Red / Wild – Art in SL by AM Radio

Which way up?

Again, thanks to Corwin, I visited a new art installation by AM Radio. The info details about the work include the following notecard:

AM Radio’s The Red and The Wild

IDIA is pleased to host artist AM Radio as the inaugural artist-in-residence at IDIA Labs – an exhibtion and installation sim for virtual installation art and performance.

THE INSTITUTE FOR DIGITAL INTERMEDIA ARTS is a hybrid art and design studio established as part of the Center for Media Design at Ball State University and funded the Lilly Endowment, Inc. The institute is an interdisciplinary research and design environment that explores the intersections between arts and technology. Students, faculty, staff and industry partners engage the discourse of emergent media design on projects employing virtual reality, visualization, simulation and human computer interface in this project-based immersive learning center.

http://idiarts.org

As always, AM Radio enjoys exploiting the SL space and creating art that is on the one hand familiar, yet on the other hand is very surreal. Here is another photo:

Am Radio's Red / Wild

Corwin has been teaching a virtual photography group and taught me how to make a wireframe view today, so here’s another photo from the installation, this time converted to wireframe -

AM Radio's The Red / WIld

Second Life offers so much potential for creativity, and I’m always learning and experiencing new examples of that. Thanks Corwin!

Ritchey Sealy Art Studio in SL

Ritchey Sealy Art in SL

The Ritchey Sealey art studio in Second Life (Ponden, 147, 212, 33) is really something special. It is a showcase of the real works of Ritchey, and features works using media such as oils, acrylics and charcoals. He has a stunning collection of modern abstract work in vibrant bold colours and geometric shapes – here is me below interacting with one of my favourite pieces:

Anya interacting with Ritchey Sealy Art in SL

But as well as that he has some amazing seascapes – and having grown up by the beach I am always moved by images of waves crashing against rocks. Here’s one of my favourites taken in the studio:

Ritchey Sealy Art in SL

Ritchey’s real art can be bought online here: http://ritcheysealy.photography.com.au/

I wonder if I could convince Ritchey to do a Filthy Fluno and commission a piece which incorporates my avatar a la image number two there. I wouldn’t mind the seascape either!!! I don’t usually look at art in SL with a view to purchasing the real versions, but since Ritchey lives in the same country as me, it is easier to imagine, or at least to dream, of dropping by his studio and picking up the ones I fell in love with in his SL studio.

dLux Media Second Life Art Tours (aka the Magic Pony Ride!)

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What fun! I managed to get to some of the special dLux Media rl/sl mixed realities event today that I blogged about here. This is me on my magic pony ride tour of SL art hot spots. In a very clever pop culture / high culture hybridisation, the tour incorporated visits to some wonderful art spaces – entire sims that are works of art, exhibits and all sorts of alternative types of art spaces as well as some traditional ones. The ponies had a follow the leader script so the tour guide could fly us all over Second Life, but there was lots of discussion and all participants had the opportunity to share and comment. Tours are being held weekly.

Nudes Descending- Interactive SL Art

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Gaza does it again – you might remember Gaza Stripped, an article from Slatenight magazine (now sadly on hiatus for the time being), where Gaza, pictured below, discussed her philosophy about real/virtual/pop art.

Gaza Stripped - photo by Dell Wilberg

Nude Descending is another play on an artistic icon, in which falling nude art pieces topple down a staircase, and if you want to really interact and become art you allow your naked avatar to topple down too.

This exhibition is being shown at the Odyssey Gallery, and also includes all sorts of other interactive and thought provoking pieces. Just DO NOT say a certain phrase or term, or you will be attacked by a tornado and catapulted across to another sim! (I haven’t seen one person not test this, despite the warnings :)

All art has notecards with commentary and questions for you to ponder about the art work, which helps you understand what intention was had by the artist. How you interpret it though is still dependent upon your own experiences, expectations and belief systems about art and virtuality, so if you visit the exhibition with friends it can raise some very interesting discussions.

Mixed Reality SL/RL Media Arts Event

As part of the d/Art/07 festival being run by dLux Media Arts there will be a mixed reality event showcasing the Arts in Second Life. Here are the details:

Saturday, July 14, 2007

1:00 PM

Australian Centre for Photography

257 Oxford Street
Paddington, New South Wales 2021

Description

Some call it a better life while others say ‘Get a life’. Second Life is a 3D social networking site where participants can not only meet with each other but could also contribute to the design, coding and construction of their new world. When the laws of physics have no meaning, when people can fly and when a large number of the women you meet are actually men, it is inevitable that this new world has evolved in …er… unconventional directions that no longer simply mirror real life.

As part of the d/Art/07 festival, d/Lux/MediaArts will present a series of in-world guided tours of Second Life where we will explore the work of artists practising in SL and some of the interesting communities that are emerging there. You can join in the real world at the ACP or online in SL. The tours are free but booking is required for those joining us at the gallery. See our website below for details.

