Can Second Life House New Forms of Documentary?
What is SL? <ul><li>Second Life  is an Internet-based 3D virtual world launched in 2003 </li></ul><ul><li>SL is analogous ...
Why an interest in SL? <ul><ul><li>It is the current phase of evolution of the Web  </li></ul></ul><ul><ul><li>It distribu...
What is new media ? New media art standard practice is “to take up the products of the technology industries (...) and app...
Cultural Industries Socio Economy Analysis <ul><li>Understanding of a society's cultural evolution based on:  </li></ul><u...
Design of mediated communication imply specific values sets
Design of mediated communication imply specific values sets
Design of mediated communication imply specific values sets
Design of mediated communication imply specific values sets
 
Ideology is a system of ideas which is tacite to actors; it represents the interests of a specific social class (Weber, 19...
Control ? Any mediated communication system (media)‏ = tacite representation of ideology ( Castoriadis, 1987, Moeglin 2001...
Cycle of Innovation
Technology? <ul><li>All current media was once a new media </li></ul><ul><li>Photography – in relation to  painting </li><...
Cycle of innovation – Experimental Phase
Creative Experimentation <ul><li>PHASE 1: Remediation  </li></ul><ul><li>Designers from other media come to a new platform...
Creative Experimentations <ul><li>Phase 2: Emerging Forms </li></ul><ul><li>Hyperformalism : Dan Coyote Code as visual art...
Economic Experiments <ul><li>Documentary Film </li></ul><ul><li>Piano bar  </li></ul>
Can Second Life House New Forms of Documentary? Yes! But are these new forms viable in the long term?
Cycle of Innovation -  media
Second Life is a hybrid system <ul><li>Blend of multiple industrial frameworks of  Mass multimedia  Mass social media  Syn...
Mass Multimedia (Early Net)‏ <ul><li>Public gets access to information </li></ul><ul><ul><li>One way communication  </li><...
Early Net  Production Model <ul><li>Traditional media industry  and economy model transposed to a network system </li></ul...
Social Media (Mature Net)‏ <ul><li>Databases and XML allow for n-way communication between humans    </li></ul><ul><li>Cha...
Mature Net Production Models <ul><li>Production : </li></ul><ul><ul><li>Users build their own blogs  </li></ul></ul><ul><u...
Synthetic Media <ul><ul><li>Visualization of relationships </li></ul></ul><ul><ul><li>n-way communication  </li></ul></ul>...
Data Visualization as Documentary <ul><ul><li>Emergence of  practices based on data flow </li></ul></ul><ul><ul><ul><ul><l...
Mass Gaming <ul><ul><li>Uses experience as narrative tool </li></ul></ul><ul><ul><ul><li>Paris Riot </li></ul></ul></ul><u...
3D I Hybrid Economy System Source: http://wadatripp.wordpress.com/2007/03/02/3di-as-a-platform-for-entrepreneurial-capital...
Institution Economy (Early Net and gaming)‏ <ul><li>Traditional Corporate Model and Cultural Industries Models (Miege, Tre...
Open Source Economy (Mature Net and Simulation)‏ <ul><li>Service economy (Moeglin, 2004)‏ </li></ul><ul><li>Compassionate ...
3D Internet <ul><li>Innovation Model that uses all previous models </li></ul><ul><li>Hybrid system: Eutrepreneurs work THR...
Cycle of Innovation – Traditional Markets
Cycle of Innovation – Open Source Markets
Different Market Model <ul><li>Investment & Pre-Marketing: </li></ul><ul><ul><li>Grants and internships </li></ul></ul><ul...
Marketing as Extension of Mass Broadcast Media <ul><li>Second Life on Television </li></ul><ul><li>Csi </li></ul><ul><li>T...
Open Source Platform <ul><li>The following innovations: </li></ul><ul><li>Android Plaform </li></ul><ul><li>Photosynth </l...
Upcoming SlideShare
Loading in...5
×

Can Second Life House New Documentary Forms?

