Spatial Thresholds, Interactive Society and Identity Creation. An exposition of networked mixed reality
By: JulianStadon

Postings: 3
Posted: Wed Apr 09, 2008 - 12:55 AM

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With the rise of internet culture, global society has gained much more access to information at an increased velocity. The emergence of massive multi user environments such as Myspace and Second Life has forced artists to once more challenge their role in society and how they present their ideas. Art has always maintained a focus on social discourse, and these new online societies provide a new environment through which to express, discuss and challenge ideas.

Virtual communities allow users to interact in new ways with others and thus question notions of place and identity, particularly through their dichotomous existence in more than one spatial reality. This is enhanced through the juxtaposition of virtual space with traditional urban space (both hierarchy-mediated social constructs).

In environments such as Second Life, we see real economic exchanges take place, along with social situations that engage participants in much more intimate exchanges than previously. We meet, talk, exhibit, do business, buy clothes all in a location remote to our immediate physical surroundings. Unfortunately, participation is not as aesthetically rewarding as one would expect for such complex networked systems. This is due to the screen still forming a threshold between the virtual and the real. Every time we attempt to immerse in new digital environments two factors limit the process- the reality of our mortal human physicality in space, and the presence of a screen interface.

With the advent of the moving image the screen became what frames were for paintings and galleries were for installation art. Due to their open source accessibility digital systems such as Second Life offer more opportunities to interact with and manipulate the space you are virtually situated in. The re-emergence of haptic interfaces such as head mounted displays and of course the Wii has provided creative technologists great opportunities to create new modes of expression and presentation of ideas. The incorporation of physical actions, head and body motion tracking and stereoscopic vision in digital leisure environments are all examples of modified interfaces that allow participants to be more involved in such experiences, trough the manipulation of the traditional standing and viewing a framed concept. This has spawned the evolution of mixed reality spaces, where we facilitate existence in more than one space, be it virtual, augmented or physical reality (or multiples of these).

Making the virtual physical and the physical virtual is not as impossible a notion as it may seem. New hardware and software combinations are combining to open new avenues to experience online interaction, increasing our bodies' influence on events in these spaces.

Digital technology affects and mediates our lives in every way. These systems respond to and are influenced by the human body, but where do we progress to..? Are there ethical lines not to be crossed determined yet? How does this affect identity creation on such platforms?
By: amelia

Postings: 13
Posted: Wed Apr 09, 2008 - 02:40 PM

I think it would also be interesting to explore, within this discussion, what the limitations of Second Life and other multi-user environments are. Second Life in particular differs from normal 'games' because there is essentially no 'winning' or 'losing', just the day-in, day-out cycle of successes and disappointments, world without end. And in a way this format is quite attractive to people outside the traditional gaming community, as it appeals on an intellectual level. But will their appeal expand to a wider demographic, or will they still remain within the realms of gamers?
I think Myspace may soon serve to demonstrate some of the limitations of these environments - the number of new users signing up is declining and it may be swallowed by its own hype.
There is a lot of talk about the potential of these environments, but sometimes this talk is a self-serving exercise on the part of the media. Second Life has 13 million registered users (many of these accounts are inactive) and whilst at first glance this looks like an impressive number, does this number of users warrant the hype wherein it is referred to as 'revolutionary'?
By: jcarr

Postings: 4
Posted: Wed Apr 09, 2008 - 11:47 PM

Is anyone else totally over hearing and talking about Second Life? It feels like it's ALL we've talked about for years now and is it really that interesting? Are new things really being done there? I'm not convinced - I agree with Amelia - I think the figures of active SL ppl are vastly exaggerated and a simple search of the top 20 SL destinations will show you exactly what most of the few ppl who are online are actually doing...
By: JulianStadon

Postings: 3
Posted: Thu Apr 10, 2008 - 12:38 AM

Considering Second Life as a game is highly problematic. It doesn't have clear goals and allows for much more influence from participants. I think that this is where the 'revolutionary' term has some strength. There a many new similar styled applications emerging such as Croquet, Kaneeva and Wonderland which have been floated as open source, meaning much more freedom in regards to content and actions etc. These examples are also, due to their obscurity , devoid of advertising. I think that the reality is that like offline culture, online culture cannot avoid media involvement due to the economics inherent in such systems.

Definitely there are a lot of inactive SL accounts and MySpace accounts. The sad reality of non tangible occurrences is that they never seem to have longevity that are concurrent with traditional notions of fashions and and social trends. I myself have two inactive SL profiles and three in MySpace. I think the interesting thing about this is that people now set up great avatars with great lives and sell them, for real money like some sort of personal identity designer. Given the freedom and detail SL allows for avatar creation this is very interesting when juxtaposed with all these inactive characters. Online identities are proven to be expendable, ephemeral, just like the networks they exist in. Will such systems, when superseded become mass avatar grave sites, destined for online archaeological "digs"?