Homepage: http://dlux.org.au/dArt07/slife.html

It should be fabulous as Christy Dena has been advising the dLux team about the range of art spaces and practices in SL.

The question is – since the event is about experiencing art in SL, do I actually want to attend in person at the live venue?

Pleasure, Play, Participation and Promise: the audio to my conference talk

Thanks to the wonderful Alan Levine, I now have the audio recording to go with my NMC talk, here:

Alan’s write-up of my talk is on the NMC blog here – thanks so much!

Postcards from Second Life

south beach strip club in Second Life, originally uploaded by amywilson.

Amy Wilson’s (Freelunch’s) Postcards from Second Life is now available, and there will be a free signing of the book in Second Life on Saturday, June 2nd, 6pm PST at the Pooley Auditorium (http://slurl.com/secondlife/Pooley/250/6/38). The book, a set of watercolors documenting the travels of the artist inside a virtual world, is currently available at lulu.com (http://www.lulu.com/content/840930) for $15 US.

I was sent a link to Amy Wilson’s artworks a couple of weeks ago but have been so busy I haven’t had a chance to blog about it. I find Amy’s work more fascinating the longer I look at it. I love the fact that visual artists are interpreting and expressing their impressions of Second Life through their medium of choice. There are so many people blogging about SL because writing is their mode of choice, and we’re all uploading a ton of photographs to flickr as amateur photographers to capture special and/or memorable moments. But I haven’t seen many people using art as their medium of expression (though I did recently read Sharon’s post about how she has begun drawing avatars in her visual journal).

I think this reinterpration of Amy’s is also very clever because it makes a considered critique of various aspects of SL – covering issues of identity, reality, relationships and business inside the virtual space.  These are issues that we are all quite familiar with, but to see them articulated in a new form holds them up for renewed inspection.

Linden Lab Press Release: SL graphics to become more realistic

Linden Lab Shines New Light on Second Life With Acquisition Of Technology From Windward Mark Interactive

Windward Mark Interactive Developers Will Join Linden Labs Growing Boston Presence, WindLight® and NimbleTM Technologies To Be Open Sourced

SAN FRANCISCO & BOSTON–(BUSINESS WIRE)–Linden Lab®, creator of 3D virtual world Second Life®, today announced the acquisition of graphics technology from Windward Mark Interactive. Linden Lab will acquire WindLight®, an advanced atmospheric rendering technology; NimbleTM, a realistic 3D cloud simulator; and associated intellectual property and interests. Following this acquisition, Linden Lab will open source Windward Marks leading graphics technology and integrate it into the Second Life Viewer software, bringing striking visual realism to Second Life.

The five founders of Windward Mark Interactive will also join Linden Labs new office in the heart of Bostons tech and academic research communities.

Founded in 2003, Windward Mark Interactive develops video games and advanced graphics technology that brings realistic visuals to real-time simulators. The companys WindLight® technology uses patent-pending algorithms that imitate the ways in which light is affected by real-world atmospheric factors like dust and moisture, enabling the nuances of sunlight, clouds, water and weather to be accurately simulated in real-time. Windward Mark Interactives other real-time visualization product, NimbleTM, uses advanced physics models to realistically simulate clouds.

(full press release here)

Second Life Art

I get hundreds of invitations to Second Life art galleries, and when I manage to get some time I do a gallery hopping tour to check them out. I dabble in mixed media and love doing art, and I love viewing art in “real life” museums. But when I am inside Second Life I don’t want to see art that is merely a replica of anything that can be done offline. I look for a couple of key features:

1) art that utilises the affordances of the Second Life platform – such as the use of prims to make 3D sculptures, or installations which use animation or audio;
2) art that allows interaction, so that it only becomes complete when you participate in some way with it

Here is some amazing art I’ve come across recently.

The first one is an increidble light installation, which involves beams of animated light filling the space and moving around the space. By entering one of the central beams and clicking on it, you become a part of the installation, your avatar transforming with each new beam.

lightinstallation5

lightinstallation3

This second one is a social comment by Nebulosus Severine on The Cult(ure) of Television, and to appreciate it best you have to enter and sit on an animation which makes your avatar stare mindlessly at the flickering of a TV screen.

tvinstallation14

tvinstallation11

This third one I thought was art, but then I heard a rumour that it was one University’s efforts at making myspace-like pods for student accommodation. I couldn’t find an explanation anywhere, but either way, the build is a fascinating concept.

maths5

maths2

This fourth gallery space was a loft which featured the work of a multimedia artist from Sweden (Nils), an artist that created pieces you had to click or pose with before the art was complete.

nils7

nils6

The fifth one has changed since this photo was taken (but I prefer this version) and was a huge animated heart, complete with a beating pulse in the audio stream. The heart was juxtaposed with a holodeck type room and the two pieces together were designed to represent the tensions between real and virtual (artist: Nobody Yap).

