Showing posts with label SL. Show all posts
Showing posts with label SL. Show all posts

Saturday, November 26, 2011

InterACT! with Mixed Reality at LEA4: 11/26/11

Tonight you can see for yourself the mixed reality performance/participatory environment that is Senses Places at InterACT! on LEA4. I've been experimenting with two of the ways of interacting with my avatar from outside of the Second Life interface: the webcam interface and the wii mote. These are not really spectator sports, but something you do and experience, but I think that when we do them together at the event on Saturday night, it might be really fun and interesting. For the wii mote, you need a mac computer (that is the platform the program you download was written for), but for the webcam, all you need is the webcam, and the HUD available at Senses Places. Instructions are at the environment, too.




INSTRUCTIONS FOR WEBCAM, LIVESTREAM, & WII MOTE ARE AVAILABLE AT THE SENSES PLACES ENVIRONMENT


WEBCAM INTERFACE --this is what it looks like in your web browser when you use the HUD in Second Life and the web interface with webcam. Only you see this on your computer, but your avatar responds to what you do.


SENSES PLACES
MIXED REALITY PERFORMANCE & PARTICIPATION EVENT


SATURDAY, NOVEMBER 26
5-7pm (PST/GMT-8)
AT InterACT! on LEA4


InterACT! art exhibition entrance SLURL: http://maps.secondlife.com/secondlife/LEA4/21/10/21 (There is a teleporter there to go up to Senses Places environment or go directly to: http://maps.secondlife.com/secondlife/LEA4/53/144/301

SENSES PLACES
Mixed Reality Participatory Performance Environment

With livestream video of performers in Portugal and Japan who will also be in SL, as well as the opportunity for you to participate in SL, with or without a mixed reality component of your own with webcam or wii mote. If you have either of those, you can manipulate your avatar from outside SL. Come over and experiment with other people who are doing that, too, and see what it's like.

Instructions and a HUD are available at the Senses Places environment,
SLURL: http://maps.secondlife.com/secondlife/LEA4/53/144/301

See the LEA blog for more details. http://lindenarts.blogspot.com/2011/11/mixed-reality-participatory.html

SENSES PLACES
By Butler2 Evelyn/Isabel Valverde & Toddles Lightworker/Todd Cochrane
with Anisabel/Ana Moura, Lux Nix/Clara Gomes, In Yan/Keiji Mitsubuchi, Island Habana/Yukihiko Yoshida, Jun Makime, Yumi Sagara and others

InterACT!
A Linden Endowment for the Arts exhibition showcasing interactive virtual art

Virtual art can invite, or even insist, that you interact with it. The artists in this exhibition cleverly and creatively make art out of interactions between data, objects, actions, and people within and beyond the virtual world in a stunning array of installations and experiences that stretch the possibilities of virtual art. Expect the unexpected, and click whenever you can. #interactLEA


Installations by:

Eupalinos Ugajin

Glyph Graves

Lorin Tone

Maya Paris

Misprint Thursday

PinkPink Sorbet

Selavy Oh


Interactive environment for audience participation & interactive mixed reality cross-cultural performances by: Butler2 Evelyn/Senses Places


With: Mesh by Sage Duncan, Machinima Mutoscope Viewers by FreeWee Ling, Twitter Garden by Frans Charming, Inner Tube Ride of Your Life by UzzU Artful


Curated by L1Aura Loire/Lori Landay, Ph.D., Associate Professor of Visual Culture & Interactive Media, Berklee College of Music

Monday, May 16, 2011

Thinking about Virtual Art: One and Four Ways

I've been thinking a lot about virtual art, about art in virtual worlds, between teaching about it, making it, being a member of the Linden Endowment for the Arts Committee, and working on a paper and presentation for the Media in Transition 7 Unstable Platforms: The Promise and Peril of Transition conference at MIT. The paper ended up growing beyond a conference paper, the seed of a major project for me, and I focused on virtual art for the presentation. (Presentation I gave at the conference is here, the part of the paper about art is here, and the bigger paper is here. Both papers are PDF files and take a little while to load.)

As I often do, I made something while I thought about my ideas, or maybe I thought about the concepts while I made something: "One and Four Timeboards."

This piece, offered tongue in cheek, takes an imaginary object, a prop from my machinima "Time Journey," and installs it according to the instructions for Joseph Kosuth's "One and Three Chairs." Kosuth certainly was not the first one, in 1965, to destabilize the meaning of the object in the gallery, but his piece was part of the crystallization around Conceptual Art that called those categories into question, and emphasized process and transition, in both art-making and meaning-making.

















Plus, because we are in a virtual world, there is more. Click on the timeboard. Your experience suggests a fourth aspect to add to the object, image, and word to which Kosuth called attention in 1965.

The piece is one of the ideas I have for installations that connect "art" and machinima in virtual worlds. More of these from me in the future, especially around the time travel idea.

