Showing posts with label Lori Landay. Show all posts
Showing posts with label Lori Landay. Show all posts

Sunday, December 11, 2011

Breaking Barriers: "Transformation: Virtual Art on the Brink" Wins Awards & Other UWA News

Transformation: Virtual Art on the Brink Receives a SPECIAL AWARD FOR BREAKING THE BARRIERS IN THE MachinimUWA IV: Art of the Artists Competition & MEJOR OBRA DE INVESTIGACIÓN / OPEN THIS END AWARD OF EXCELLENCE FOR INVESTIGATIVE FILM



Several people have asked me for the written transcript of the voice over, and at last I've edited the script I wrote so it matches what ended up in the film:

It is not surprising that much of the virtual world is modeled on what we know--physical spaces like art museums, or that art in it draws on what's come before--each new medium does that. but the best virtual art is a new kind of new media, using the particular properties of the virtual world to make metaphors manifest.

The avatar, the visual representation of the spectator, separates or connects our point of view to the avatar's position with the mobile camera, the virtual kino-eye.

When the avatar approaches Misprint Thursday's video art and music installation "Digital Glove," we only see and hear when we enter the space and turn on the media stream. This is kind of like augmented reality.

Virtual art has to stand on its own, as this piece does, but it also gives us a glimpse of augmented reality, not either virtual or physical, but layers of visual, kinetic, and haptic, interfaces overlayed on the actual world. The physical world becomes part of the interface, or vice versa, recasting the material world as another level of data to be combined with what can be seen only with some kind of device.

"The matter of ideas" by Gleman Jun uses a script to put the visitor's name in the piece, as if you were the person on the bench. It reminds us that matter in a virtual world is data. The ideas which can be realized, the metaphors manifested, are manipulated in a different way than when gravity, scarcity, and other physical limitations are involved. When we use an avatar, we position ourselves both in front of and within the virtual art, and toggle between them literally and metaphorically. Seeing the person with your name on it generate an image of itself, calls our attention to the work of art in the age of virtual reproduction.

In "Here Comes the Sun," Sledge Roffo makes a piece the spectator can not only see, but change, choosing colors, setting off sunbursts, triggering sounds. It raises the questions of whether pieces like this are interactive or reactive, and maybe that depends on whether you experience it from in front of or within it. When we play the piece, we perform it, and enter into a new relationship to the artwork, and the environment in which we experience it, as a performer.


My piece, “One and Four Timeboards” takes an imaginary prop from a film I shot in Second Life and installs it like Joseph Kosuth’s 1965 piece One and Three Chairs: the object itself, a photograph of the object where it is installed, and a definition of the word. But this is a virtual piece, so it is clickable, and yields, to the user, an unknown and unpredictable result: being teleported to a sphere above the gallery which mimics the timetravel sequences in the movie. It is meant as a moment of disruption, of instability in one’s perceptual field, and to suggest that in virtual art, there is a fourth aspect of meaning to consider: transformation.

I could click on it because nothing's gonna happen--WAIT! What? No!

Ohh, no and spinning, where is this? So familiar . . . it can't be . . . this is the time lab, but that's not a real place, it's the set I built for making machinima. and those are the other time boards, those are my avatars, my characters! OHHHHHHH!


Misprint Thursday's "Digital Glove"

One of the installations featured in the film, Misprint Thursday's "Digital Glove," took the top prize in the entire Year-long UWA 3D Open Art Challenge. Misprint is one of the artists in the exhibition I'm currently curating at LEA4, InterACT! (and she shared 5th prize with another InterACT! artist Glyph Graves), and her work is continually connecting video, music, 3D virtual art, computer mediated communication, and traditional art technique. I'm delighted "Digital Glove" was recognized because the piece is works so well on many levels--as an installation, as a video installation, as multimedia combining virtual installation, an original song with lyrics and music that make connections to the virtual and digital medium in which they were created and in which they are experienced, as a piece that uses the specific affordances and properties of the virtual world. When I was editing the footage I filmed of "Digital Glove" for "Transformation," I loved being with the piece so much that I cut a video for the entire song, and here it is:


Iono Allen's "Virtual Love" Also Wins a Machinima Prize at UWA

Virtual love also won one of the top prizes. This is an inspired film about an artwork, because of the way it both shows it and also transforms it, making a film that enters into dialogue--or dance--with the piece, rather than only documenting it. It is in that way an original piece of film art, standing (or dancing, or plunging) on its own.


