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

Thursday, July 12, 2012

PATHS TO WISDOM: Reflections on Why I Chose Interactive Video for a Recent Project

Paths to Wisdom is an interactive video exploration that uses some of the features available in YouTube for navigation.  For the past few years, especially in refining and teaching my course Digital Narrative Theory and Practice, I've been experimenting with making different kinds of interactive media--interactive fiction, interactive comics, and slowly delving into Mozilla's Popcorn for interactive video--but YouTube afforded the quickest way to connect the different video segments together for the UWA MachinimUWA V: Seek Wisdom Challenge.

I had a version of the movie that was the first segment, "Paths to Wisdom" and the "last," "Conclusions?" but I had always had the idea of making this entry interactive because I so firmly believe that the path to wisdom is a participatory, interactive one.  That is the bedrock of my educational philosophy as a teacher and a life-long learner.  So I wanted the experience of my "Seek Wisdom" entry to mirror the ideas I expressed explicitly and implicitly in the video.  Most of the footage is of movement through the art installations I chose as companions to the concepts, with repeated motifs of paths in those installations and Hannah Hannya's terrific Ear Labyrinth.  Looking for and filming different paths made me realize once again the spectacular diversity of aesthetic and technical approaches in virtual art.  Having only a laptop and not my usual more powerful desktop machine made me more aware of the limitations faced by my students when they film machinima for assignments, an example of wisdom gained from the experience of being on a path different from the usual, and not completely of one's own choosing.

The labyrinth is the central visual and thematic metaphor.  A labyrinth that people walk for meditation and contemplation is not a maze, where one is lost, or a puzzle that you try to solve.  In a labyrinth, you can see where the end is, but that is not the point.  The point is the winding journey, the reversals, taking the time, taking the indirect route to the center.  My experience in Second Life and virtual worlds really coalesced when I participated in a research study by the Massachusetts General Hospital Neurology Department to see whether people could be taught the Relaxation Response in a virtual environment.  (They conclude yes, and I agree.)   I no longer have access to the 3D virtual labyrinth that was built there, so I searched for other labyrinths and looked around until I found Hannah Hannya's Ear Labyrinth.


The idea for Paths to Wisdom is that you watch the first part (below) and then use the links to click on your next path in any order you want.  At one point I had a branching structure, where you could only choose between two options, but then I opened it up to all the options in keeping with the overall concept of participation and agency.   At the very least, I hope people will watch the first, perhaps one more, and then "Conclusions?"

Click on the links at the end to choose your path -- The Past, Nature, Science, The Future, The Oracle, Art -- in any order you want.  You may want to end with "Conclusions?"  http://www.youtube.com/watch?v=bVhZddnjwz8 -- or not! 

Can't see use the interactive features because you are on a mobile device?  Use the playlist: http://www.youtube.com/playlist?list=PL72E8F830FF1D9BC1

The paths to wisdom intersect and circle back; it is the exploration, the journey that is most important, and this interactive video piece uses YouTube annotations to offer you choices about which path to explore next.  Form and interface reflect and shape the paths to wisdom.

Written, filmed in Second Life, narrated, and edited by Lori Landay.  Music by Moby.  Featuring selected art at LEA (Linden Endowment for the Arts) regions and Treasures of University of Western Australia in Second Life.  Full credits at the end of the last video, "Conclusions?"
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Is Paths of Wisdom interactive?

When “interactive” refers to human-machine communication, we get into the idea of a communication loop.  Interactive architecture systems designer Usman Haque explains, “At its fundamental, interaction concerns transactions of information between two systems (for example between two people, between two machines, or between a person and a machine). The key however is that these transactions should be in some sense circular otherwise it is merely ‘reaction’ “ ("Architecture, Interaction, Systems," by Usman Haque, 2006 http://www.haque.co.uk/papers/ArchInterSys.pdf , p. 1).  However, and perhaps more applicable to art experiences, motion-tracking and biosensor performer and researcher Robert Wechsler elucidates, “we must think of interaction primarily as a psychological phenomenon, rather than a technical one” ("Artistic Considerations in the Use of Motion Tracking with Live Performers: A Practical Guide," in
Performance and Technology: Practices of Virtual Embodiment and Interactivity, Susan Broadhurst & Josephine Machon, eds. Basingstoke: Palgrave Macmillan, 2006, p.62), and adds, “interaction in a feeling you an achieve in a performance setting.  It relates to spontaneity, openness and communication” (64). 