Nobody Yap's multimodal art installation at NMC, SL

And finally, the most amazing sculptures I have ever seen in an art style I didn’t know much about before, called steampunk. Each sculpture is designed with around 500 prims and requires a lot of camera work and flying around to appreciate the sheer magnitude of it. (More about Madcow Cosmos, the artist, here)

sculpture2

I’ll be doing some more formal and academic work about digital arts soon, but for now, this is just a small snapshot or two of what I find most fascinating.

Wack! Art and the Feminist Revolution

Thanks to Sue, I have just found out about this exhibition at LA’s Museum of Contemporary Art. The exhibition itself is one thing to be fascinated with, but I am even more interested to find out that the exhibition has an associated blog, with reviews, links to reviews, commentary, and even video clips of people discussing their work. It’s just wonderful! For example, here is the artist of the cover image for the catalogue (shown above) discussing the ways in which women’s body parts are appropriated to sell books, and ironically it was her feminist statement on this that was selected as the cover for the catalogue:

And here are some of the blog reader comments about their conflicting feelings over the cover.

Like Sue, I think this is really innovative – I can’t think of any other museums or galleries using blogs to engage the public in critical discussions of their exhibitions.

Fashion is an Art

I’ve fallen in love with these “Devil-wears-Prada” fashionistas from the Second Life fashion house, “House of Lu” and their label: Paper Couture.

Their work is a bit edgier than most of the popular SL fashion houses, and whoever is behind it has enough snarkiness to make them amusing. But their work consists of some lovely hand drawn textures, very distinctive, and based on current “real” fashion trends and is quite inexpensive.

I really love the artistry behind their work – look, here are some of the designs from their Spring collection:

I keep getting media requests related to comments on SL fashion and mostly I talk about avatars and identity, but there’s also a real sense of the SL fashion community growing in creativity and diversity, which is a wonderful thing.

Here I am in two Paper Couture outfits – they are probably so last season, but then I dress for amusement and not for keeping up with trends.

Life Imitating Art: The Quest for Truth, Beauty and the Inner Self in the Avatar

The Gaze

What happens when our avatars are so spectacular we want to become like them? Lately I have been sporting an avatar with a new look dark hairdo and I was so taken with how it looked, and how I felt wearing it, that I dyed my real hair a dark rich brown. I didn’t tell too many people because… well, it’s embarrassing, no? To be influenced by the image you have created to represent yourself, so much so that you try to become that idealisation? Wait… if my avatar reflects my inner aesthetics, then it’s natural to want my outer fleshy aesthetics to match it, right? Or is your brain hurting now?

Last year I had to grapple with the TV show I was featured on insisting they do a shot with me next to my avatar. I mean this would be fine if I was younger, thinner, taller, more gorgeous and so on… but I’m not, and so I ended up feeling totally eclipsed by the image of my avatar hovering next to the real me.

So I was especially interested in the writings of Domenico Quaranta, a commentator on the work of Eva and Franco Mattes (0100101110101101.ORG):

«It must be hard to be a model, because you’d want to be like the photograph of you, and you can’t ever look that way. And so you start to copy the photograph»
Andy Warhol [4]

As we have seen, this hall of mirrors is typical of virtual worlds. Expressions like “in world” and “out of world”, used by residents to refer to Second Life and the outside world respectively, are like a kind of inverted anthropocentrism. The most famous avatars in Second Life, those who have made a name for themselves “in world”, are rarely well known in the real world. After much insistence, Aimee Weber [5], the famed fashion and content designer who Eva and Franco Mattes dedicated a triptych to, came along to the opening of the show at the Italian Academy in New York. The photograph that captures her in front of the portrait of her avatar bears witness to a singular paradox: that of a real person completely outdone by her virtual self-representation. The image prevails over the person, as is always the case in the star system. But on a closer look, there is an element of novelty: what we are calling ‘image’ is in actual fact the immaterial projection of the self within a virtual space, within a world and community that does not exist outside the computer screen. The avatar has taken the upper hand.