1,095

Published on

This lecture examines the potential of second life as a platform for creative documentary practices

Published in: Business, Technology
2 Comments
2 Likes
Statistics
Notes
No Downloads
Views
Total Views
1,095
On Slideshare
0
From Embeds
0
Number of Embeds
0
Actions
Shares
0
Downloads
16
Comments
2
Likes
2
Embeds 0
No embeds

No notes for slide

Can Second Life House New Documentary Forms?

  1. 1. Can Second Life House New Forms of Documentary?
  2. 2. What is SL? <ul><li>Second Life is an Internet-based 3D virtual world launched in 2003 </li></ul><ul><li>SL is analogous to the web. You can create hyperlinks to any other metaworld running on any server worldwide. Your avatar uses hyperlinks to move to other worlds. </li></ul><ul><li>The stated goal of Linden Lab is to create a world like the Metaverse (Stephenson, 1992). </li></ul><ul><li>The term metaverse refers to environments where humans interact (as avatars) with each other (socially and economically) and with software agents in a cyber space, that uses the metaphor of the real world, but without its physical limitations. </li></ul>
  3. 3. Why an interest in SL? <ul><ul><li>It is the current phase of evolution of the Web </li></ul></ul><ul><ul><li>It distributes Social Media Cultural Artifacts </li></ul></ul><ul><ul><li>It has the potential to become a dominant new media cultural voice </li></ul></ul><ul><ul><li>How can I affirm that and why does it matter to documentary practices? </li></ul></ul>
  4. 4. What is new media ? New media art standard practice is “to take up the products of the technology industries (...) and apply them to its own diverse ends, in a cultural domain. “ (Whitelaw, 2004) ? Nm is a framework that is technology independent. Nm is a phase of technological evolution. When an innovation is used to communicate cultural messages is becomes a medium. A socio-economy approach can help understand its long term implications as a media.
  5. 5. Cultural Industries Socio Economy Analysis <ul><li>Understanding of a society's cultural evolution based on: </li></ul><ul><ul><li>Critical discourse analysis </li></ul></ul><ul><ul><li>Cultural Industries (Miège, 2000) analysis framework that observes the emerging models associated with a media innovation: </li></ul></ul><ul><ul><ul><li>Communication models </li></ul></ul></ul><ul><ul><ul><li>Creative, Production and Distribution models </li></ul></ul></ul><ul><ul><ul><li>Economy models </li></ul></ul></ul><ul><ul><ul><li>Industrial Framework ( Production and Distribution models)‏ </li></ul></ul></ul><ul><ul><ul><li>New markets </li></ul></ul></ul>
  6. 6. Design of mediated communication imply specific values sets
  7. 7. Design of mediated communication imply specific values sets
  8. 8. Design of mediated communication imply specific values sets
  9. 9. Design of mediated communication imply specific values sets
  10. 11. Ideology is a system of ideas which is tacite to actors; it represents the interests of a specific social class (Weber, 1930). Socio-economy tries to apprehend the dominant ideologies of a system. Ideology Organizations that strive for power will try to influence the ideology of a society to become closer to what they want it to be. Political organizations ( governments included) and other groups (e.g. lobbyists) try to influence people by broadcasting their opinions.
  11. 12. Control ? Any mediated communication system (media)‏ = tacite representation of ideology ( Castoriadis, 1987, Moeglin 2001)‏ Different communication processes give control of value chain to different actors. The ones who have most control over access to messages or can massified their voice can influence the public's perception of societal evolution and define history But a new IC technology is not automatically a new media
  12. 13. Cycle of Innovation
