Can Second Life House Artificial Organisms?
Why an interest in SL? <ul><ul><li>It can  enhance   physical relationships </li></ul></ul><ul><ul><li>It is an emerging c...
Web 2.0: Social Media Databases +  Network  = Agregation of Content
Social Media - People with  existing physical relationships  use information to share insights and experiences with each o...
Communal Media MOO and MUDs= Multi-Object Orientation and multi-user role-playing environments. -  Synchronous communicati...
Synthetic Media <ul><ul><li>Visualisation   of live relationships </li></ul></ul><ul><ul><li>n-way communication  </li></u...
Synthetic Intelligence Global computing creates increasingly complex systems.. Researchers are thinking of building comput...
MultiAgent Systems Agent= Artificial intelligence  A multiagent system is one that consists of a number of agents, which i...
Paradox Different belief systems are coexisting.
ICT
CI Socio Economy Analysis <ul><li>Understanding of a society's cultural evolution based on:  </li></ul><ul><ul><li>Critica...
Mediated Communication Supports Values Ideology
Ideology Ideology is a system of ideas which is tacite to actors; it represents the interests of a specific social class (...
Control ? Mediated Communication  = Tacite representation of Ideology (Weber, 1930, Castoriadis, 1987, Moeglin 2001)‏ Diff...
Cycle of Innovation
Hypothesis Second Life is still in the experimental innovation phase, a  variety of agents  from different communities ani...
Cycle of innovation – Experimental Phase
Art communities Distribution :  - Virtual Arts Alliance (Contemporary Arts)‏ - Art galleries - Sundance (Film), ABC (News)...
Creative Emerging Forms <ul><li>Emerging Forms </li></ul><ul><li>Code as visual art:  Hyperformalism :  Dan Coyote http://...
Each Group= Different Values Commercial Good  Sale of Cultural  Products Cultural Worker (Dan Coyote)‏ Galleries Mass Medi...
SL Hybrid Information Economy System - Classic Corporate Economy:  Cultural products - Collective Economy: Social activiti...
Social Interactions = Different frameworks Classic  Institutional  Top-Down Isolated-Passive 1 way Institutional Personal ...
Classic Industrial Economy <ul><li>Traditional Corporate Model </li></ul><ul><li>Editorial Cultural Industries Model (Mieg...
Entrepreneurial  Economy  <ul><li>Compassionate Entrepreneur (Schumpeter, 1942)  </li></ul><ul><li>operates within actant ...
Collective Mutual  Economy  <ul><li>Social interactions and actions and reaction between producers and users, which are no...
3D Web <ul><li>Innovation Model that uses all previous models. </li></ul><ul><li>Focuses on  Co-creation  of knowledge ad ...
OAS <ul><li>“We imagine a future where Second Life is able grow beyond the borders of Linden Lab. We see regions running o...
AGI Economy : Cyber Economy The power of  AGI  to manipulate and create complex decision making  instruments .  To help hu...
Capitalist Frameworks Classic  Competition Liberal Sale of  Good and services Top-Down Passive human Collective  Collabora...
Conclusion <ul><li>SL already houses artificial organisms </li></ul><ul><li>As it opens its architecture ALIFE artists wil...
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Can Second Life house synthetic organisms?

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Can Second Life house synthetic organisms?

  1. 1. Can Second Life House Artificial Organisms?