Slurl to teleport to the piece at UWA in Second Life: http://slurl.com/secondlife/UWA/63/132/249

AND, when I went over to Cyland to install "One and Four Timeboards" in the virtual FutureFluxus exhibit, where I'll add an audio dimension (the piece should evolve each time, I think), I got completely sidetracked by the Carrot teeter-totter Man Michinaga has there. But the timeboards will be there soon. For more on FutureFluxus, see: www.futurefluxus.org

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.

Sunday, March 20, 2011

New Basic Viewer for Virtual World Second Life: Video Glimpse

There is a new easy-to-use viewer--the program you use to access a virtual world--for Second Life. This means that a person can get going in a virtual world faster. Once you're comfortable, you can move up to the other viewer and learn some more functions. I think this is an excellent development, and so I made a quick, hopefully fun machinima video that shows the features of the new viewer that people can use for their students, friends, or anyone. It takes advantage of one of the amazing things about machinima (or the moving image in general): the ability to be able to show people what you have experienced or seen that they have not without them doing it themselves--yet!



Sunday, November 21, 2010

L1 in CYBERFEST 2010: Domestic Technology or, Never Alone

CYBERFEST 2010 is happening now in St. Petersburg, Russia (see) and also in Second Life at the Cyland sim (slurl). My installation, which plays a new machinima and lets you reenact moments from it for yourself, is called: Domestic Technology or, Never Alone.

When I first heard the concept for Cyberfest 2010, "Housebugs," exploring technology in everyday domestic life, I knew I had to take a comic angle. The tools of domestic technology, like vacuums are great, but what I could really use...

All the promises of technology for improving domesticity, like so many of the images of domesticity in culture, are idealized fantasies very distant from my everyday experience. In a virtual world like Second Life, representations of homes and homelife are even more idealized than on film or television, and the necessarily messier reality beyond the computer screen conflicts with the idealized images on it.

Domestic Technology or, Never Alone: Cyberfest 2010, Housebugs from Lori Landay on Vimeo.

Click on Vimeo link above to watch larger movie.

Friday, October 8, 2010

Mahalo

I was editing machinima I filmed during the last days of one of the loveliest surfing sims in Second Life, Friends Beach at Mori Pwani, which I had already set to a reggae cover of Pink Floyd's "Wish You Were Here" (Alpha Blondy's "I Wish You Were Here") when I saw the announcement about the discontinuation of the discounted pricing for education and non-profit sims. I wish it would not signal an exodus, but I fear it will. I hate seeing creative and innovative people depart, and beautiful builds dissolve into nothing but memories and machinima. I guess it is time to move on to a new beach, hopefully to meet up with friends there, too.

UPDATE: Linden Lab sent a letter to its education and non-profit customers offering them a grandfathered price extension for up to two years, which may or may not make a difference.

Mahalo, Mori by L1Aura Loire from Lori Landay on Vimeo.

Filmed during the last week of Friends Beach at Mori Pwani in the virtual world Second Life, this video is for the places--and people--we wish were here, wherever here may be.

A virtual world is impermanent, ephemeral, and as quick as it is to create entire environments, they can vanish in an instant. People come and go, as well. And then there are the places and people you wish were really here, wherever you are, not only there in a virtual world.

Mahalo, in Hawaiian, means thank you, and also has some of the same connotations as peace or namaste.

Saturday, October 2, 2010

"I, too, dislike it" or, Why I Built My Caerleon Museum of Identity Installation for Viewer 2--


Why I built my installation at the Caerleon Museum of Identity even though I know you probably don't use it, and why I hope you will log in with v2 to see it.

The short answer: I am in Second Life to experiment with what is new, and to keep changing and evolving. Shared media in viewer 2 means being able to play more than 1 movie file on prims on a parcel as well as having a media stream for the parcel.

Here is the longer answer: I started to build for v2 for SL7B in the summer, but in the end, built for the classic viewer, because hardly anyone I know (that means you!) regularly uses v2. The way v2 can handle video is much easier and versatile than the classic viewer. It has more possibilities. As artists, we should see what those can do, even when the tool feels uncomfortable at first in our hand/on our screen/as our interface, or maybe especially then.

My piece for Caerleon is a video art piece, and the prims are screens showing video, and also a short mixed reality gag, as video installation. It plays with the idea of still and moving images by using video of an Emily Dickinson poem poised over Boston Harbor outside the Institute for Contemporary Arts and putting it on various prims (in addition to some other things going on in the installation.)

I turn your attention to the poet Marianne Moore; her poem about poetry, a poet's response to poetry: "I, too, dislike it" kept echoing in my head as I used v2 to create "Somebody," my Caerleon piece, and not only for the toads (that will make more sense when you see the installation.) If we think of "poetry" as any art we are trying to make or experience, with its limitations of form and just of any representation, then once again Marianne Moore has a lot to say to us, this time about v2 and the interfaces with which we experience and create the virtual world.