  13. 14. Technology? <ul><li>All current media was once a new media </li></ul><ul><li>Photography – in relation to painting </li></ul><ul><li>Film – in relation to theater and photography </li></ul><ul><li>nm practices= diverse contexts that all celebrate experimenting with innovations </li></ul><ul><li>Currently Experiential Media are emerging new media </li></ul><ul><ul><li>Physical Computing, </li></ul></ul><ul><ul><li>Virtual Worlds such as SL, </li></ul></ul><ul><ul><li>Artificial Intelligence </li></ul></ul>
  14. 15. Cycle of innovation – Experimental Phase
  15. 16. Creative Experimentation <ul><li>PHASE 1: Remediation </li></ul><ul><li>Designers from other media come to a new platform </li></ul><ul><li>Research Tool For Another Media I.e. Photography to Painting </li></ul><ul><li>Distribution For Another Media </li></ul><ul><li>Film : http://slurl.com/secondlife/Sundance%20Channel/72/66/31 </li></ul><ul><li>Museums : Abyss Museum </li></ul><ul><li>Remediation process Machinima : http://youtube.com/watch?v=LxVDVggLqsA </li></ul><ul><li>Archival medium Photography : http://slurl.com/secondlife/Hotgates/38/198/48 </li></ul><ul><li>Exhibition : http://slurl.com/secondlife/Hotgates/126/123/51 </li></ul>
  16. 17. Creative Experimentations <ul><li>Phase 2: Emerging Forms </li></ul><ul><li>Hyperformalism : Dan Coyote Code as visual art http://slurl.com/secondlife/uvvy/85/209/26 </li></ul><ul><li>Reactive Art : Art gallery Code as visual and behavioural art </li></ul><ul><li>SL Internship Alternate spacial designs </li></ul><ul><li>Physical-virtual Hybrids Alternative interfaces </li></ul>
  17. 18. Economic Experiments <ul><li>Documentary Film </li></ul><ul><li>Piano bar  </li></ul>
  18. 19. Can Second Life House New Forms of Documentary? Yes! But are these new forms viable in the long term?
  19. 20. Cycle of Innovation - media
  20. 21. Second Life is a hybrid system <ul><li>Blend of multiple industrial frameworks of Mass multimedia Mass social media Synthetic Media </li></ul><ul><ul><ul><li>Simulation </li></ul></ul></ul><ul><ul><ul><li>Gaming </li></ul></ul></ul>
  21. 22. Mass Multimedia (Early Net)‏ <ul><li>Public gets access to information </li></ul><ul><ul><li>One way communication </li></ul></ul><ul><ul><li>static content , </li></ul></ul><ul><ul><li>one way publishing of content </li></ul></ul><ul><ul><li>no any real interaction between users Values information as financial commodity </li></ul></ul><ul><li>Market : media objects, products, sold per unit </li></ul>
  22. 23. Early Net Production Model <ul><li>Traditional media industry and economy model transposed to a network system </li></ul><ul><li>Production: </li></ul><ul><li>Building home pages, </li></ul><ul><li>Specialized production tools </li></ul><ul><li>Using a production team paid by a single employer </li></ul><ul><li>Designers team control experience of users </li></ul><ul><li>Institutional Financing structure controls: </li></ul><ul><li>production of content </li></ul><ul><li>access and distribution of content (client-server type of traffic)‏ </li></ul>
  23. 24. Social Media (Mature Net)‏ <ul><li>Databases and XML allow for n-way communication between humans   </li></ul><ul><li>Characterized by </li></ul><ul><ul><li>social networking, </li></ul></ul><ul><ul><li>blogging, tagging, </li></ul></ul><ul><ul><li>user generated content and video. </li></ul></ul><ul><li>Ability to mash up data feeds and databases to cross reference information from multiple sources Change in values: http://www.youtube.com/watch?v=6gmP4nk0EOE Flickr , Del.icio.us , blogs , Wikipedia , </li></ul><ul><li>Influencing Broadcasting </li></ul>
