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Life and Art in Second Life


Singapore.
The day four morning session at ISEA 2008 starts with Martha Carrer Cruz Gabriel. Her focus, and the focus of all other papers in this session, is on virtual worlds and Second Life. She begins by noting the evolution of virtual worlds from Dungeons and Dragons offline roleplaying games to MUDS and other basic computer and online computer games, through to modern MMPORGs such as Ultima Online, Everquest, and World of Warcraft. More recently, games such as The Sims, ActiveWorlds, and Second Life have acted more broadly as life simulations rather than games. (Giga OM research provides some useful statistics on the population of such worlds.)

Place, Space, and Imagination in Second Life


Singapore.
Up next in this Second Life session at ISEA 2008 is Bjarke Liboriussen, whose interest is especially in the process of building structures in SL. How does this process reflect users' understanding of their (physical as well as online) worlds? Bjarke points to Annette Markham's idea that online technologies are seen by users generally as either tools, places, or ways of being - and historically, initially perhaps as tools, more recently as ways of being, and even more recently as actual places. This latter view asserts that places have important features that affect social interaction.

Urban and Locative Art


Singapore.
The post-lunch session on this fourth day of ISEA 2008 starts with Daniel Sauter. He begins by noting the interdependent relationship between architects, artists and designers which has emerged in recent years - a media architecture or mediatecture driven by a number of significant practitioners. Daniel's focus here is especially on the model of site-specificity in this context.

New York's Times Square or Tokyo's Shibuya are important sites for such work, but there are also other venues which function differently and move beyond anthropomorphic dimensions. One such venue is the Victory Media Network in Dallas with several large movable video screens; another is Federation Square in Melbourne, which hosts the third Urban Screens Conference this year; Kunsthaus Graz is an art space which works in a similar space - a vaguely zeppelin-shaped building clothed in a skin of several hundred lightbulbs which can be manipulated. Chicago's Hyde Park Art Center has a digital facade, and something similar has been designed for the Beijing Olympics multifunction arena and the CCTV Broadcast Headquarters in the same city. Further, in Dubai the Dubai Pearl will be developed - a glowing pearl-shaped space suspended above Dubai.

Locative Media, Interactive Maps, and Radio Transmissions


Singapore.
The session here at ISEA 2008 continues with Drew Hemment, who reflects on his experience running the Futuresonic locative media festival in the UK. Of particular interest here is the contradiction between the excitement of locative media practitioners and the concerns around privacy which such media forms also highlight. Our locative devices trace our movements.

What art forms are intrinsic or unique to locative media, then? This was explored through the 2004 Mobile Connections exhibition. Such locative art can be understood to be the art of mobile and wireless systems, and it is possible to develop a taxonomy of locative media art works (works which are realist, figurative, or social on the one hand, and/or engage in mapping, ambulation, or geoannotation on the other). Many locative media works continue to show little or no engagement with lived spaces and social contexts, however.