Poetry

I, too, dislike it: there are things that are important beyond all
this fiddle.
Reading it, however, with a perfect contempt for it, one
discovers in
it after all, a place for the genuine.
Hands that can grasp, eyes
that can dilate, hair that can rise
if it must, these things are important not because a

high-sounding interpretation can be put upon them but because
they are
useful. When they become so derivative as to become
unintelligible,
the same thing may be said for all of us, that we
do not admire what
we cannot understand: the bat
holding on upside down or in quest of something to

eat, elephants pushing, a wild horse taking a roll, a tireless wolf
under
a tree, the immovable critic twitching his skin like a horse that
feels a
flea, the base-
ball fan, the statistician--
nor is it valid
to discriminate against 'business documents and

school-books'; all these phenomena are important. One must
make a distinction
however: when dragged into prominence by half poets, the
result is not poetry,
nor till the poets among us can be
'literalists of
the imagination'--above
insolence and triviality and can present

for inspection, 'imaginary gardens with real toads in them', shall
we have
it. In the meantime, if you demand on the one hand,
the raw material of poetry in
all its rawness and
that which is on the other hand
genuine, you are interested in poetry.


The Caerleon Museum of Identity, and my installation, "Somebody," best seen with, yes, Viewer 2, with media enabled to play automatically, opens Saturday, Oct 2, at 12 pm PDT. SLURL http://maps.secondlife.com/secondlife//219/65/3438

Download Viewer 2 HERE
Feeling even more experimental??? Download newest beta version of Viewer 2 HERE

Thanks, Torley, for the great photo of my installation! See Torley's flckr

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.

Wednesday, November 18, 2009

Everybody Dance Now!

In my Technology, Self, and Society class, we have been doing experiments with being in class in person and meeting in Second Life. One day, a student was sitting in class but her avatar was dancing in our class space in Second Life. As she stopped her avatar dancing, she muttered, "If I could dance in class, I would!"

I started thinking about this and haven't stopped. Why not dance in class? What would be the differences between dancing in SL and dancing in our classroom? (We are musicians and artists, remember, so this is not as strange to us as it might be to others!) So we have been. Twice now, half the class has been only in SL and the other half in the classroom, with me and one other person in both the virtual and physical class spaces. And we have been dancing! I am going to invite my students to talk about that experience first, and then I will chime in. But in the meantime, consider getting up . . . . putting on some music . . . . and dance!

Monday, September 7, 2009

What I Learned in Second Life, So Far


SABBATICAL FINAL EXAM

Part One: I learned . . .

I learned how to do a lot of things, including how to make machinima (a slow process, and like any kind of filmmaking, one that is never fully mastered), to build the objects I wanted to build in a virtual world (and how to find the ones I could not build myself), to get to know people in a different way than I had previously, to make my own particular kind of virtual art based on an evolving criteria of what I think is distinctive about virtual art, how to find other like-minded and also incredibly different-minded people, and to amuse myself and others seemingly endlessly. I tried a lot of things as ways of being or thinking through the virtual world, like taking metaphors seriously, or following coincidence and synchronicity to see where it led me, with mixed results. Oh, and I learned how to make a whole array of new social faux pas in the new country of the virtual world, without ever really learning how not to repeat them.

I learned that I really liked meeting the people I had met first in Second Life in the actual world, and that even when there were big differences between their avatars and their physical embodiments, I still enjoyed interacting with them more in the virtual world after meeting them in person. Even when the gender didn’t match up, I could still see or hear the person in the avatar, and “toggle,” my term for moving between the virtual and actual image in my mind’s eye, sometimes so fast as to blur the two. I met some of the people I am closest to in SL in person, but not all of them, and some I have “met” through telepresence on Skype or google video chat, in addition to the phone and voice chat. All these forms of communication, connection, interaction, and ways of knowing are incredibly interesting to me, and I look forward to extending these explorations with my students. I am very curious about interacting with people who I know first in the actual world as avatars; I do some of that, but maybe they are too close to me to be good experiments, or often they are with me in the same room, and we can just talk to each other instead of being together only in the virtual space. I also learned about myself that I do not ever really take the avatar as only an avatar, a virtual presence, but always think of the person on the other side of the computer, and make all kinds of assumptions about them, and sometimes those assumptions are way, way off. Botgirl finally taught me that one.

I also learned something I already knew, but maybe had forgotten a little, and really is the take-home lesson of my sabbatical: that in order to be creative, one has to be open and receptive, even vulnerable, make mistakes, explore and experiment. I could see this most clearly in the inworld art I made, particularly in the installation I did for SL6B, the 6th birthday celebration of Second Life. I was in way over my head, and luckily have friends who helped me. I was able to learn enough new skills to make something that expressed the ideas and images I imagined, and even imagery I hadn’t quite imagined, but made as I worked on the sculptures, experimenting with shape, movement, color, line, space. As I explored SL, especially going to the places suggested by Bettina Tizzy in her Not Possible in Real Life blog or inworld group notices/notecards, the creativity, innovation, and wild unleashing of the human spirit in Second Life never stopped amazing me or inspiring me. I feel incredibly lucky to have made friends with whom to trade ideas and collaborate, with whom finding our ways in the virtual world as artists, thinkers, designers, and builders is serious play, of the best kind.

