The blog about the virtual world activities of Professor Lori Landay aka L1Aura Loire, Prof LL, LoriL, and Professor Loire
Sunday, March 20, 2011
New Basic Viewer for Virtual World Second Life: Video Glimpse
Friday, October 15, 2010
Caerleon Museum of Identity: "Somebody"
Friday, October 8, 2010
Mahalo
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.
Wednesday, September 22, 2010
New Video: CLICK: Immersive & Interactive Virtual Art
To see the video in full size, go directly to youtube: http://www.youtube.com/watch?v=2Sf3Q2VAlKE
Thursday, April 22, 2010
Wednesday, February 24, 2010
SL Viewer 2: Media on a Prim!!

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.
Monday, January 18, 2010
Berklee Mixed Reality Panel on Music in SL







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).
Saturday, January 2, 2010
Virtual KinoEye

Virtual KinoEye: Kinetic Camera, Machinima, and Virtual Subjectivity in Second Life
http://journals.dartmouth.edu/cgi-bin/WebObjects/Journals.woa/2/xmlpage/4/article/340Wednesday, November 18, 2009
Everybody Dance Now!
Monday, October 26, 2009
Monday, July 6, 2009
There's No Confusion Like SL Confusion: Identity, Alts, & Other Aspects of Self
L1's virtual head is spinning. She has often been confused in SL, as it can often be a confounding and quick-changing environment, but this experience beat all. First, I was talking to a SL friend inworld, then logged off. Then I got a friendship request in my e-mail from an avatar with the same first name as my friend, popped back inworld, accepted it, and said hello. I thought it was my friend, in a new account. I helpfully offered skins and shapes to the "noob"--what an insult, really, but of course only meant as a quick start! Because of the nature of SL conversation, perhaps, or various coincidences between my friend and this person, someone I know in the actual world, it took a while to unravel the misunderstanding, and we had a good laugh, and were glad to connect inworld.Saturday, March 28, 2009
Video of the NMC Keynote!!
Wednesday, March 25, 2009
VIRTUAL SUBJECTIVITY--NMC KEYNOTE

VIRTUAL SUBJECTIVITY
Lori Landay/L1Aura Loire
Definitions
Subjectivity is the experience of the “I”. Subjectivity can be defined, in Raymond Williams’ phrase, as “structures of feeling.” It encompasses a person’s feelings, thoughts, and perceptions; it emphasizes their individual encodings and decodings of their environment, social interactions, and experiences. The term comes from the French verb asujettir, which has a double meaning of both to produce subjectivity and also to make subject--it is both creative and restrictive.
If subjectivity is the first-person experience of the “I,” shaped by both individual psychological experiences and wider cultural forces, and it is intersubjective—created socially—then the people behind the avatars certainly bring their actual world subjectivities in here. However, once inworld, instead of having a body through which to experience the world, we have an avatar and visual and sound input that are not necessarily connected to that avatar’s position. There are "mirror neurons" in the brain that respond to what the avatar does, but it is different than direct sensory input. Therefore, the already blurry line between the self and the world is completely smudged in virtual subjectivity.
VIRTUAL SUBJECTIVITY
In the rich visual world of Second Life, there is intense visual stimulus. Throughout the rise of visual culture, physical point of view and subjectivity have been connected; to some extent, all visual representation explores this, and as each new visual medium arises, that relationship is recreated and extended. In a virtual world, the viewer position is both immersive and detached, both connected intimately to our experience of the avatar—but also strangely outside of him, her, or it.
So, instead of an "I," now we have an "I/Eye" of virtual subjectivity, which is a mode of first-person experience in a virtual world that is founded on a fusion of visual and metaphoric point of view, shaped through "self-design" of the avatar and environment, reinforced and extended through social interaction, and enacted through virtual agency. Part of virtual subjectivity is the extent to which the mind/body connection translates inworld experiences into embodied sensations that feel "real." To sum up, there are four major factors that contribute to virtual subjectivity:
1) virtual point of view