In other words Portraits bears witness to the gradual humanization of our digital identities. To get a measure of this it is worth having a closer look at another project by Eva and Franco Mattes, which immortalizes the previous status of the digital identity. The project in question is Life Sharing, commissioned in July 2000 by the Walker Art Center of Minneapolis [6]. Starting from the statement that “a computer, with the passing of time, ends up looking like its owner’s brain” [7], 0100101110101101.ORG decided to enact a gesture of extreme transparency (glasnost), sharing the entire contents of their computer, transforming it into a web server: the ultimate digital self portrait. The critics talked about “abstract pornography” (Hito Steyerl), “open-source living in the digital age” (Steve Dietz), “a complete form of self-exposure” (Tilman Baumgärtel), based on a kind of voyeurism stimulated not by images, but by data and information. Yvonne Volkart noted: “The project… exaggerates the assumption that our life and our identities are based on purely determined and determining accumulations of information”; and Marina Griznic insisted: “The identity of 0100101110101101.ORG is represented, not through the psychology of an individual, but through the formation of a new visual and cultural space, via the recycling of stereotypes.”. A concept that Franco Mattes summed up in a one-liner: “We don’t have emotions; we have a Hewlett-Packard.” [8]

Life_Sharing bears witness to a particular stage in the evolution of our digital identity. Although it was already possible to mediate this identity through a webcam or an avatar in a virtual world or chat system, it did not yet have a face, being composed of different types of data in a constant flow on the Internet. But our faces and bodies reproduced by a webcam are not the face and body of our identity on the Net, merely part of the data comprising it. This was why, according to 0100101110101101.ORG, the best way of representing ourselves on the web was essentially abstract, and involved putting the viewer in touch with the intimacy of data.

Virtual worlds heralded the advent of a new phase. The cloud of raw data has finally solidified into a body and a face. To show our identities we no longer need to expose the kernels of our computers, but just work on the bodies of our avatars, their skin, hair and hairstyles, clothes and accessories. The dedication we put into this alone shows that our public image, our avatar, contains a lot of ourselves. There is nothing under the surface. The striking thing about this new phase in the evolution of our online identities is the fact that all our characteristics (personal details, psychological and sociological attributes) are represented by the avatar, its features and possessions. Data is gathered in a face, and can be offered up in the form of a portrait. Indeed the fact that we can now portray this identity, in the most traditional sense, is the best demonstration of the concreteness now attained by our virtual identities. The simplification of the medium, in this case, is inversely proportionate to the sophistication of the subject.

This reveals the importance – and the radical nature – of something as apparently banal as photographing avatars. By taking these photographs, and then printing them onto large canvases and exhibiting them in an art space, Eva and Franco Mattes are performing two crucial operations. On the one hand they are saying loud and clear that the subjects they have chosen are neither simulacra or characters in a game: they are people, complete, complex identities with defined social roles in a society comprising two million inhabitants, and they are an effective representation of the canons of beauty of that society. On the other hand the duo reiterate this statement by including their pictures in the great tradition of portraiture.

Additionally, there’s an interesting interview with the Mattes and here is an excerpt:

In virtual worlds, the extraordinary is the norm. You could have played on the oddities, the weird or trashier aspects, but instead you have focused on beauty. Why is that?

We didn’t choose beauty, it was elected by people creating their own alter-egos. They built their characters matching the Western canon of beauty, when they could be whoever and whatever they wanted. Some people find our portraits “cool” and “sexy”, others find them “creepy” and “tragic”. Not unlike Tamara de Lempicka’s portraits, with their robotic beauty, I guess they’re a bit of both.

Second Life raises issues about identity, but also about social life, architecture and economics. Why did you choose to work with portraits?

In Second Life you are forced not to be yourself, to wear an ultra-modern 3D mask. But masks are not there to hide your real identity, on the contrary they are there to show who you really are, since you can ignore social restrictions. Since we’ve been living fake identities all of our lives, it’s obvious that we are attracted by a world of Avatars.

So, is the avatar a mask, or is the real inner self, if such a thing exists?

Avatar Fashion Artists

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I never stop being surprised at the talented fashion designers for the avatar. The combination of creative skills and technical skills is something I really admire, and the women I know making it a full time business venture are doing very well indeed. Fashioning the avatar is a significant part of SL culture for most women I know. It feels extravagant, luxurious, frivolous, and purely indulgent to spend a few dollars a week buying hair or skins or shoes or even glamorous gowns for one’s digital persona… and yet it is totally addictive. Again, the idea of being art, wearing art, and feeling that a sense of your aesthetic identity is projected through your avatar makes it compelling to explore.

Here is my very first attempt at constructing my avatar in December, 2005:

Anya in December 2005

and here I am now, some 14 months later:

A7

I think this reflects my development from “newbie who thought it was all a bit of a game” to somebody who now uses Second Life for aspects of both my professional and social life. Second Life still has its fantasy elements, and is definitely a lot of fun, but it is only a game in the sense that life and reality is also a game.

And for anybody interested, the first and third images here show me wearing my favourite fashionista’s latest gown – Nonna Hedges. Nonna told me today her business is going so well she has dropped her price point BY HALF!!! I think this gown makes me look like the rose in my blog banner which I photographed when I was in Armidale in 2005.  I remember seeing the roses in Armidale and rushing to capture them with my digital camera at the time.  I felt the same way when I saw Nonna’s gown.  It is art.

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