Part Two

Here are some conclusions I have reached.

1) Everyone is in Second Life for their own reasons, and there is no point in generalizing. That said, I will! In a way, SL reminds me of the Peace and Justice Center I was involved in when I was a graduate student in Bloomington, Indiana, because people came to it for a lot of different reasons, and often found other ones for staying around. I do think that, as I have suggested with the fourth aspect of virtual subjectivity I formulated, "virtual agency," that so much depends on what a person chooses to do in a virtual world; as one discovers or develops new skills and interests, reasons can change. Because of the highly individualized nature of a virtual world, because virtual subjectivity is so, well, subjective, even as it is intersubjective and we create that virtual sense of self and place in our interactions with others, no one's experience of a virtual world is like another's. I have also seen quite a few people leave or drift away from SL, and that is interesting to think about, too, as I end my research time and wonder how my relationship to the virtual world will change now that it is not my primary focus. Is there a threshold of time spent that makes a difference to one's experience?

2) Although I am no Freudian, I found myself thinking a lot about Freud’s categories of id, ego, and superego, and wondering where the hell the superego is in SL. At one point, in the screwball comedy, that is what the heroine is looking for! Maybe it is the game-like environment, or the relative anonymity, or the intense visual stimulus, but people act in some pretty interesting ways, unencumbered by the internal censors that ruin so much of everyday life/keep civilization intact. At the same time, the “emotional bandwidth” of communication, to use Pathfinder Linden’s supersmart concept, is lower than in face to face communication, whether in the narrower pipeline of text chat or the wider one of voice. It is absolutely true that a great deal of actual world interaction is now computer-mediated, but in a virtual world, that’s all you got, and somehow, when combined with the relative absence of the superego, people’s interactions and actions take on a different flavor altogether.

3) A virtual world can be an extension of the actual world, and I think it will be increasingly so. It used to be that making a telephone call was a big, huge deal, involving stationary machines and an operator. Now we stop talking on the phone because we are walking up to the person we are talking to on our cell phone. The transition feels seamless. I believe that in the future, we will move in and out of virtual worlds like that, seamlessly, and our avatars will be another aspect of who we are. Combine this prediction with the observation noted in #2 above, and the future might be kind of fun!

4) There is an aura in a virtual world, and it is in the object of the avatar. I am working this up in a more detailed way, but that is the conclusion of L1AURA Loire. (Add this to #3 and #2, doing some weird insight math.)

5) There are great possibilities for both music, education, and new ways of being in virtual worlds, and Berklee should get in there!!


And here are some highlights of things I did during the sabbatical:

"Having But Not Holding: Consumerism & Commodification in Second Life" Journal of Virtual Worlds Research [Online], 1 10 Nov 2008 https://journals.tdl.org/jvwr/article/view/355/265

“The Falling Woman Story,” machinima http://blip.tv/file/1838833

“TOGGLE,” machinima, published on the PBS Frontline Digital Nation website http://www.pbs.org/wgbh/pages/frontline/digitalnation/participate/ & http://www.youtube.com/watch?v=wRX_bt99xgs

with additional commentary on: http://www.tricksterproductions.com/toggle/

Presentations

“Virtual Art, Virtual Aura.” Presentation for Panel Discussion, Brooklyn Is Watching Best of Year One Festival. Jack the Pelicans Presents Gallery. Brooklyn, NY, July 2009.

“The Future of Virtual Subjectivity.” Inworld presentation/discussion, SL6B, Sixth Birthday Celebration of Second Life, June 2009.

“Boston Is Watching: Virtual Subjectivity.” Presentation, Boston CyberArts Festival, Boston Public Library, April 2009.

"Virtual KinoEye: Mutability, Kinetic Camera, Machinima, and Virtual Subjectivity in Second Life." Paper, Media in Transition 6: stone and papyrus, storage and transmission, MIT, Cambridge, MA, April 2009.

"Keynote Presentation, "Digital Transformations and Conversions in Art- Web 2.0 and Beyond: Virtual Subjectivity," NMC (New Media Consortium) Symposium on New Media and Learning, March 2009.

