resists – and some of us impromptu jump on it and start tugging too. The sound – damaging feedback, harsh static, thereminish vibrations – throbs across our muscles as we pull, pull and finally – yes! – we tear. The monkey explodes in a shower of stuffing and glitter, an entire horde of smaller creatures spills out. We go nuts. Now we have something to lay our hands on. The noise that throws us about like rag dolls gives us back what is our own – our impulse to be kinetic. A double acceleration: the movement in time that is sound galvanizes a symmetry-response momentum in extensio – everything snaps (in place) with the thrashing of our bodies. 
We dive to the floor, grabbing stuffed animals, pulling them apart solitarily but more often engaging ferociously in tug-a-war: I grab an arm, you grab a head. Soon enough we are fighting each other. Not knowing how it came to this, I am on the floor being dragged around by someone who is battling me for the limb of a teddy bear. The kicking and screaming I do is much more than liberating: this synesthetic simultaneity of hyper-loud sound, cuddly texture (the plush, soft, squeezable bodies of the animals) and violent muscular resistance (the propelling motion of the tugging) is driving me insane with fun. Kawaiietly Please weaves in and out amongst us, jerking her head back, rubbing herself against the floor with scattered petticoats, feeling up the PAs – ghostly in the red light, flitting in and out of the decibelic tidal wave like a hummingbird. We roll her in the rubbery folds of the kiddy pool (the excitement of tactile/sonic texture peaks), mock- suffocating her. She is buried beneath the blue plastic while we throw bits of stuffing and animal parts as though they were flowers.

The noise abruptly ceases: we clap, we shriek, we instantly miss it. She emerges, bows. For about an hour afterwards a number of us are still twitchy – we vault rather than climb onto chairs, we hop rather than walk, laugh rather than bother with coherent sentences. A warmth suffuses us, stretching our mouths in toothy smiles. We want more of this extreme friendliness.
Weird Information: Touch as interactive immersive technology!
September 10th, 2009 referencesTags: architexture, body, haptic, immersion, inanimata, play, space, visceral
“Why can’t we have an aesthetic language of composition for the sense of touch using vibration?”
Happy Hardcore: Air-Pedaling and Candy
September 10th, 2009 researchTags: body, experimental circus, haptic, immersion, machine, music, noise, time, utopia, visceral
Old Skool – mid 90s
new iteration of happy
J-Pop: happy and breakbeats
Over the past six months I’ve been listening about 3 hours a day to happy hardcore, a sub-genre of “rave”, “techno”, “electronic” music considered a spin-off from early 90s U.K. hardcore techno (which also evolved into other kinds of hyper-fast specimens such as gabber/speedcore, like happy hardcore distinguished by its four to the floor beat but without the synthy melodies and jungle/drum n’ bass, whose syncopated fury is driven by breakbeats). Happy Hardcore is a product of rave culture, which approaches music from a decidedly anti-aesthetic point of view: this is not music meant to be listened to /considered/tasted (nothing is more contrary to the notion of taste than the dirty, praxis-based logic of musical fodder, meant to be digested by your dancing), but to kick you like a soccer ball into a parabolic trajectory, with usually a 7-hour interval between the going up and the coming down. Your body suffers through the DJ set of happy hardcore – crushing waves of relentless beats pound a machine rhythm into your feet while the perpetually shifting, morphing timbres of the synthesizer travel up and down your spine, stretch out your skull from the inside, creating a space (grimy and vast, like a warehouse) for the free play of endless sonic variations. Happy Hardcore is brutal in the sense that it locks you into a logic of acceleration – like driving a car with your foot spastically pressing down on the gas pedal – and that, at least within the context of a DJ set, it never stops. Not delivered in discrete packets of consumable “songs” but turned on like a tap – for a given period of time you swim in it, fight with it, ride with it, drown in it; it becomes your medium, a total texture for a parallel reality, a cognitive landscape apart. When they turn the music off and the night is over, it’s as if the air had gone out of the room – your ears, surreptitiously, have metaphorically started to function as lungs, allowing sound to bond to your bloodstream.
Why happy hardcore? If you look up happy hardcore on youtube, you’re likely to find tracks played to a still image that looks like a smiley face with angry eyebrows and a ferocious, toothy, grin – and that is exactly what it feels like. It can only be described as a mean joy, an apocalyptic celebration – the kind of happiness you would feel if you were being catapulted over a chasm, your feet treading air.
