Showing posts with label second life. Show all posts
Showing posts with label second life. 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?"
----

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.




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, October 3, 2011

LEA 1-4 Art Shows Open Mid-October

The Linden Endowment of the Arts is an official Linden Community Partnership program whose purpose is to help new artists, cultivate art in SL, and foster creativity, innovation, and collaboration within the art community.


The Linden Endowment for the Arts is proud to announce four art shows opening in mid-October:


On LEA1: The 2011 Survey of Hyperformalists in Second Life, curated by DC Spensley AKA DanCoyote

Opening October 15


The Museum of Hyperformalism, founded in 2006, to promote the unique genre of metasculptural abstraction in simulated space.


featuring the metasculptural artwork of:


Josina Burgess

Oberon Onmura

Ray FX

Sabine Stonebender

Selavy Oh

Suzanne Graves

Velasquez Bonetto



On LEA2: The Path, curated by Bryn Oh

Opening October 14


Based off the Surrealists exquisite corpse concept, each artist was randomly given a scene to compose. A narrative is begun by artist one who then passes it on to artist number two. Artist two adds to the story and passes it on to three and so on until the narrative reaches its conclusion at artist number eight.


Artists in order by scene

1-Bryn Oh

2-Colin Fizgig

3-Marcus Inkpen

4-Desdemona Enfield / Douglas Story

5-Maya Paris

6-Claudia222 Jewell

7-Scottius Polke

8-Rose Borchovski



On LEA3: FAST ART: Competitive Build Improvisation In The Virtual World, hosted by Solo Mornington


A series of speed build competitions, until the sim is full.


Twice-weekly events, with a number of options for artists in all time zones.



On LEA4: Interact!, curated by L1Aura Loire/Lori Landay

Opening October 15


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



All four art shows will run for three months.



Also, on LEA6, ongoing, monthly, the LEA Full Sim Art Series


and the first Wednesday of each month, 7 pm SLT, at the LEA Theater, the Month of Machinima Screening Event, with conversations about the films with L1Aura Loire & the filmmakers


Check back here for more information about opening events, schedules for LEA3 speed builds, performances, and more . . . including some big news from the LEA.

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!



Monday, January 24, 2011

Various Updates

As is often the case, the blog action is over at the blogs for the courses I'm teaching this semester. I've got Digital Narrative Theory and Practice again, very exciting, and it is now required for two new interdisciplinary minors, Visual Culture and Interactive Media Studies, and Video Game Scoring. The students are smart and focused, and I can't wait to see the cut scene or game projects they create by the end of the semester that explore the concepts we will encounter between now and then. I don't have a blog for The Language of Film, a Film Studies course I teach in the Film Scoring department; maybe someday. And the new course I have is one of the most exciting projects I've ever worked on, a seminar called "What Is Being?" It's the product of a National Endowment for the Humanities Enduring Questions grant, and plays off of the Berklee motto, "to be, rather than to seem," an interesting proposition in any age, but especially in our time of increasingly convincing illusion, and for our musician-students, in light of performance, both on stage and in every day life. The students in that seminar blew me away in our first full meeting last week, maybe profound connections between Cicero's essay "On Friendship" (the origin of our being/seeming motto) and questions about friendship in contemporary life, some unchanged from Cicero's time, and some quite new in the age of the facebook "friend."

I've been working slowly on an OpenSim region on the Education Grid, and that is exciting, but also makes me really appreciate all the content available in Second Life. I joined Pathfinder's Hypergrid Adventurer's Club and look forward to my virtual metaverse experience continuing to expand across the grids, and I've been nosing around on Craft, Jokaydia, and other places. All very interesting, and I do indeed feel like a pioneer. I continue to build, make virtual art installations, collaborate, and make machinima in Second Life as well. My Domestic Technology or, Never Alone installation is still up at the inworld Cyberfest, so check that out if you haven't, and I hope to have some new interactive sculpture sometime soon.

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

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!!

Wednesday, February 24, 2010

SL Viewer 2: Media on a Prim!!


Here is some machinima video I shot of my first attempt with putting web media content on a cube in Second Life with the new viewer. One on face, I am playing a broadcast I streamed on UStream from my iPhone, and on the other I have Twitter. I think this is amazing. I haven't really experimented with Flash on a prim yet, but that is next.

You may notice that yes, L1 is still in the non-house. I like it. Soon (I think), the piece I was filming when I accidentally deleted my SL office/house, which is about commodification and place and, um, houses in virtual worlds, will be published in The Journal of Virtual Worlds Research, and I will post that link when I have it. Maybe it is a comment on that work, but I have not really felt the need to put a house back around all my virtual stuff and the new sculptures I am working on there. It's all still in a moon. :) See machinima of house deletion here: http://www.youtube.com/watch?v=YRI5JCGhafU

Sunday, January 24, 2010

If You Are in SL, Go See this Sim: Lemondrop's Forest









I've seen a lot of amazing builds in SL, and had a lot of fun, but getting a tour from Lemondrop Serendipity, a fairy even more delightful than her name, of the imaginative, super-fantastical sim she and Photon Pink (also a name indicative of good things!) have built at Lemondrop's Forest was one of the most fun experiences at the most amazing places. (slurl) Lemondrop is one to run, not walk, and trying to keep up was a blast. The huge tree at the center of the sim has wonderful leaves, and the colors and phosphorescence if your settings are at Midnight are glorious.


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.

---
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.