Inworld installations:

L1Aura’s EduGolf: http://slurl.com/secondlife/Boga/211/45/44

The Future of Virtual Subjectivity, Fiteiro Cultural

http://slurl.com/secondlife/Fiteiro%20Cultural/103/55/21

Podcasts for Brooklyn Is Watching: http://brooklyniswatching.com

Professor Loire’s Second Life blog: http://ll2ndlife.blogspot.com/

IN PROGRESS:

Rough cuts of the screwball comedy and a music video

Machinima piece for Journal of Virtual Worlds Research on virtual goods and services

Multimedia essay on virtual subjectivity

Bouncing on my toes in preparation for the Burning Life land grab

Thursday, September 3, 2009

Sabbatical Final Exam!

I have been working on my course syllabi for the Fall semester, and looking at the description of the take-home final exam, which explains that it is important to sit down, reflect, and be forced to perform a synthesis of what you have learned, even as you have one foot out the door and you are running around busier than ever (well, it doesn't use that language exactly). It occurs to me that I should have to do such a thing before I rush off into teaching and committees again, put the seat of the pants in the seat of the chair (as my professor Susan Gubar always said was the only way to get work done) and answer the question: What have you learned this year, studying virtual subjectivity on sabbatical in Second Life?


I post this here and now I have to do it.

Tuesday, August 25, 2009

L1 & Sage Discuss Pieces from the SLon des Refusés

L1Aura Loire & Sage Duncan talk about about some pieces in the fabulous SLon des Refusés, part of the BIW Year One Festival, curated elegantly by Mab MacMoragh, Moncherrie Afterthought, Dekka Raymaker, and Arahan Claveau.

See the SLon show here for an extra extended week, until August 30: http://slurl.com/secondlife/Magoo/128/128/2

We discuss pieces by: Azdel Slade, four Yip, Man Machinaga, and Robin Moore.

Review of several works in SLon des Refuses 2009

Friday, August 21, 2009

That ain't no woman! It's a man, baby! Reflections on Botgirl's Identity Reveal

Botgirl Questi, AI, had teased that the actual world identity reveal was coming, and I was really looking forward to it. I don't know her very well, but I admire her, appreciate her work and tweets, and enjoy it when we do talk. Who was she? Did I already know her? How cool was she going to be in her human form?? I can wax pretty enthusiastic about my virtual friends, and think pretty highly of Botgirl (still do). When we started chatting on gmail chat and met inworld, talking about a collaboration, I was excited. She tweeted and blogged a couple of my blog posts, and I was thrilled. I am very interested in the virtual band, plan on following it, and think my Berklee students will be interested in it, too. And when we chatted, and talked about our kids, well, we were two techno-savvy, comic-lovin', avatar-inhabiting, mothers connecting.

Oh, right, except that Botgirl is really a man! Read the post here. Yes, as my friend said to me last night when I was telling him about this, there is a lot of that going around, but nevertheless I was really surprised. This is actually the second time a cool woman avatar friend, hip to technology, great to talk with, someone I had been hanging out with, has turned out to be not woman at all. It is a strange feeling, to find out that the assumptions one naturally has made, that one has been encouraged to make, are false, at least on one level. Yeah, yeah, in the virtual world, what difference does gender make? All avatars are really substitutes or alts for the actual person, or the typist, if you will, masks, exaggerating some characteristics, hiding others. Blah blah blah. The revelation still stung.

In the post revealing his identity, David wrote:

The short answer is that the pseudonymity that initially facilitated free expression is now a box that constrains creative growth and the development of more fully realized personal relationships. For the first year or so, social interactions were strictly from Botgirl’s perspective and consciousness. She adamantly refused to admit to having any human aspect. But over time, as a number of acquaintances moved towards friendships, it began to feel like withholding all reference to my human identity was inauthentic. So I started to intentionally inject more of my human self into the conversations. No identifying information, but personal anecdotes that were relevant to a conversation. The problem this created was that although both Botgirl and I feel “real” as unique individuals, we are pretty much a sham as a morph.

Those moments of personal anecdotes were the ones that leaped to mind immediately, because I thought they were from another woman. See, I am hung up on the gender. I really, really am, no matter what I would have thought I would have said, how I thought I would have responded. Not that it actually makes a difference, when I do think about it--two parents talking about their kids, not two mothers, so what?--but I am examining my initial emotional response. I tweeted glibly that she is still Botgirl to me, but that was wishful thinking. Maybe it is no coincidence that my laptop logic board failed right after I found out about Botgirl/David! Something short-circuited for a moment! Do I lose that woman friend, then, the one I thought I had? Or who was never really there anyway. Another piece of the frakking virtual world illusion that I am willing to believe in and then it is gone, baby, gone, and I am just an avatar jerk standing there, looking where there once was something that is never going to be there again. Oh! (Insert David Byrne, "Once in a Lifetime"-type smack on the forehead!) It was never really there to begin with! Yes, yes, the actual world is like that too. Blah blah blah on that one, as well. (Once I have my laptop back, I will be back to my usual optimistic self. Perhaps.)