DEAD RINGERS remix: the insides of bodies
September 10th, 2009 referencesTags: architecture, body, haptic, haunted space
They should have beauty contests for the insides of bodies
I decided I want the humiliation
You’re fucking a mutant!
Chris Cunningham / Charlie White: warm, rancid, wet girls / boys / things
September 8th, 2009 researchTags: body, haptic, inanimata, material, photopia, uncanny, visceral
Chris Cunningham’ s Rubber Johnny and Charlie White’s Pink / Ken’s Basement have antithetical color schemes but a telling similitude in their treatment of the human body: plastic, viscous, a texture-map for a psychic sensation beyond horror and judgement – the inmost intimacy of my very own flesh, a warm familiar humilation. There is no shame in revisiting my amorphousness, the dancing meat without skin/border/performed subjectivity. In all 3 cases the subject is utterly alone, blind to or vexed by the outside, bursting with interiority – perhaps a friendly witness or inanimate object observes, thing-like too. Which is why the unameable they propose feels like a return home – it looks monstrous but it feels… appropriate.
From Boing Boing: the Future of Synesthesia
September 4th, 2009 referencesTags: architexture, body, haptic, immersion, inanimata, machine
Digital Synesthesia
- Posted by: David Pescovitz on Boing Boing blog
- on September 1, 2009 at 7:10 am

Want to see with your tongue? Boing Boing’s David Pescovitz looks at technology that blurs the boundaries between our five senses.
What if you could see with your skin? Or taste what you see? While those kinds of experiences might suggest a mental disorder, or an acid trip, the ability to substitute your senses by choice is on the horizon. A confluence of new technologies are leading to a kind of digital synesthesia.
Synesthesia, of course, is the fascinating neurological phenomenon whereby stimulation of one sense involuntarily triggers another sensory pathway. A synesthete might taste sounds or hear colors. But the ability to reroute the senses could dramatically help blind individuals, for example, or restore the sense of touch to amputees wearing prosthetic limbs.
At Institute for the Future, where I’m a researcher, my colleagues and I have spent the last few months exploring the notion that “everything is programmable,” or will be soon. The idea is that emerging technologies—from pervasive computers to synthetic biology—are making it possible to program our bodies and our worlds to desired specifications. Increasingly, we are looking at the entire world through a computational lens. As part of that research, we’ve been collecting “signals”—events, developments, articles, scientific publications—that taken together, give indications of key trends. We’ve entered these in our public Signtific signals database and tagged them based on their subject matter. I’ve found many research efforts suggesting how we may reprogram our senses in the future.
For example, there are the “Flavor Tripping” parties fueled by Synsepalum dulcificum, aka “Miracle Fuit,” the West African berry that temporarily reprograms your taste buds to make anything sour or bitter taste perfectly sweet. And there’s the story of Daniel Kish, the blind psychologist who, by clicking his tongue, uses echolocation to “see.” In the realm of digital synesthesia, numerous projects are attempting to leverage tactile feedback in the form of clothing outfitted with tiny vibrators. Instead of picking up your phone to read a text message, you might feel the words spelled on your back.
The late Paul Bach-y-Rita could be considered the father of all technology used to reprogram the human senses. In 1963, Bach-y-Rita developed a “Tactile to Visual Sensory Substitution” device. It converted images from a camera to tactile sensations that a blind person could feel on his or her back. Bach-y-Rita’s research was all based on the notion of “sensory substitution.” The brain, he argued, was not hardwired and that a working sense, say touch, could be used to replace a failing one, e.g. vision. His ideas around the plasticity of the human brain were very controversial at the time but widely accepted today. He continued his research on sensory substitution technology at the University of Wisconsin-Madison, and his company Wicab, until his death in 2007.
“I can connect anything to anything,” Bach-y-Rita said in a profile in The Telegraph shortly before his death:
We see with our brains, not with our eyes. When a blind man uses a cane he sweeps it back and forth, and has only one point, the tip, feeding him information through the skin receptors in the hand. Yet this sweeping allows him to sort out where the doorjamb is, or the chair, or distinguish a foot when he hits it, because it will give a little. Then he uses this information to guide himself to the chair to sit down. Though his hand sensors are where he gets the information and where the cane “interfaces” with him, what he perceives is not the cane’s pressure on his hand but the layout of the room: chairs, walls, feet, the three-dimensional space. The receptor surface in the hand becomes merely a relay for information, a data port.