Saturday, April 2, 2011

Visualizing Theorem: New Virtual Art Exhibit (with Catalog Foreward by me!)

Visualizing Theorem is a group show in Second Life that is international, transdisciplinary, multi-media, and interartistic, drawing on tracks from a music album, Theorem, (itself inspired by math and science concepts), as a starting point for each virtual art piece. I was pleased to write the foreword to the catalog for this excellent exhibit.

Visualizing Theorem Catalog--and the catalog itself is a cool object here on the web. There is a slider bar across the top after you click to see it bigger that makes the text larger or smaller.


And here is the SLurl to the virtual location of the exhibit in Second Life.

Saturday, January 23, 2010

Where the action is: DIGITAL NARRATIVE THEORY AND PRACTICE


I will try not to neglect this blog, but I am pretty excited about my new course, Digital Narrative Theory and Practice, and will be posting on the blog for that a lot this semester. For the past 4 years, I have been teaching a course in the Film Scoring Department at Berklee that I designed for the film composing students, to help them better understand the movies that they will be scoring and be better able to communicate with the directors with whom they will be working. Now, with the explosion in audio for video games, reported on by the Boston Globe (with a great picture of my student Nazer who is President of the Video Game Music Club!) and picked up by the Chronicle of Higher Education, I've created a new class, Digital Narrative, to explore gaming and other forms of new media in their wider contexts, to provide the students who are working in this new field with a stronger background in storytelling and to start to think about what the people who make the games, DVDs, and immersive environments they will write music for are thinking about. In the Fall, we'll start having minors in the Liberal Arts, and Visual Culture and New Media Studies will be one of them, and I am completely thrilled to be developing this area at Berklee.

The Second Life component of Digital Narrative is something we are going to evolve together as a class. It is an easy platform for us to use as a group, to try out some gaming, computer-mediated communication, ideas about immersion and interactivity, synthetic camera, virtual subjectivity, etc. We can of course also use it to make machinima or for screen shots for comics for the the projects. We want to do some gaming together as a class, so I am trying to figure out the best ways of doing that, without only doing what I already know. Should all be very interesting, and I invite you to see what we are up to on the class blog, and later, if all goes well, to check out the wiki we are going to make. I'll be using the blog to post things for students, and also projecting it in class as lecture/discussion resource.

Monday, January 18, 2010

L1 Had a Busy Week at Berklee Last Week!




Last week, on Monday at Berklee College of Music, I was really thrilled to bring together an amazing panel of Second Life musicians inworld while Pathfinder Linden and I held down the fort in the physical venue at Berklee's annual faculty development conference, BTOT (Berklee Teachers on Teaching).

Then on Wednesday night, I was just trying to show the new students what L1 looked like while I was welcoming them on behalf of the faculty at the Spring Entering Student Convocation, but you know her, she is not one to keep quiet . . . .



Monday, October 26, 2009

Burning Life


The blog has suffered with my return to teaching, and some of my attention has been focused over at my Technology, Self, & Society course blog. I have also been pretty busy, with the Burning Life festival. Here is the slurl to the theme camp joyously and wackily built by Maya Paris and myself, Fembot EggBounce & Pangirl Fries.

My part of it is called "From the Frying Pan into the Fire," which sums up my SL experience! Actually, it is about a character I created called Pangirl, who is kind of a golem maybe created by Lucille Ball or Lucy Ricardo.

That is the Pangirl avatar, which my friend Uzzu made for me out of my Pangirl sculpture, so people can wear it and BE Pangirl.

Here is the story:

A moonlit night on the playa in 1959: a tall-red-headed woman with bright blue eyes raced through the desert in her big shiny car. Suddenly, a frying pan glinting in the moonlight on an abandoned campsite caught her eye, even through her tears of fury, and she screeched to a stop, dust obscuring the car's tail fins.