OK, I am all for people experimenting with gender and other aspects of identity in SL. I think that Azdel Slade's project Becoming Dragon about gender and other transformations is fantastic; link here and slurl for SL inworld installation until Aug 30th here. I am happy to call you "she" if you have a female avatar, and be your girlfriend, participate in making that real for you, even if sometimes I look at you and see you reflect back to me what I see as an idealized, essentialized version of my existence. But, you know, the thing about gender, about SEX, about having a female body that you guys running around in your big-boobed, wasp-waisted "girl" avs don't and will never understand, is that having a female body is not only a social experience. It is not only about how people treat you, but it is also about what it is like to live in that body, physically, biologically, phenomenologically, without stepping in and out of it at will. It is not all about "empowerment" and "sexiness" because of boots and clothes. It is not only manipulating the construct of femininity, the performance of gender. It is also what it means to be afraid that you are not safe simply because you are in a female body, that your sexuality is not always defined by yourself, or that your worth as a human is judged by your appearance and value as, basically, a sexual or breeding object. It is to notice how you are responded to when you are one size, and how that changes if you are another. The whole issue of idealized feminine appearance is one big trap, and so easy to fall into in the virtual world. L1 is up to her shiny eyeballs in it; she may have to become a centaur or something to get out of it. But to be female in a virtual world is not the same as being female in the actual world, and being female in the actual world is very different depending on where, when, and who you are.

This actually brings me to an extraordinary sculpture I saw yesterday, Grand Odalisque, by 3D Soup, at the Rezzable sim The Black Swan, which is departing Second Life for their own OpenSim very soon. Our loss. I didn't intend on including these pics here, but I guess they fit remarkably well with the ideas I am trying to express. And I love her face.






It is unprecedented to see an image like this in Second Life, not just because of the hyper-realism (a topic that came up tangentially in the panel discussion I was on with Rezzable's Paviq Lok and Stacey Fox last week, see previous post), which I see as one of the ways virtual worlds will develop, not because of the skill it must have taken to make the sculpties for this piece. We don't see this kind of non-idealized image, especially of the female body, because most people are not interested, and in fact as I stood in front of Grand Odalisque with a few of my friends, the crowd shifted dramatically, from a quietly appreciative one (mostly in Instant Message, I think), to a rowdy bunch making fat jokes and using local voice chat. Yes, the virtual world is impermanent, ephemeral--that is its nature. But the way it is superficial and false is a choice, the consensual hallucination we create, that makes something like Grand Odalisque so unusual to our eyes, so out of place.

Back to Botgirl: I was prepared for Botgirl to really be Grand Odalisque. We are all more like Grand Odalisque than the idealized avatar, and seeing both in the same virtual space reminds us of that, maybe brings us up short (literally, given the gap in size between us and her! Interestingly, it is with a similar disproportion in size that David chose to illustrate his reveal, BIG David face, smaller Botgirl. I, in contrast, tend to show L1 and myself as the same relative size in the pieces I have done.)

I just wasn't prepared for Botgirl to be Botguy. In the long run, it doesn't make a difference. There have always been good authors who have written good characters of the opposite gender, and I interacted with one. Initially, I felt a little duped I guess, and it makes me wonder about authenticity, integrity, in virtual worlds when so much can be obscured. I am not one to throw stones, and I am getting over it. I could toggle, knowing that behind Botgirl is David, interesting in his own right, and think that through. Mostly, I don't want there to be no more Botgirl, the one in my head (and if I ever needed confirmation about what computer mediated communication can do, this is it.) And this is where I wonder if I am willing to stand here as the virtual jerk with nothing really before her but illusion. Not sure. My sabbatical is over. I would like to give the virtual world a little kick while I stand here. Anyone got a good animation for that?

Tuesday, August 11, 2009

Going to Brooklyn!!



Saturday, August 15, 6pm at Jack the Pelican Presents in Williamsburg, Brooklyn, there will be a panel discussion as part of the Brooklyn Is Watching Year One Festival! With me on it! Details here.

I will be talking about virtual art, about the criteria I use for evaluating it and making my own. I'll frame my presentation with Walter Benjamin's concept of the aura, because that's what happens when you get an avatar named L1 AURA to do something.

Can't wait to see THE gallery, especially after being in the Final 5 virtual spaces of it. I am also wildly excited to meet Pavig Lok, big fan of Greenies that I am, and, of course, to meet Sage in the actual world.

Monday, July 27, 2009

Masquerades of Endings

Clever botgirlq tweeted, "Avatars are like costumes we wear to the perpetual masked balls we call Virtual Worlds." I like this. There is hardly anything I like more than a masquerade ball, the way people behave in slightly different ways as they don the mask, even, or especially, when you already know each other. I had a masquerade ball for my 40th birthday, or rather for my 40.5 birthday, because when I turned 40, the heavens opened and there was a record snow storm, canceling the party. It took 6 months for us to get it together to reschedule, and it was no longer a birthday party, just a masked ball, but a good time was had by all, and there was waltzing.