2) virtual self-design

3) virtual social relationships

4) virtual agency
From the conclusion:
I also have a glimpse of something in here—a kind of virtual subjectivity that I would associate with the trickster—a shapeshifter who uses the avatar as a mask, a crosser of boundaries, culture hero or heroine who embodies and enacts central cultural conflicts. I glimpse a virtual subjectivity that would reveal all of the virtual world as installation space and oneself as a performance artist within it, calling our attention to the boundaries between the physical and virtual worlds by finding new ways of crossing them, looping between them, shifting the borders, again and again.
Selected Sources
Battaglia, D., ed. (1995). Rhetorics of Self-Making. University of California Press.
Blakeslee, S. (2006). "Cells That Read Minds." New York Times. Retrieved 2009-03-23, from http://www.nytimes.com/2006/01/10/science/10mirr.html
Boellstorff, T. (2008). Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton University Press.
Cooper, S. (2002). Technoculture and Critical Theory: In the Service of the Machine? Routledge.
Curtis , A. "THE CLAUSTRUM: Sequestration of Cyberspace." (2007). Psychoanalytic Review, 94(1), 99-139.
Landay, L. (2008). "Having But Not Holding: Consumerism & Commodification in Second Life." Journal of Virtual Worlds Research, 1(2). Retrieved 2009-03-23, from https://journals.tdl.org/jvwr/article/view/355/265
Ortner, S. (2005). "Subjectivity and
Cultural Critique." Anthropological Theory Vol 5(1): 31–52
Steinberg, M. (2004). Listening to Reason: Culture, Subjectivity, and Nineteenth-century Music, Princeton University Press.
Vertov, D. (1985). Kino-Eye: The Writings of Dziga Vertov. University of California Press.
Walther, J. B. (1996). Computer-mediated communication: Impersonal, interpersonal, and hyperpersonal interaction. Communication Research, 23(1):3-43.
An Emergent Second Life, Video. [28 min] Paper Tiger TV. Co- Producer and Director, Bianca Ahmadi; Associate Producer, Juan Rubio; Editor, Juan David Gonzalez; Content Director, Jason Pine.Watch inworld at Brooklyn Is Watching 􀀂 or http://papertigertv.blogspot.com/2008_12_01_archive.html
Not Possible in Real Life Blog http://npirl.blogspot.com/
Credits
L1's Eye/I built by Cube Republic (Cube Republic store, Crimson Night (155, 90, 22)
KinoEyePlane built by Alexith Destiny (Destiny Blue Designs, Destiny Blue (173, 15, 1369)
& scripted by Simon Kline http://www.klinelabs.com/
Interested in learning how to script? Find out about Simon's classes! http://www.klinelabs.com/
V-TV
Verbal Television
http://vtvart.webs.com/
Caerleon Art Collective (128, 74, 26)
Misprint Thursday
with collaborating scripts contributed by Oberon Onmura and Cinco Pizzicato
V-TV examines the beauty in both the visual translation of text and the limitations of text communications in these forms.
Digital text communication like chat, email and texting have increased our ability to share ideas with one another. The concept for V-TV, or Verbal Television, is to translate text communication to a visual form of communication. V-TV responds to text input by creating a digital art display which becomes a sort of visual poetry. The piece, is, however limited in its scope and function to respond which perhaps mirrors the idea of the limitations of non face to face communication.
SEE THE ENTIRE NMC SYMPOSIUM PROGRAM HERE

Friday, March 13, 2009
Reading around in anthropology
Monday, February 16, 2009
My Mom is the Cutest Newbie Ever!
Monday, January 5, 2009
Been Busy!
Tuesday, October 28, 2008
Power, Control, Authority: CCK08, Brave New Classrooms, & Cruises
Monday, October 27, 2008
Building in SL

I think I'm starting to get the hang of building in SL. I made a three-story labyrinth platform to practice working in 3 dimensions, and then I liked it, so I kept it. I raised and lowered my land a bunch of times and met someone who thought it was interesting to watch it from her house across the way. I made an enormous metal transparent ball and then transformed it into a seasonal pumpkin, which L1Aura likes to sit inside on top of the labyrinth platform, because, well, who knows? It's nice and orange in there, and reminded me of Jeannie's bottle in "I Dream of Jeannie,"so I put a meditation cushion to sit on in there, too.
















