Showing posts with label virtual subjectivity. Show all posts
Showing posts with label virtual subjectivity. Show all posts

Friday, October 15, 2010

Caerleon Museum of Identity: "Somebody"

Machinima of my installation, seen on Viewer 2 (see previous post below for details about that). Watch in full letterbox format on youtube.


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. SLURLhttp://maps.secondlife.com/secondlife//219/65/3438

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

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, January 2, 2010

Virtual KinoEye



My "Working Theory" piece, an essay with machinima and images, that pulls together much of my sabbatical work on Second Life, is now published in the Journal of e-Media Studies!! See

Virtual KinoEye: Kinetic Camera, Machinima, and Virtual Subjectivity in Second Life

http://journals.dartmouth.edu/cgi-bin/WebObjects/Journals.woa/2/xmlpage/4/article/340

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.

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?

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.

Saturday, July 11, 2009

Love to Sparkle


Wanting to make the boundaries between the virtual and actual worlds more permeable? Itching to toggle just a little more between them? Then Sparkle is for you!! Sparkle is the delightful name of the iPhone app that lets you log into Second Life and use instant message with friends, participate in local chat wherever your avatar is (although you can't see the space visually), accept inventory offers, and teleport friends to you so they can participate in your local chat.

It seems to work pretty well, except of course that no one knows your avatar isn't "really" there, or is even less virtually there than usual. A while ago, standing around on my land, a mysterious stranger appeared who told me he couldn't see my, that he needed to relog with "eyes," and explained the various viewers and programs that people use for SL; he was using a messaging-only one at the time. It confused me no end at the time. So I try to tell people that I am on my iPhone, that I am Sparkling, or on Sparkle. "L1Aura Loire sparkles at space shuttle launch" I think there are some good verb possibilities here.

What is the point of Sparkling? As usual for these things, there are as many answers as there are people in SL, because everyone is doing something different. If someone is involved in a project and wants to check messages away from their computer, this is a good way to do that. I was glad to be able to answer a question about the build I am installing at the Fiteiro Cultural (see pic above, more on that completely exciting development soon) when I wasn't going to be inworld for a while. Another time, I was stuck waiting someplace and popped in, had an amusing conversation with a SL friend. I don't use text messaging on my phone, but I guess I used it like that.

But mostly the experience of using Sparkle on the iPhone is that it is yet another way that the virtual world creeps out of the computer and into the "real" world. There I am, walking around with the sexy little iPhone, but also "being" L1. Even though I can't see my avatar, she is there in SL, talking to someone, who can see her. I am really in two places at once, here and there, in a way that I am not when I sit at my computer. This is how I see the future of virtual worlds developing, so that over time, as the technology develops, toggling between the virtual and actual becomes as easy as making a phone call is now on a cellphone--wherever you are, with all the info at your fingertips, or braintips-- and we exist in both realities, sometimes simultaneously. And there will probably be more kinds of realities, experiences, and subjectivities, too, that make SL look like having a telegraph exchange instead of a face to face conversation.

Another experience I had recently used the avaline, a phone number for avatars. I called Sage Duncan on her avaline, inworld, from my home phone. She answered in her voice chat in Second Life and we talked. This blows my mind!!! OK, I know she is a real person--Stacey Fox at Kansas Univ--as well as Sage Duncan, superhero/fox as I like to think of her because she can do everything--with panache--and has helped me out more than a couple times when I had primmed myself into a corner. But still!! Calling her in the grid on a telephone! Mixed reality! Toggle! A new interface! Use that technology!

To Sparkle, then, is perhaps to have that double existence in the actual and virtual, to be both/and, to be on the cusp of the toggle, maybe falling over the edge into . . . .

Tuesday, June 30, 2009

Imaginary Friends


My former chair sent me a funny comic strip, as he does every now and then, and this one really made me laugh. It gets to the heart of one of the issues around computer-mediated-communication, which is the way we establish and maintain friendships and relationships in online communities and within virtual space. Certainly, one of the fascinations for me in Second Life is the social engagement; in such a rich visual and imaginative environment, where does my subjectivity end and that of the real people on the other side of their computers begin? It is a moving line, and maybe a liminal space that we share, at times, at the best times. That is my utopian vision, at least, and has been my experience sometimes, with some people, and so that is my story and I am sticking with it. It is the theme of TOGGLE, the piece I made for the Frontline Stories from your Digital Nation project, which you can see on their site here or if you want HQ, on youtube here. Mine is the top right bubble. I made the piece specifically for an audience not familiar with Second Life.

I fleshed out some of the complexities I thought I glossed over in the piece on this webpage. Basically, the "hyperpersonal" mode of computer-mediated communication that is fostered by the text messaging in SL, which allows for selective self-presentation (according to scholar Joseph Walther; see the webpage for more) means that relationships are forged between two idealized selves, with a feedback loop that tends to reinforce positives over negatives. It doesn't mean that those qualities aren't there in the actual person, because undoubtedly they are, but the selective self-presentation gives the typist more control over what is shared, even to the point of being able to erase what one is typing as you see what the other person has just said, an impossibility in voice chat or face to face communication. No matter how natural or relaxed one is being in text chat, there is always that element of control, and of the lower "emotional bandwidth," as Pathfinder Linden terms the low-cue environment.

So given that, what does it mean to be an online friend? That question has so very many answers. Are they, as the comic strip snipes, "imaginary friends?" Who can have 1000 friends? Or how about followers, as Twitter terms them? There are as many reasons to "friend" someone in SL as there are people, so that question is impossible to answer in a broad way. Everyone has a different idea about what it means to have people on their friends list, and some people edit those lists, trimming away people, and some don't. I tend not to.

To turn to another online friend-space, I do not spend much time on Facebook, don't get the updates in e-mail, etc, but I do like it , and do check in now and then. I've connected with people with whom I have lost touch, and I do feel back in some kind of network with them now. They are right there, virtually. And all of a sudden, in one virtual place, are all the different chapters of my life, from high school (because it was a high school friend who got me to actually do more than put up an empty page on Facebook to begin with) to people I only know in Second Life. It makes me feel more integrated, like all those parts of myself mingle there on the facebook page, and a narrative forms for me. I have been rotten at keeping in touch with people, not for any good reason, and so I am glad to be reconnected, to be part of the web of contacts, to see their pictures and find out what they are doing. In some way, there is a little piece of me still there in Bloomington, for example, and I suppose it is there with the people who are there. Maybe that is what is left behind when we make a choice and leave someplace instead of staying; in my mind's eye, in a flash of memory, sometimes in dreams, all of a sudden, I am right there, in Bloomington, walking down South Stull to my house. I see some pictures, some faces, on facebook and it happens then, too, and I am in both places, here and there. It is a kind of virtual experience, mediated by technology, or prompted by it.

So what does that have to do with imaginary friends? I think it is in the same category, of a highly subjective, individualized, internal experience that is also connected to something real and external. In one way, all friendships and relationships exist in the imaginary; we are symbolic for each other. I do not believe that my SL friends are imaginary friends; I do not think that I have that good of an imagination. I am also sure that I participate in creating the image I have of them in my mind, the same way I fill in the gaps between the people I knew in the past and the current photos on Facebook. But even more than that, in the way that Bloomington is still there in my mind, or rather, how I am still there in my mind, then yes, I suppose that there may be a good place for imaginary friends, extensions of connections made. Do our interactions with the people we care about stop when we are not with them? I think not; our minds, our connections transcend time and space, and that is what imagination is for.

Saturday, June 27, 2009