I ponder the differences between the actual and virtual masked balls as I perform some triage on the mountain of machinima footage I have amassed during the past year of my sabbatical. (See pic of Kino and L1 reviewing footage.) I can see how L1 has changed physically, how my interests have shifted, how the people and places I have filmed have shifted and persisted. And what to do with it all?


One piece, the screwball comedy, has been particularly elusive to me, starting out as one idea, becoming ever more complicated, and suffering from a serious lack of denouement. I never shot an ending!! Tons of footage and no ending! I did make a trailer for it back in the Spring:


Somehow, as I worked on it, I got lost in the details, lost the narrative. Suddenly there was a crowd scene to shoot, a first for me who had pretty much only worked with my own alts before, but what did that scene have to do with the story, and what was the story at this point? I am into going with the flow of things, tend to have the experimental approach of: I wonder what this will be like, but I am not sure this is the way to get a movie done. Maybe what I wanted to say shifted around, more than once. Whose story is it anyway? Kino's? The leopard's? The leopard has the voice over, but I found the purring damnably difficult, and only let a few people hear it, who said I sounded sleepy. Not the tone I was going for.


Now I am faced with trying to make something out of what I have, or shooting some more, writing a new voice over . . . starting again really in order to end. It makes me think about the making of Bringing Up Baby, of course the inspiration for my screwball comedy, way over budget and schedule, with Howard Hawks' improvisational style, screenwriters on the set rewriting constantly, much confusion and hilarity, frustration, but also great creativity and sparks. Someplace there is an intersection of my interest in the conventions of the screwball genre and in SL, but I am still not sure where that is. I can only hope it will emerge in the edit.


Botgirl showed me her comedy about SL romance, which you can see (warning, R-rated) here.

It is cynical and funny, with a really good ending, and is slick, savvy machinima, with outstanding use of sound. And knowing that she has commented with characteristic insight and wit on this pattern, I will turn my attention in a different direction, maybe back to computer-mediated communication. Now there's a topic for comedy!!


One piece I know I want to nail down is the footage of my SL6B build that I took at the SL6B gloom sim, on the very last night before they took the sim away, a dramatic ending, really, complete with a mysterious visitor who didn't want to leave, just to stay there in one of my sculptures as the sim vanished. Whatever! I'll use that footage for a tour of the installation and as an explanation of some of my ideas about virtual subjectivity. I can film an intro at the installation at Fiteiro Cultural, and use that machinima for a presentation on my sabbatical work.


So my endings are really masquerades of endings, because the footage lingers, needing to be cut, maybe reshot, simulacra of closure, with a window left open off on the side of my screen, in case.

Thursday, July 23, 2009

See the wind

comet Morigi, an artist from Tokyo, has done some amazing work in SL. Now comet has a 4-sim piece at the Wind Observatory at Orange Island that will--can't resist--blow you away. comet uses the SL wind to move particles; several pieces have graced Brooklyn Is Watching and caused wonder and awe. What we have here at the Wind Observatory makes an invisible aspect of the physics of SL visible, and beautiful, and on a scale hitherto unglimpsed. Bravo. The snapshots do not do it justice. Just go. Here is the slurl.

Thursday, July 16, 2009

Endings & Beginnings


Things change a lot, and fast, in a virtual world. This was one of the themes in The Falling Woman Story, and it has continued to amaze me. The SL6B celebration of Second Life's sixth birthday is long over now; that was my first installation that went up, and then had to come down. I had been dreading dismantling it. Not only did I grow to like it, and enjoy being a part of the larger project and group who exhibited there, meeting some talented and interesting new people through that experience, and learning so much about building, installation, etc., but I just hate endings. I don't know whether the moving date you have marked on your calendar that you can see all the way across the room is preferable to the date you look back on later, that swells with significance only in retrospect, the shudder later when you remember the swiftness with which that event snapped you out the door, forced an ending, when you look back and realize that that was the last time you were someplace, or with someone, but you just didn't know it at the time.

Luckily, in SL, there are always new projects, new beginnings, new places to discover! A fantastic new show opened at Caerleon, always a place to see some of the best virtual art in SL; this slurl will plop you in the middle of Al Lurton's piece at the Caerleon Future Project, and you can make your way from there. Brooklyn Is Watching has moved to the aptly named Impermanence sim, generously hosted by the University of Kansas and Sage Duncan/Stacey Fox, slurl here. My friends Alexith and Shirah Destiny opened an art gallery dedicated to the theme of nature above their garden shop at Destiny Blue; I have two clickable sculptures in it, and so do my good friends Maya Paris and Misprint Thursday, as well artwork by six other artists. From this slurl, you'll arrive at the entrance to the Destiny Blue Designs garden. There is a sign to teleport you up to the gallery.