In the latest incarnation of Bach-y-Rita’s work, the data port is the tongue. The company he co-founded, Wicab, has developed a visual prosthetic for the blind that converts images from a video camera into tactile sensations on the tongue. The system, called BrainPort, pairs a head-mounted digital video camera with a postage stamp-size electrode array that sits on the tongue. A small computer translates the visual information into a pattern that is “displayed” on the tongue.
“The tactile image is created by presenting white pixels from the camera as strong stimulation, black pixels as no stimulation, and gray levels as medium levels of stimulation, with the ability to invert contrast when appropriate,” reads the company’s website. “Users often report the sensation as pictures that are painted on the tongue with champagne bubbles.”
The BrainPort is not yet FDA approved, but clinical studies have been quite exciting. During trials, blind test subjects had their brains scanned while using the device. Interestingly, even though the device provides tactile sensation, visual regions of the brain were activated.
Seeing with your tongue may seem unusual, but arguably not as weird as “skin vision.” A researcher at Tel Aviv University suggests that humans might be able to “see” with their skin. Engineering professor Leonid Yaroslavsky hopes that through biomimicry, new kinds of imaging technology might be developed that obviates traditional optics. Yaroslavsky presented his theories on the subject in a scientific book titled Advances in Information Optics and Photonics. From an American Friends of Tel Aviv University press release:
Skin vision is not uncommon in nature. Plants orient themselves to light, and some animals—such as pit vipers, who use infrared vision, and reptiles, who possess skin sensors—can “see” without the use of eyes. Skin vision in humans is likely a natural atavistic ability involving light-sensitive cells in our skin connected to neuro-machinery in the body and in the brain, explains Prof. Yaroslavsky.
While the first people to reprogram their senses are likely to be people with a sense that has failed them, the technology will likely trickle down. Eventually, the hard lines between our five senses may be blurred. And in a world where everything is programmable, five may be a choice, not a limit.
Do you see what I’m saying?
David Pescovitz is co-editor of Boing Boing, a research director at Institute for the Future, and editor-at-large of MAKE.
Architextures4: Bouncing Blind, Feeling Sound in Your Bones
August 28th, 2009 germinating ideasTags: architexture, body, database, experimental circus, haptic, haunted space, inanimata, kinetic, maze, music, play, trap
Chris Donham sparked this thought:
embed pressure sensors in walls and floors of the bouncing castle. A DATABASE of SOUND (music, sound effects, words) is released. The player bounces her way through an audio narrative/journey. IMMERSE CASTLE IN DARKNESS. you have to FEEL your way THROUGH and OUT/IN.
The castle is a MAZE populated by crawl spaces and up and down passages.
HAPPENINGS: dirty habitat risk and fear banana peel perishable state of mind
August 24th, 2009 researchTags: ambiance, body, contingency, detournement, experimental circus, haptic, immersion, inanimata, infrastructure, interactive, kinetic, mapping, material, music, play, shock, space, visceral
Allan Kaprow: “Happenings” in the New York Scene
Andy Warhol's "Exploding Plastic Inevitable"
“In both cases the interactive method comes from outside the community, and because the organizing principles are not within the audience’s sphere of influence, one might next ask whether interactivity of either of these sorts actually goes beyond what Jean Baudrillard calls “reversibility” – processes like sending letters to the editor to the newspaper – and rearranges communication in a fundamental way”. What if participants designed their own game and own rules as part of the game?
“…when bang! there you are facing yourself in a mirror jammed at you. Listen. A cough from the alley. You giggle because you’re afraid, suffer claustrophobia, talk to someone nonchalantly, but all the time you’re there, getting into the act…Electric fans start, gently wafting breezes of New-Car smell past your nose as leaves bury piles of a whining, burping, foul, pinky mess”.
“…they appear to go nowhere and do not make any particular literary point”. Because instead they create experience.
“First, there is the context…that is, its “habitat“, gives to it not only a space, a set of relationships to the various things around it, and a range of values, but an overall atmosphere as well, which penetrates it and whoever experiences it.”
Soke Dinkla: “participation is located along a fragile border between emancipatory act and manipulation”. where do I stand on this?
Sartre in Nausea on the construction of human situations
gallery: taste :: happening: dirty
“…a flimsily jotted down score of root directions”
“chance then, rather than spontaneity, is a key term, for it implies risk and fear (thus reestablishing the fine nervousness so pleasant when something is about to occur)”
(People having to waddle through a room filled with garbage)
“But it could be like slipping on a banana peel or going to heaven“
“The physical materials used to create the environment of Happenings are the most perishable kind”
“they reveal a spirit that is at once passive in its acceptance of what may be and affirmative in its disregard of security.”