New media theorist Lev Manovich distinguishes between "open" and "closed" interactivity:


In the case of branching interactivity, the user plays an active role in determining the order in which the already generated elements are accessed. This is the simplest kind of interactivity; more complex kinds are also possible where both the elements and the structure of the whole object are either modified or generated on the fly in response to user's interaction with a program. We can refer to such implementations as open interactivity to distinguish them from the closed interactivity which uses fixed elements arranged in a fixed branching structure. Open interactivity can be implemented using a variety of approaches, including procedural and object- oriented computer programming, AI, AL, and neural networks. (Manovich, The Language of New Media, (Cambridge: MIT Press, 2002, p. 59).

Although there is not the loop that Haque describes (the videos do not change based on the order, or your input), Paths to Wisdom might fulfill Wechsler's emphasis on interaction as a feeling, and definitely is an example of branching interactivity, a curiously and deliberately open instance of "closed" interactivity.  Either way, it employs "interactive video" how it is used and understood right now, with popularly available tools like YouTube.  I am working on a more extensive interactive video project, part of which is web-based and uses a branching structure with changing outcomes depending on your choices.  The issue with interactive video, like interactive fiction, is creating a satisfying narrative experience that is also interactive, without disrupting the pleasures of reading and watching with unnecessary doing, or rather by augmenting the pleasures of reading or watching with meaningful choices that do not burst the "suspension of disbelief" but create an engagement of belief and co-creation in the text.   As interactive media develops with more sophisticated circular information transactions and, simultaneously, easier interfaces through which to experience the loops, or the feeling of a loop, it should be interesting to see what kind of content suits the emerging forms.  The only thing I know for sure is that the path to discovering it will be winding, challenging, and fun.




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

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!



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.

Tuesday, March 2, 2010

Rethinking Virtual Commodification--Machinima in JVWR

The new Journal of Virtual Worlds Research is out and it is a special issue on Virtual Economies, Virtual Goods and Service Delivery in Virtual Worlds. I have a machinima piece in it, "Rethinking Virtual Commodification, or The Virtual Kitchen Sink."

The link to the machinima [used to be on the front page of the JVWR but that link no longer works now that there is a new issue. Here it is on youtube.]

The link to the pdf with the text of the narration AND then some Notes with some more writing about each of the four virtual commodities I focus on in the piece, Alexith and Shirah Destiny's plants, Maya Paris's burlesque items, Filthy Fluno's actual and virtual paintings, and Rayzer Haggwood's guitar animations is HERE.

This piece picks up some of the ideas I explored in an earlier JVWR piece from 2008. It is also the machinima I was working on when I deleted my SL office/house!!

Monday, January 18, 2010

Berklee Mixed Reality Panel on Music in SL

Here are some snapshots from the mixed reality event last Monday at Berklee College of Music. You can see the live video feed of Pathfinder and me in the actual room behind the inworld panel. Thanks to Joyce Bettencourt/Rhiannon Chatnoir for running the mixed reality tech and for the use of the Vesuvius sim. Note the twitter garden showing tweets with the hash tag #BTOT10, which is a good example of how something on the web is flat and textual, but can be 3-d and more interactive in a virtual world.







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 . . . .



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

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, October 26, 2009

What Is Second Life? New machinima by L1



Watch on youtube here.

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.

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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.

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.

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.

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.

Brooklyn Is Watching Panel at Jack the Pelican Presents in Brooklyn

I've been following the Rezzable departure from Second Life for their own OpenSim, and so was over at Greenies to check that it was still there. I love the scale, the sense of play, involved in being in that build. I logged off there and so logged back in there, right after, in one of those serendipitious synchronicities that delight, amaze, and sometimes perplex/chill me in SL, I was delighted to find out that not only was I chosen to be part of the panel discussion for the Brooklyn Is Watching Year One Celebration at the Jack the Pelican Presents gallery in Brooklyn on August 15, but so is the artist who built Greenies, Pavig Lok! And also, Superhero/Fox Sage Duncan/Stacey Fox. We are working on some kind of SL component, too, because we love mixing that reality!

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 . . . .

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.