Tuesday, February 27, 2007

SL Architecture


"Architecture's Second Life,"
written by Bryan Boyer and Heather Ring and recently posted on the Archinect site, offers a nice overview of architecture in Second Life. The gist of it?

"When it comes down to it, from an architectural perspective, Second Life just sort of replicates suburbia. In a universe built from free and easily manipulated virtual building units, there is a surprising lack of interesting work going on."

That said, the authors highlight some interesting experiments, including Erik Andren's "intuitive architecture," pictured above...

Monday, February 26, 2007

Machinima...


Our topic for this week (or was it last week?) is machinima. The term "machinima" combines "machine" and "cinema" to refer to moving image works made with game engines, such as the Quake or Halo engines. You can find out more in the Wikipedia entry or the machinima.org FAQ.


We'll view these examples:
- Episode 1 of Red Vs. Blue, nicely described here.
- The French Democracy (and here's a nice essay on the project by Josh Lee)
- This Spartan Life, nicely described here. We'll view the interview with McKenzie Wark, since we're also reading excerpts from GAM3R 7H3ORY, but the interviews with Bob Stein from the Institute for the Future of the Book, as well as experimental filmmaker Peggy Awhesh are highly recommended.
- CBS' machinima Super Bowl commercial

Things to consider:
- Why create a critical project in machinima? What's gained and/or lost in that choice?
- Would The French Democracy be stronger in another form, for example?
- What about the interviews on This Spartan Life?
- French theorist Michel de Certeau, in his book The Practice of Everyday Life, talks about tactics, by which he means in part our ability to remake the commodities around us to suit our own ends. We've also talked in class about moving from being consumers of media to producers of media. Where does machinima fit into this discussion?

Sunday, February 25, 2007

Second Life as Cultural Pornography...



The Institute for Distributed Creativity, an organization dedicated to discussions of "media art, technology and theory, with an emphasis on social contexts," has been discussing Second Life lately, with a provocative battle emerging between those, such as Henry Jenkins, who find Second Life very promising, and those, such as Charlie Gere, who are very skeptical. Here's the latest post to the iDC list, from Gere in response to a note from the list's moderator, Trebor Scholz:

Trebor
I think your invocation of previous new media hype in relation to SL is very timely, and your question about whether it is a safety valve for fantasies of social change most pertinent. But I think the problem of academic hype about SL is even worse than you suggest and seems to be encapsulated by the statement from Henry Jenkins you quoted to the effect that "... for the moment, the debate about and the hype surrounding SL is keeping alive the idea that we might design and inhabit our own worlds and construct our own culture. That's something worth defending."

To be honest I don't see why. It would seem to me obvious that trying to make some sense of and find ways of mitigating the violence and unjustice in the complex world and culture we already necessarily inhabit, not least bodily, is far more pressing and considerably more worth defending than any supposed capacity to 'design and inhabit our own worlds and construct our own culture'. This seems to me to be at best a license for mass solipsism and at worse something like the kind of thinking that undergirds much totalitarianism, as well as an evasion of our responsibilities to the world as we find it. Such a fantasy seems to be at play in both the relentless construction and assertion of 'identity', a drive that militates against proper social solidarity, and thus plays into the hands of those sustaining the status quo, as well as the fantasy entertained by the Bush government that the Middle East can just be redesigned as if in some video game.

Apart from anything culture is not something that can simply be constructed. It is something we are thrown into and which we can only at best try to negotiate our relationship with. Culture necessarily involves other people and prior existing structures. Has Jenkins considered what it would mean if everyone felt free to 'construct their own culture'. Even if
such a thing were possible, it is certainly not desirable, especially if we have any hope to produce a properly participatory culture.

Frankly as far as I am concerned SL is really just a kind of cultural pornography, and is to the real business of culture what masturbating is to sex with another person. I like masturbation as much as the next man, or indeed woman, but I don't make the error of mistaking for something it isn't. Apart from anything else it lacks precisely the element that sex has, that of involving a proper, embodied, responsibility to someone else and to the potential consequences of the act itself.

Charlie Gere

Friday, February 23, 2007

How Much CO2 Does Your Avatar Produce?


"A Second Life avatar produces 1,685 pounds of CO2? And an acre of real estate in Second Life produces 99 tons of CO2? What gives?"

So asks USC's own Julian Bleecker, responding to a blog entry by Nicholas Carr detailing the material expenditures associated with Second Life activity. (Carr concludes his surprising calculations by noting, "Avatars aren't quite as intangible as they seem. They don't have bodies, but they do leave footprints.") The ongoing online conversation is an interesting one suggesting a blurring of boundaries between "lives," which definitely affects one's Second Life experience.

Second Life, perhaps due to all the hype surrounding it, has been the subject of other attacks and defenses. Recently, for example, there was a series of disagreements centering on the depiction of life in Darfur in Second Life's "Camp Darfur." Who should represent Darfur in Second Life? asked on angry blogger. A lot of these discussions center on what's "appropriate" or productive in a virtual environment, and as such, indicate a lot of the assumptions about the differences between material and virtual.

Anyway, take a look at Julian's post, and if you feel like it, go through the PDF of his LIFT talk; while it doesn't tell you a lot since it's designed to accompany his spoken presentation, it does demonstrate a terrific use of images, text and design.

Tuesday, February 20, 2007

Alter Your Ego


Tomorrow's class focuses on Second Life and will entail building your avatar. Most of SL's citizens stumble through the process pretty quickly, impatient to get started exploring. But take a minute to think about what an avatar is exactly. In some ways, it's a projection of yourself or your identity, constructed by you to project something. What standards do you choose to conform to in creating this persona? What parameters? And how does this representation – constructed by you, within the parameters of the SL tools – relate to "you"?

These questions are taken up by the two artists who make up 0100101110101101.ORG. Their show "13 Most Beautiful Avatars" recently opened at Postmasters Gallery in New York – take a look...

Wednesday, February 14, 2007

Ms. Dewey Versus the Librarian


Neal Stephenson describes the Librarian, a guy who's sort of like the wikipedia brought to life. We also talked about Mark Pesce's assessment of science fiction and its role suggesting images of the future. Well, meet Ms. Dewey...