“A STATE OF MIND”
LOST BOOK FOUND: dirty toying with the Arcades Project
August 7th, 2009 researchTags: architexture, archive, city, database, haptic, haunted space, inanimata, lost book found, maze, photopia, punctum
In Lost Book Found the narrator walks his camera through the grittier streets of New York in an effort to remember the contents of a book he once almost purchased from a man who made a living “fishing” for objects dropped by passerby in sidewalk grates. This book contains lists of references, names of the things that populate the city, variously grouped under enigmatic headings. In trying to reconstruct the fantastical indexical system at work in this lost book, the narrator embarks on his own project to “fish for” the overlooked contents of New York – spatio-temporal items, the unique, accidental configurations of material being – and classify them according to his own cryptic logic of poetic association. At times another narrator interrupts the first to rattle off lists of concepts or things over a succession of captured scenes, indexing each image, each phenomenological encounter with a particular sign / clue: for example, a slow motion shot of an old woman riffling through a heap of discounted underwear will have a voice-over label of “museum”. At other times the narrator will “recall” a category from the lost book such as “raining coins” and show us successive shots of senior citizens stopping in the street to stare up meditatively at the sky.
The film as whole turns into an examination of the narrator’s own desire to scrutinize, stretching out the distance between subject and object (the interval of desire) by showing us scenes whose contents are arranged in layers or stacks, such as plastic toys displayed on shelves / shop windows or the electric interior of a subway train car seen through the windows of the train’s black shape melting in the night of a tunnel. In all cases vision encounters obstructions and so does the viewer in her attempt to grasp the meaning at work in each audiovisual association – the gaze butterflies over the surface of actuality, searching and never finding, but occasionally picking up on certain signifying symptoms that disappear with a second glance, like all the shots of street surfaces (walls, telephone booths) inscribed with decaying messages that can only be half-read, not so much partially decoded as more achingly mystified. In this sense, Cohen’s camera functions as a veil as much as a lense, an intermediary zone between passage and liminal space: to reprise De Certeau’s turn of phrase on the poetics of trajectories, a “fence that is an ensemble of interstices through which one’s glances pass.” The space of the frame mimics the three dimensional properties of real space, reproducing the pleasure we find in the vicissitudes of travel.
Lost Book Found directly evokes the experience of navigation that lies at the heart of any preoccupation to design for interactivity. The film functions as a compendium of the kind of micro-trajectories that the attentive or “detective” (to reference Cohen’s hand-held, belt-level cinematography) observer traces in traveling through the spatial texture of a place. In the narrator’s imagination, this place, the city, constitutes a monumental, un-chartered database organized according to a omniscient tagging system (the lost book) that indexes each existent referent to a particular sign. The baroque dream that a thorough search of worldly evidence will result in total epistemological fulfillment is originally a documentary impulse. It compels him to plunge into the hermeneutic game of searching and gazing, of relentlessly raking the database for objects of knowledge, steering a path through possible indexical channels according to minute intimations from this fluid environment. With visibility remaining a problem – the book, the map of the database that would allow him to look ahead, to know her way in advance is lost – viewing becomes a much more haptic exercise. The navigator feels her way around the contours of things, tracing signifying topologies with small gestures, instigating a hesitant succession of tiny contacts with the world. Here the clarity of scopic knowledge is abandoned in favor of a sort of blind proximity with the surface of life, an intimacy with the image that hugs the frustrating barrier that separates the (re) presentation of actuality from actuality itself.
At this level of documentary minutiae, the camera worries about (another excerpt from the narrator’s voice-over) puzzling out the supremely mundane fact of one building’s contiguousness with one gutter, framing actuality in its most obvious (and therefore semiotically opaque) manifestations. The navigator of an interactive documentary sets out on her epistemological journey not so much in order to find the primer that can decode the book – the totality of meaning embedded in the body of the database – but to put herself through the twists and turns of the search for signification, to loose assiduously oneself in the hermetic quality of the code.
Inanimata : Flesh & Goo
July 27th, 2009 germinating ideasTags: architexture, body, experimental circus, haptic, haunted space, inanimata, interactive, material, visceral
Roxy Paine, S2-P2-P6, 2005 talking about mimesis: human feels as object feels to human - double-dealing in feeling and feeling. subject is as object does! follow the trail of inanimata...


























































































