The blog about the virtual world activities of Professor Lori Landay aka L1Aura Loire, Prof LL, LoriL, and Professor Loire
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.
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.
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.
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
Monday, April 12, 2010
10 Questions to Ask about Technology
Here is a post from my two course blogs this semester, for Approaches to Visual Culture & Digital Narrative: Theory and Practice. Both classes are now focusing on new media (Digital Narrative always has), and I worked up these questions more for the Art History class, to help us get our minds around how a new cultural form changes everything. Of course, as we've seen in our exploration of 20th century visual culture, this is nothing new, and as each medium was new, and then not, it was a lightning rod for cultural discourse. In order to understand the virtual art we'll be exploring and making next week, we have to dig into the opposition between "reality" and "artifice" that we've seen questioned all semester--in I Love Lucy even! (sly plug for my new book, available April 15 everywhere!) It is fascinating to think about SL in reading through these questions . . . and I'll be asking my students to do that in the coming weeks.Here are Ten Questions (ok, there are more, because some questions are kind of nested) to ask about a new technology tool that help us think about it in its wider cultural context. I am working off of, as usual, Cultural Studies founder Stuart Hall's idea of the circuit of culture, in which production, consumption, regulation, representation, and identity are all mutually informing. When we combine this with the historical trajectory perspective I am always harping on--which puts any given cultural text (game, device, app, film, dvd menu, etc) in a lineage of antecedents, looks for its peak if it has had it yet, and then speculates wildly on what might come next--we will always have a lot to talk about when we talk about any new aspect of technology, beyond the thumbs up/thumbs down reaction from which we might start and then come back to at the end, perhaps more thoughtfully.
Ten questions to ask about a new technology:
1) What is its purpose?
2) What was its analog, if there was one? How does a mediated, digital, or networked version of the tool or technique change it?
3) Who uses it? How? When? Where? Why? Does the use change over time? Do different users use it differently?
4) How does a user learn how to use it?
5) Who makes it? Who profits? How?
6) How is it regulated?
7) How does it spread?
8) Does it create or fill a need?
9) What is the interface? Is it also an object? Or a practice? Both? (think cell phone)
10) How does the user change the technology as he or she uses it? (mods and hacks and appropriations) How does the technology change the user? How does it become part of a person's sense of self?
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."