She flicked her cigarette into the ashes, flames jumped. She picked up the pan, and dropped if fast--somehow it was hot! What she didn't see was the little piece of the pan that chipped off, nestled into the flame and the ash, started to change as she walked away.

Thus was Pangirl created, glinting in the playa moonlight. She staggered out of the embers, made her way to a town, then a city. She tried so hard to fit in, to play nicely in the domestic constraints of American culture in which she found herself, but her fire nature, or maybe her iron nature came out, and she could not. She tried to have it all, to bring home the bacon, fry it up in a pan, and never, ever, let him forget he's a man, but instead she grabbed her rolling pin and purse, burned the house down, and lit out for the playa again, back to whence she came. There she stayed alone for a long time, growing ever bigger and harder, until one day a space ship hovered, and the Fembots joined her. She had a lot to tell them.


*****

Inspired in part by finishing my book on media history and I Love Lucy, and in part by my desire for Maya Paris's Fembots to have a friend when they landed on the playa, I created Pangirl. In the late fifties, Lucille Ball and her real-life husband were portraying a happy couple in their hit television show while all hell broke loose behind the scenes. I imagine the gap between reality and illusion, always an intriguing theme, must have been hard to bear. Maybe she even wanted to burn some stuff down.

It made me wonder what kind of golem, a magical Yiddish folklore creature made of clay, might have arisen out of women's experiences of the gaps between how the media portrays their lives and how they experience them, whether they are involved in the kind of large-scale public charade Ball was, or just their own. On the one hand, I think a lot has changed in fifty years, but then I look around at the images of women in Second Life and then I wonder. Maya created her Fembots because she didn't see images of female robots that she could relate to, and perhaps together our installation calls attention to how we choose to image ourselves and others in here. Oh, and out there, too.

---
There is machinima that plays on the television screens at the installation, which is not meant as a standalone piece, but to be seen at the installation. Nevertheless, I will post it here.

The way I made this one is kind of interesting, because I improvised with the Freud chatbot at The Theorists Project (slurl) as well as having some scripted lines that I shot there. I shot some of Poid Mahovlich's fires at two of my favorite beach sims, Monkey Cove and Knowhere, and intercut those with the "session" with Dr. Freud.

Wednesday, August 19, 2009

Footage & Pics from Brooklyn Is Watching Panel at Jack the Pelican Presents in Brooklyn

Here are some pictures from last Saturday's panel discussion at Jack the Pelican Presents, along with a couple of inworld pics Sage and I snapped of the virtual simulations of JTPP, built I believe by Dekka Raymaker, for the Final 5 show of the BIW Year 1 celebration. That's Sage and I, in both avatar form and as the real people we also are. See more of that here.





This video clip is the piece of my talk that ended up on my camera, and so I post it!! Audio of the entire panel discussion is available here, from the Brooklyn Is Watching blog.


Wednesday, May 13, 2009

Reboot!




OK, this is more about my first life, or maybe Life 1.5, online and digitized if not in SL, but still . . . . these posters (made by Mike Carrera in the CTMI) for my Reboot Summer Institute on Teaching with Digital Media are fab. 

Here is the info, but the Institute is only for Berklee faculty.

Teaching with Digital Media

Designed and taught by Lori Landay with support 
from Mike Carrera and Madeleine Toh

Click here to apply.

Tired of hauling bags of videotapes, overheads, audiocassettes, and CDs to class? Ready to move into the twenty-first century and use digital images, audio, video in your teaching?  Interested in making PowerPoint presentations, putting material online, or developing multimedia project assignments for your students?  The Reboot Institute on Teaching with Digital Media will provide a framework in which you can acquire new skills and complete a project that will complement your teaching.   

In this introductory level institute, participants will learn the basics of the different types of digital media (still images, digital audio, and digital video), the best ways to manipulate them, and what forms they can take in your teaching.  During the workshop sessions, participants will learn about digital media, and get a hands-on introduction to software including iLife (iPhoto, iMovie, iTunes, iWeb, and iDVD), PowerPoint, Audacity, and Adobe Photoshop Elements applications. You’ll work with a mentor and the CTMI to create “learning objects” that make the most of the digital technologies available to us. The Institute is open to all faculty, regardless of prior experience with digital audio, images, and video.

