I keep thinking about Eyebeam and the projects, which might or might not have a teleology, focus, or product - an end-point of some sort. My own work continues to be a mess, it's about that, it doesn't focus, there's no narrative (just as, in our daily lives, there's no narrative, only micro-scripts between birth and death). My work operates from gestures, non-aristotelian logics with ill-defined spectra: what's abject is impossible to contain. I think of music improvisation, which ends at a hiatus or moment of exhaustion, when things seem to reach a point of no return. But this is just a sequence of breath, breathing, nothing more. I watch the residents and fellows at work; what they're doing almost always seems to be a clear carving, whether it be capital, program, or agriculture. I have no idea what my goals are; I meander. My thinking meanders. I produce without beginning or end. I record all the sound, most of the thinking, images, and video.
This book of interviews tracks the work of curators in the field of new media art in order to consider the massive changes and developments over a relatively short period of time. They are also a celebration of the ten years that the online resource for curators of new media art, CRUMB, has been publishing interviews and other research. The curators featured in this book range across the contemporary arts. They have been working away, not in the centre or the periphery, but in the nodes of this networked field of new media art.
Edited by Sarah Cook, Beryl Graham, Verina Gfader and Axel Lapp. Includes interviews with: Peter Weibel, Barbara London, Christiane Paul, Larry Rinder, Kathy Rae Huffman and Julie Lazar, Benjamin Weil, Nathalie Anglès and Sebastien Sanz de Santamaria, Matthew Higgs, Magdalena Sawon and Tamas Banovich, Steve Dietz, Rudolf Frieling.
Re:Play brings together game designers, new media artists, interdisciplinary curators and players in debate and conversation about technology and design, gaming addictions and geek subcultures, the aesthetics of violence, gender transgressions, the erotics of gaming, and the business of play—capturing the zeitgeist that is digital games. User-friendly and fully illustrated, Re:Play includes a comprehensive game glossary.
View some recent highlights of work produced in Eyebeam's studios including: Graffiti Research Lab, Christian Marclay, Liisa Roberts, interactive architecture, Christian Jankowski, Preemptive Media, Digital Day Camp and Bill Dolson. Founded in 1996, Eyebeam is an art and technology center that provides a fertile context and state-of-the-art tools for digital experimentation. It is a lively incubator of creativity and thought, where artists and technologists actively engage with the larger culture, addressing the issues and concerns of our time. Eyebeam challenges convention, celebrates the hack, educates the next generation, encourages collaboration, freely offers its output to the community, and invites the public to share in a spirit of openness: open source, open content and open distribution.