even after death it keeps yammering, yakking away

as much sense as when it was alive

somebody gave birth to this monstrosity

it won't ever shut up



I started Eyebeam as a resident on Thursday, receiving a keycard. On Friday, I talked with Marko and found the card didn't work; I would have come in this weekend otherwise - I was hoping to work with Jackson and his cube. This afternoon I received a call from my brother who said that my father was dying, my aunt had cancer. Earlier in the week we had ceiling leaks in our place in Brooklyn, from Hurricane Irene; they were in the middle of the room and created a mess. It's been a rough week. My recent work has been concerned with the relationship of the virtual to the real - in particular the messy virtual, the way that wounding or pain or death within the virtual resonates with us. Death is inescapable, in spite of what Wired magazine says, and in dying we are for the first and last time absolutely, unutterably, alone; the journey is not a journey but a finitude we own for the split second before we descend into oblivion.

Shared by reBlog @ Eyebeam

To the enterprise community, brand perception is everything. With that in mind, one consultancy is predicting that by the end of 2013, 70 percent of businesses will have behavior and dress code policies for employees whose online avatars represent their...



Start Date: 
3 Mar 2007
3pm - 6pm

The WoW project is a workshop and intervention in public space that uses computer play-worlds as a means of calling attention to the changing ways people deal with privacy and identity in the public sphere. Every day, millions of people spend a great deal of time in online virtual worlds like World of Warcraft. They congregate there to go on adventures, solve puzzles and experiment with new digital artifacts.

Projects: WoW
People: Aram Bartholl
Tags: Open City, game art, Avatar
Syndicate content