To help develop the skills you’ll need to successfully complete the project, you’ll attend the kick-off dinner/planning session, a minimum of three workshops, and a project showcase at the end of the summer.  In the first three workshops, you’ll find out about the kinds of media that will comprise your project, whether it results in a multimedia DVD or an aesthetic and interesting PowerPoint presentation.   The fourth and fifth workshops branch out to cover resources at Berklee and to embrace forms of  “user-generated” digital media associated with “Web 2.0” such as podcasts, blogs, and virtual worlds; we’ll also explore some ideas for developing digital media assignments for your students.  You’ll work with a mentor (who will guide you through your project), resources (books and online resources), and the fine folks at the CTMI (who will help you acquire the skills you need to realize your project). We’ll conclude with a showcase of participants’ projects and a discussion of ways of enriching teaching with digital media.  

As a gift, participants will receive a USB Flash Drive, a training book, and a 3-month subscription to Lynda.com to support their projects. Lynda.com is an award-winning provider of educational materials, including an online training library. Faculty will have access to video tutorials and online courses on a variety of software and design topics, such as Photoshop, Web Design, Logic Pro, Garageband and many others. 


Dinner session: 
Overview and Project Planning
Wednesday, May 27, 2009

6:00–8:00 p.m.
The Loft, 921 Boylston
Dinner provided
Lunch provided


Workshop 1: Still Images
Thursday, May 28, 2009

10:00 a.m.–1:00 p.m.
Room 204/205,186 Mass. Ave.
Lunch provided


Workshop 2: Digital Audio
Thursday, June 4, 2009

10:00 a.m.–1:00 p.m.
Room 204/205,186 Mass. Ave.
Lunch provided


Workshop 3: Digital Video
Thursday, June 11, 2009

10:00 a.m.–1:00 p.m.
Room 204/205,186 Mass. Ave.
Lunch provided


Workshop 4: Teaching with Digital Media

Thursday, June 18, 2009
10:00 a.m.–1:00 p.m.
Room 204/205,186 Mass. Ave.
Lunch provided


Workshop 5: Moving Forward with Your Project
Thursday, June 25, 2009

10:00 a.m.–1:00 p.m.
Room 204/205,186 Mass. Ave.
Lunch provided


Project Showcase
Tuesday, August 4, 2009

6:00–8:00 p.m.
The Loft, 921 Boylston 
Dinner provided

Wednesday, March 25, 2009

VIRTUAL SUBJECTIVITY--NMC KEYNOTE


VIRTUAL SUBJECTIVITY

Lori Landay/L1Aura Loire

NMC Keynote, March 25 2009


Definitions


Subjectivity is the experience of the “I”.  Subjectivity can be defined, in Raymond Williams’ phrase, as “structures of feeling.”  It encompasses a person’s feelings, thoughts, and perceptions; it emphasizes their individual encodings and decodings of their environment, social interactions, and experiences.  The term comes from the French verb asujettir, which has a double meaning of both to produce subjectivity and also to make subject--it is both creative and restrictive.


If subjectivity is the first-person experience of the “I,” shaped by both individual psychological experiences and wider cultural forces, and it is intersubjective—created socially—then the people behind the avatars certainly bring their actual world subjectivities in here.  However, once inworld, instead of having a body through which to experience the world, we have an avatar and visual and sound input that are not necessarily connected to that avatar’s position.  There are "mirror neurons" in the brain that respond to what the avatar does, but it is different than direct sensory input.  Therefore, the already blurry line between the self and the world is completely smudged in virtual subjectivity.


VIRTUAL SUBJECTIVITY  


In the rich visual world of Second Life, there is intense visual stimulus. Throughout the rise of visual culture, physical point of view and subjectivity have been connected; to some extent, all visual representation explores this, and as each new visual medium arises, that relationship is recreated and extended.  In a virtual world, the viewer position is both immersive and detached, both connected intimately to our experience of the avatar—but also strangely outside of him, her, or it.  