This is where the significance of such a system lies. Not in the gameplay, which I admittedly find tedious at times, but in the opportunities provided for further cultural investigation and understanding though participation within such environments. This lack of purpose does deter many seasoned gamers, but what it provides as an alternative is superior. The ability to meet in a space and hang out, meet for business, shop for virtual and real items etc. will, as interfaces further develop become more immersive and engage a wider audience than at current.

Whether or not the hype around SL proves warranted the hype around the potential these environments show is definitely not to be ignored. There are so many things to consume online leisure enthusiasts that exposure is the key and unfortunately, rather than in world advertisements for gadgets, add ons etc. to improve interaction and the experience we see adds for new clothes, penises, houses, homewares and many other narcissistic products that thrive on gimmick rather than integrity. Not that I'm too critical of this, in the case of SL such advertising is what got the media and business affiliated with the application in the first place, and was a main factor towards its success.

I believe the limitations placed on such systems are unfortunately dictated by economics in order to keep afloat. This is where digital artists need to once more take one for the team and input creative, thoughtful work into such environments, in order to articulate positive ideas and avenues for new experience. With every new virtual environment/ social network we are responsible for what content is created as we determine what it becomes. But where do you draw the line between artistic integrity and making a lot of money when a good idea is realised and commercially funded? The economics of these systems I think will be a popular area of research increasingly so in the future...
By: scottfree

Postings: 1
Posted: Thu Apr 10, 2008 - 01:06 AM

I was talking to a very wise woman today (okay it was Amelia) She was saying that Second Life has benefited from the positive publicity, mostly from media looking for the next Myspace/Facebook and taking a punt on SL. Its fair to say the initial SL statistics were pure conjecture, then everyone went along for the ride - Emperor's New Clothes style.

Having never played a game of SL, jcarr is for me on the money:

What makes a great game? Risks, Something at stake, points/results. (Fans are also a nice addition Smile

Aren't the greatest games the ones where we have the MOST to lose and gain?

"Hmmmn, a game where the player could actually die? That's a thought. We'll call it LIFE."

Actually, science has shown that rejection impacts the same parts of neurology as a lethal blow, so...

Love and Life sum games up for me. (Two things the Net has produced pale digital souless copies of).

Wink
By: rpeach

Postings: 9
Posted: Thu Apr 10, 2008 - 02:45 PM

Hmmm... I love Second Life - just because I can build my own badly designed houses, bling and sculptures and flog them off for .0001 of a cent and feel good about not having to mortgage my rl house to start a business!

I also love shopping for things that I could never afford in rl (I don’t have Ivana Trump's chequebook) and I am bloody good at pole dancing!

Am I trapped in a consumerist nightmare or is this another version of the car boot sale, where I can buy cheap crap, get rid of my urge to spend, spend, spend all the time and still have money left over in my wallet to go pay the rent!

I may never have to set foot in a retail store again!

Am I alone in my little digital cheapskate heaven or do others get the same satisfaction?
By: jcarr

Postings: 4
Posted: Thu Apr 10, 2008 - 09:45 PM

LOL rpeach - if you love it then I'd say go you.. Personally I'd rather have root canal therapy every day for a week than have to spend another minute in there - but isn't the virtual space just like real life - horses for courses, live and let live and room for everyone to find something they enjoy and feel at home in? And hooray for that!
By: JulianStadon

Postings: 3
Posted: Sat Apr 12, 2008 - 12:33 AM

Yeah totally... I think SL is all about providing alternatives to create diversity of options in our daily lives, rather than pointless distraction. I have meetings in world for my research and often test ideas in the virtual space, kind of like building a maquette or diorama. It is a new way for me to test ideas and to tweak my perspective.

I think it is interesting that due to this "alternative" status SL is so frequently compare it to real life. Of course real life will be superior in terms of experience to most, my point is that SL offers an other environment for us to function in. Whether we enjoy it, hate it, fear it or embrace Second Life it is hard to ignore the discussions it has created and I do honestly believe it to be a great space to experiment and discover new ideas.

You have to attack it in the right way though, which is why the interface needs to be developed so that it offers a greater sensory experience for participants. Providing a greater experience in such applications will help display their true potential. This is only possible through innovative development, particularly in the area of immersion and haptic interaction.
By: spacecadet

Postings: 4
Posted: Mon Apr 14, 2008 - 12:18 PM

From JulianStadon:
Online identities are proven to be expendable, ephemeral, just like the networks they exist in. Will such systems, when superseded become mass avatar grave sites, destined for online archaeological "digs"?

... I don't know the answers but I think the questions are brilliant and exciting. And this has a nice poetry to it!

I have found my online identities an interesting freedom - and bumping into the boundaries of their limitations has been interesting too.... and that in turn impacts on my rl identity. And shapes it in curious ways. All in all I would rather be exploring these communities/ worlds/ identities than word processing myself into oblivion. I think it is, after all, a hellava lot of fun.
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