  24. 25. Mature Net Production Models <ul><li>Production : </li></ul><ul><ul><li>Users build their own blogs </li></ul></ul><ul><ul><li>production and distribution tools are now the same </li></ul></ul><ul><ul><li>Individual write their own content </li></ul></ul><ul><ul><li>Participatory design: the community designs the experience </li></ul></ul><ul><ul><li>Each individual can produce content </li></ul></ul><ul><li>Financing structure is redefined : </li></ul><ul><ul><li>Communities </li></ul></ul><ul><li>Control of over access to content: </li></ul><ul><ul><li>Via storage of data </li></ul></ul><ul><li>Individuals finance structure that controls: </li></ul><ul><ul><li>production of content </li></ul></ul><ul><ul><li>access and distribution of content </li></ul></ul>
  25. 26. Synthetic Media <ul><ul><li>Visualization of relationships </li></ul></ul><ul><ul><li>n-way communication </li></ul></ul><ul><ul><ul><li>between machines  </li></ul></ul></ul><ul><ul><ul><li>between humans </li></ul></ul></ul><ul><ul><ul><li>between machines and humans </li></ul></ul></ul><ul><ul><li>Characterized by </li></ul></ul><ul><ul><li>shift from asynchronous data stream to synchronous data </li></ul></ul><ul><ul><li>algorithms based narratives </li></ul></ul><ul><ul><li>Co-creation of narratives by Algorythms or humans Control: mapping of data. </li></ul></ul>
  26. 27. Data Visualization as Documentary <ul><ul><li>Emergence of practices based on data flow </li></ul></ul><ul><ul><ul><ul><li>Dream Addict </li></ul></ul></ul></ul><ul><ul><ul><ul><li>We feel fine </li></ul></ul></ul></ul><ul><ul><li>simulation capture social and information activities </li></ul></ul><ul><ul><li>sl a moves to 3D visualization (weather station)‏ </li></ul></ul>
  27. 28. Mass Gaming <ul><ul><li>Uses experience as narrative tool </li></ul></ul><ul><ul><ul><li>Paris Riot </li></ul></ul></ul><ul><ul><ul><li>Docks disputes </li></ul></ul></ul><ul><ul><ul><li>911 survivors </li></ul></ul></ul><ul><ul><ul><li>Incorporates </li></ul></ul></ul><ul><ul><ul><ul><li>Ai </li></ul></ul></ul></ul><ul><ul><ul><ul><li>Physical Computing </li></ul></ul></ul></ul>
  28. 29. 3D I Hybrid Economy System Source: http://wadatripp.wordpress.com/2007/03/02/3di-as-a-platform-for-entrepreneurial-capitalism/
  29. 30. Institution Economy (Early Net and gaming)‏ <ul><li>Traditional Corporate Model and Cultural Industries Models (Miege, Tremblay, 2001)‏ </li></ul><ul><li>Production Capital </li></ul><ul><li>Product sold for profit </li></ul>Source: Ross Dawson, http://www.rossdawsonblog.com/weblog/archives/2007/07/in_the_leadup_t.html
  30. 31. Open Source Economy (Mature Net and Simulation)‏ <ul><li>Service economy (Moeglin, 2004)‏ </li></ul><ul><li>Compassionate Entrepreneur (Smith, 1759) and the freelancer model ( Gensollen, 2007) and Actant networks (Latour, 1990) . </li></ul><ul><li>Peer to Peer economy: </li></ul><ul><li>Indy Film </li></ul><ul><li> ebay, filmbay Reputation Capital, referant capital </li></ul>
  31. 32. 3D Internet <ul><li>Innovation Model that uses all previous models </li></ul><ul><li>Hybrid system: Eutrepreneurs work THROUGH corporations (Schumpeter, 1942) that find her/him via social networks. </li></ul><ul><li>Knowledge and Social Capital </li></ul>
  32. 33. Cycle of Innovation – Traditional Markets
  33. 34. Cycle of Innovation – Open Source Markets
  34. 35. Different Market Model <ul><li>Investment & Pre-Marketing: </li></ul><ul><ul><li>Grants and internships </li></ul></ul><ul><li>Marketing </li></ul><ul><ul><li>Early Net: advertising </li></ul></ul><ul><ul><li>Mature Net: word of mouth </li></ul></ul><ul><ul><li>3DI: both </li></ul></ul>
  35. 36. Marketing as Extension of Mass Broadcast Media <ul><li>Second Life on Television </li></ul><ul><li>Csi </li></ul><ul><li>The Office </li></ul><ul><li>Law & Order: SVU . </li></ul>
  36. 37. Open Source Platform <ul><li>The following innovations: </li></ul><ul><li>Android Plaform </li></ul><ul><li>Photosynth </li></ul><ul><li>Motion capture Make SL a LIVE and reactive documentation archival platform </li></ul>
  1. A particular slide catching your eye?

    Clipping is a handy way to collect important slides you want to go back to later.

×