So, instead of an "I," now we have an "I/Eye" of virtual subjectivity, which is a mode of first-person experience in a virtual world that is founded on a fusion of visual and metaphoric point of view, shaped through "self-design" of the avatar and environment, reinforced and extended through social interaction, and enacted through virtual agency.   Part of virtual subjectivity is the extent to which the mind/body connection translates inworld experiences into embodied sensations that feel "real."  To sum up, there are four major factors that contribute to virtual subjectivity:


1) virtual point of view


2) virtual self-design

3) virtual social relationships 

4) virtual agency



From the conclusion:


I also have a glimpse of something in here—a kind of virtual subjectivity that I would associate with the trickster—a shapeshifter who uses the avatar as a mask, a crosser of boundaries, culture hero or heroine who embodies and enacts central cultural conflicts.  I glimpse a virtual subjectivity that would reveal all of the virtual world as installation space and oneself as a performance artist within it, calling our attention to the boundaries between the physical and virtual worlds by finding new ways of crossing them, looping between them, shifting the borders, again and again.



Selected Sources

Battaglia, D., ed. (1995). Rhetorics of Self-Making. University of California Press. 


Blakeslee, S. (2006). "Cells That Read Minds."  New York Times. Retrieved 2009-03-23, from  http://www.nytimes.com/2006/01/10/science/10mirr.html


Boellstorff, T. (2008). Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton University Press.


Cooper, S.  (2002). Technoculture and Critical Theory: In the Service of the Machine? Routledge. 


Curtis , A.  "THE CLAUSTRUM: Sequestration of Cyberspace." (2007). Psychoanalytic Review, 94(1), 99-139.


Landay, L. (2008). "Having But Not Holding: Consumerism & Commodification in Second Life." Journal of Virtual Worlds Research, 1(2). Retrieved 2009-03-23, from https://journals.tdl.org/jvwr/article/view/355/265


Ortner, S. (2005). "Subjectivity and

Cultural Critique." Anthropological Theory Vol 5(1): 31–52


Steinberg, M.  (2004). Listening to Reason: Culture, Subjectivity, and Nineteenth-century Music, Princeton University Press.


Vertov, D. (1985). Kino-Eye: The Writings of Dziga Vertov. University of California Press.


Walther, J. B. (1996). Computer-mediated communication: Impersonal, interpersonal, and hyperpersonal interaction. Communication Research, 23(1):3-43.


An Emergent Second Life, Video. [28 min] Paper Tiger TV.  Co- Producer and Director, Bianca Ahmadi; Associate Producer, Juan Rubio; Editor, Juan David Gonzalez; Content Director, Jason Pine.Watch inworld at Brooklyn Is Watching ô€€‚ or http://papertigertv.blogspot.com/2008_12_01_archive.html


Not Possible in Real Life Blog http://npirl.blogspot.com/



Credits


L1's Eye/I built by Cube Republic (Cube Republic store, Crimson Night (155, 90, 22)


KinoEyePlane built by Alexith Destiny (Destiny Blue Designs, Destiny Blue (173, 15, 1369)

& scripted by Simon Kline  http://www.klinelabs.com/


Interested in learning how to script?  Find out  about Simon's classes! http://www.klinelabs.com/


V-TV

Verbal Television

http://vtvart.webs.com/

Caerleon Art Collective (128, 74, 26)


Misprint  Thursday

with collaborating scripts contributed by Oberon Onmura and Cinco Pizzicato

V-TV examines the beauty in both the visual translation of text and the limitations of text communications in these forms.


Digital text communication like chat, email and texting have increased our ability to share ideas with one another. The concept for V-TV, or Verbal Television, is to translate text communication to a visual form of communication. V-TV responds to text input by creating a digital art display which becomes a sort of visual poetry.  The piece, is, however limited in its scope and function to respond which perhaps mirrors the idea of the limitations of non face to face communication.


SEE THE ENTIRE NMC SYMPOSIUM PROGRAM HERE