All work by Dirk Skreber. Top, installation view of the exhibition at Friedrich Petzel Gallery, Untitled (Crash 1), 2009, Red Mitsubishi Eclipse Spider 2001 and Untitled (Crash 2), 2009, Black Huyndai Tiburon 2001. Bottom, It Rocks Us So Hard Ho Ho Ho 2, 2002, oil on canvas, 160 x 280 cm. Watch. Watch also. And. Finally.
It is over crowded and traffic-jammed with those who came here by by choice, and those who came here by accident (being born counts as accident) and stayed by choice. It is the model of architectural impermanence.
Katya Tylevich in To live and die trying in LA for Elephant Magazine Issue 3, 2010.
A History of Nothing.
Narrative elements: a week of hunting the overpasses, the exploration of countless apartments. With stove and sleeping-bag, they camped like explorers on the sitting- room floors. ‘They’re exhibits, Karen - this conception will be immaculate.’ Later they raced around the city, examining a dozen architectures. Talbert pushed her against walls and parapets, draped her along balustrades. In the rear seat the textbooks of erotica formed an encyclopedia of postures - blueprints for her own imminent marriage with a seventh-floor balcony unit of the Hilton Hotel.
Amatory elements: nil. The act of love became a vector in an applied geometry. She could barely touch his shoulders without galvanizing him into a spasm of activity. Some scanning device in his brain had lost a bolt. Later, in the dashboard locker she found a set of maps of the Pripet Marshes, a contour photogram of an armpit, and a hundred publicity stills of the screen actress.
— J.G. Ballard, from The Atrocity Exhibition
Art imitating literature?
So, I didn’t win the Text Publishing Prize and get my book published. Time for another editing run-through and then more submissions, more failures… God, that’s fucking depressing.
Tumblr fiends, meet Bren. Writer, photographer and digital-media-maker, amongst many other skills.
Storytelling in games is very important. Most of my favorite games have deep / interesting plots. This illustration puts an image to the whole gaming narrative topic.
Kerouac’s On the Road scroll
248 - Jesus, I was afraid you were a machine
|—||Richard Kadrey on novel writing. Via James Smith, the creator of the fantastic webcomic Gang of Fools.|
These words do not have direct equivalents in English. Some of them would definitely be useful for us English-speakers, what do you think?
1. Waldeinsamkeit (German): the feeling of being alone in the woods
2. Ilunga (Tshiluba, Congo): a person who is ready to forgive any abuse for the first time, to tolerate it a second time, but never a third time
3. Taarradhin (Arabic): a way of resolving a problem without anyone losing face (not the same as our concept of a compromise – everyone wins)
4. Litost (Czech): a state of torment created by the sudden sight of one’s own misery
5. Esprit de l’escalier (French): a witty remark that occurs to you too late, literally on the way down the stairs…
6. Meraki (Greek): doing something with soul, creativity, or love
7. Yoko meshi (Japanese): literally ‘a meal eaten sideways’, referring to the peculiar stress induced by speaking a foreign language:
8. Duende (Spanish): a climactic show of spirit in a performance or work of art, which might be fulfilled in flamenco dancing, or bull-fighting, etc.
9. Guanxi (Mandarin): in traditional Chinese society, you would build up good guanxi by giving gifts to people, taking them to dinner, or doing them a favour, but you can also use up your gianxi by asking for a favour to be repaid.
10. Pochemuchka (Russian): a person who asks a lot of questions
11. Tingo (Pascuense language of Easter Island): to borrow objects one by one from a neighbourï¿½s house until there is nothing left
12. Radioukacz (Polish): a person who worked as a telegraphist for the resistance movements on the Soviet side of the Iron Curtain
13. Selathirupavar (Tamil): a word used to define a certain type of absence without official leave in face of duty