User:Kendal/Situationist Times: Difference between revisions

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==== Main themes:====
==== Main themes:====


Obsolete Media - Chain mail stories
# Obsolete Media - Chain mail stories
Non-Places  
# Non-Places  
Psychogeography- Unitary urbanism
# Psychogeography- Unitary urbanism
Dated media - the 90s chain email horror things
# Dated media - the 90s chain email horror things
Goes hand in hand with non-places as they sometimes seem like relics of the past
# Goes hand in hand with non-places as they sometimes seem like relics of the past


- linked to the attention economy of gaming? Fast, explosive etc
- linked to the attention economy of gaming? Fast, explosive etc

Revision as of 18:01, 18 January 2021

NOTES

Spam bot/chain mail characters waiting room

The limbo of waiting for people to reply/forward emails

Aspects of waiting rooms, bad art, stock furniture etc. Non-places

Labyrinth, non-places (airports, places where you wait)-> Non - Places by Marc Augé https://www.martinparrfoundation.org/product/boring-postcards/

“Town labyrinths, again. There's Pisa, I don't know what is labyrinthine about it. Then suddenly, this is like when you are queuing at the airport. At some moment I start to call just about everything a labyrinth.”

“Again processions and processions ... I don't know why processions all of a sudden become labyrinthic. And that's how you walk in an underground train station.”

- http://vandal.ist/thesituationisttimes/04/index.html#9/-2.512/116.266http://vandal.ist/thesituationisttimes/04/index.html#9/-2.445/148.773

LIMINAL SPACES - https://www.youtube.com/watch?v=_SX8XMwMw6Y

SOFT DIMENSIONS - Worked with Inara Nevskaya, an architect while @ Volume Magazine, that studies the psychology of how people use space - https://softdimension.wordpress.com/2012/10/08/40/



Main themes:

  1. Obsolete Media - Chain mail stories
  2. Non-Places
  3. Psychogeography- Unitary urbanism
  4. Dated media - the 90s chain email horror things
  5. Goes hand in hand with non-places as they sometimes seem like relics of the past

- linked to the attention economy of gaming? Fast, explosive etc - Could this be an antithesis to this?

Books:

Non Places - Marc Auge Boring Postcards - Martin Parr A Pattern Language - Christopher Alexander, Murray Silverstein, and Sara Ishikawa Super Normal: Sensations of the Ordinary - Naoto Fukasawa Blinking and Flapping - Yasuhiro Suzuki