But the most exciting development for me happened just days before the SL6B exhibition closed, Millagrosa Vella, asked me to install the Gloom Meteor build as part of the Fiteiro Cultural presence in Second Life, at Casa Millagrosa (slurl here). I could not be more excited, and love being over there. Builder extraordinaire kurie Erde is working on a ride between the sculptures, and we are cooking up something about point of view, too. So new beginnings!

Friday, July 10, 2009

BIW Best of Year One: Top 30 Opens Tonight, Friday July 10, 6pm EDT


The 30 best of Year One of Brooklyn Is Watching are on the sim and just about ready for you to come and see them. The exhibition opens Friday, July 10, at 6pm EDT, and it is breathtaking. The pieces here demonstrate the possibilities of virtual art, and the range is fantastic. This pic here shows L1 in front of Oberon Onmura's Beacon at its transition to collapse, and also DC Spensley/DanCoyote Antonelli in SL magnificent piece Tower of Light. Here is the slurl. Come and see the many many more pieces by artists including:

Dancoyote Antonelli, Dekka Raymaker, Gazira Babeli, Glyph Graves, Juria Yoshikawa, Misprint Thursday, Patriciaanne Daviau, Oberon Onmura, Pavig Lok, Rachel Breaker, Rezago Kokorin, two time nominated Arahan Claveau, Comet Morigi, Ichibot Nishi, Nebulosus Severine, Selavy Oh, Solkide Auer, and three time nominated Bryn Oh and four time nominated Alizarin Goldflake.


Tuesday, May 12, 2009

NMC Virtual Art Exhibition: EXPERIENCE ART



The NMC, which does an excellent job in everything it does, has a new show at @ Ars Simulacra on the NMC Campus, curated by Tayzia Abattoir.  It brings together some of the best SL artists, including Misprint Thursday, Oberon Onmura, Glyph Graves, and Alizarin Goldflake.  Above, pics of Misprint's and Oberon's installations.  Here is the slurl.

Monday, May 4, 2009

I Click Therefore I Am

What does it mean to click?  

Steven Johnson’s assertion that the hyperlink is the “first significant new form of punctuation to emerge in centuries” is an intriguing one for thinking about the connections possible in hypermedia. (Interface Culture: How New Technology Transforms the Way We Create and Communicate (San Francisco: HarperEdge, 1997), 110-11.)  To think about a hyperlink as punctuation, as a connection, in hypertext and new media leads us to one way of thinking about interactivity.

In Second Life, clicking is even more than that, though, it is action and agency itself.  Sometimes you know what is going to happen, and sometimes you don't.  I have been thinking about this since I accidentally overstimulated Oberon Onmura's compelling piece "Awareness."  I am often "near-sighted" in SL, cammed in on something and unaware of my wider surroundings.  I was looking intently at Oberon's installation, at a glowing stick, and thought it was cleverly, ironically, saying in local chat: "Don't click this," not realizing it was the actual artist Oberon standing behind me telling me not to click it, because doing so would make more obelisk generators appear.  Oh, well.  You can watch the debacle unfold in the Brooklyn Is Watching podcast # 56  at around minute 25.  
Brooklyn Is Watching Episode 56
We podcasters really liked Oberon's piece.  Recently he showed me another, related piece that is installed at the NMC sim, where the avatar walks through the stationary obelisks and turns them a specific color instead of the obelisks moving around the space.  His work explores how data moves through virtual space, and leaves traces; the pieces I have seen demonstrate a remarkable restraint and elegant minimalism in a medium and environment that too often invites excess.

If SL is more than a little like Wonderland, and when we see "Click Me," we do, it is with an exploratory perspective, and with the expectation that no real harm can come to us.  In the same way that the kids today expect that toys will DO something and not just sit there quietly like a block, I am disappointed if there is nothing for me to click on.  I want everything to DO something, want it to be interactive.  I want to be able to get into an installation, and look for a pose ball or some other way to be a part of it.  It all has a big "click me" sign as far as I am concerned.  These days, I am sitting on everything if I can't find anything more interesting to do!

And that something would tell me, "Don't click this"--or someone, as it turned out--is a directive I interpreted immediately as ironic, as a challenge.  Maybe that says more about me, or about L1 these days, than SL, but I think it speaks to an expectation--or hope--of what SL, and in particular SL art, can be.   I want to have a playful, ludic interaction with my virtual environment and the objects within it.  I want it to trick me.  I want to be through the looking glass and be dazzled by Wonderland and its inhabitants.  I want to be shown something new, and to have that be an immersive experience that grabs me, or at least my avatar, in the surprising ways that an avatar can be grabbed.  When Oberon was showing me his piece at the new  NMC exhibition (which also houses Misprint Thursday's bridge MAY,  a must-see piece),  he told me about AM Radio's Death of Marat piece, also fantastic, at NMC, and a click that does not disappoint.  

The Ars Simulacra show at NMC opens on Friday, May 8, and I'll post the slurl then.