  2. 2. Why an interest in SL? <ul><ul><li>It can enhance physical relationships </li></ul></ul><ul><ul><li>It is an emerging cultural voice that will marry </li></ul></ul><ul><ul><ul><li>Social Media, </li></ul></ul></ul><ul><ul><ul><li>Communal Media (MOOs: MultiUser Object Oriented Systems) and </li></ul></ul></ul><ul><ul><ul><li>Agent systems. </li></ul></ul></ul>
  3. 3. Web 2.0: Social Media Databases + Network = Agregation of Content
  4. 4. Social Media - People with existing physical relationships use information to share insights and experiences with each other. I.e. facebook - Agregation of interest: impact real life activities I.e. Copy Right law - Asynchronous communication: no simultaneous co-presence - Cartesian mind-body relationship: virtualization of intellectual processes (Shinkle, 2007)‏
  5. 5. Communal Media MOO and MUDs= Multi-Object Orientation and multi-user role-playing environments. - Synchronous communication : - People share experiences - relationship exists in the moment - Agregation of interest ==> building of live community Avatar based: users are embodied and represented within a space - Actualization of Technological identity, with real life connections
  6. 6. Synthetic Media <ul><ul><li>Visualisation of live 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 </li></ul></ul>
  7. 7. Synthetic Intelligence Global computing creates increasingly complex systems.. Researchers are thinking of building computer systems that can act effectively on our behalf This implies: The ability of computer systems to act independently The ability of computer systems to act in a way that represents our best interests while interacting with other humans or systems, Systems that can cooperate and reach agreements (or even compete) with other systems that have different interests (much as we do with other people)‏ <ul><li>Global computing creates increasingly complex systems.. </li></ul><ul><li>Researchers are thinking of building Synthetic Intelligence that can act effectively on our behalf </li></ul><ul><li>This implies: </li></ul><ul><li>The ability of computer systems to act intelligently </li></ul><ul><li>Systems that can cooperate and reach agreements (or even compete) with other systems that have different interests (much as we do with other people)‏ </li></ul>
  8. 8. MultiAgent Systems Agent= Artificial intelligence A multiagent system is one that consists of a number of agents, which interact with one-another. Distributed AI: the agents learn together and are becoming social. - Synchronous and asynchronous communication between agents: - Agregation of content and transactions ==> building of synthetic artificial community
  9. 9. Paradox Different belief systems are coexisting.
  10. 10. ICT
  11. 11. CI 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, Tremblay, 2001, Moeglin, 2001) analysis framework that observes emerging </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>Creates new market </li></ul></ul></ul><ul><ul><ul><li>Shift control over what part of media chain </li></ul></ul></ul>
  12. 12. Mediated Communication Supports Values Ideology
  13. 13. Ideology Ideology is a system of ideas which is tacite to actors; it represents the interests of a specific social class (Weber, 1930). Socio-economy examines economy conditions which produce ideologies. 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.
  14. 14. Control ? Mediated Communication = Tacite representation of Ideology (Weber, 1930, 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 societal imageinaries : perception of societal evolution and dominant value system But a new IC technology is not automatically a mass media
  15. 15. Cycle of Innovation
  16. 16. Hypothesis Second Life is still in the experimental innovation phase, a variety of agents from different communities animated by different ideologies coexists to test the potentials of this technology. - Some actors see virtual worlds as a marketing tool for their products . - Others are trying to establish non dominant social values
  17. 17. Cycle of innovation – Experimental Phase
  18. 18. Art communities Distribution : - Virtual Arts Alliance (Contemporary Arts)‏ - Art galleries - Sundance (Film), ABC (News) - Archival: Lynn Hershman (New Media Artist)‏ Remediation : machinima Virtualisation of painting (Robbie Dingo)‏ Generative Art
  19. 19. Creative Emerging Forms <ul><li>Emerging Forms </li></ul><ul><li>Code as visual art: Hyperformalism : Dan Coyote http://slurl.com/secondlife/uvvy/85/209/26 </li></ul><ul><li>SL Internship Alternate spacial designs </li></ul><ul><li>Edo Autopoesis </li></ul><ul><li>Code as environment Angry Beth </li></ul><ul><li>Alternative interfaces: Judith Doyle </li></ul><ul><li>Reactive Art : Art gallery Code as visual and behavioural art </li></ul>
  20. 20. Each Group= Different Values Commercial Good Sale of Cultural Products Cultural Worker (Dan Coyote)‏ Galleries Mass Media Public Good Co-creation of Cultural Discourse Cultural agent (Judith Doyle)‏ ( Ars Virtua )‏ Odyssey Art Metropole Art value Artist Institutions Collectives Portfolio Good Sale of Production Skills Freelance creative entrepreneur (Robbie Dingo)‏ Stores Virtual Artists Alliance
  21. 21. SL Hybrid Information Economy System - Classic Corporate Economy: Cultural products - Collective Economy: Social activities between participants not for sale - Entrepreneurial Economy: Hyper autonomous social agents
  22. 22. Social Interactions = Different frameworks Classic Institutional Top-Down Isolated-Passive 1 way Institutional Personal Marketing Collective Communities of Practice Social Communities N ways Professional Interest Communities Experiential Communities Model Hierarchy Individual Com Social Network Marketing Entrepreneurial Personal Networks Social Networks N ways Professional Personal Word of Mouth Adapted from M. Gensollen (2007, p. 114)‏ Based on different definition of individuals and economy
  23. 23. Classic Industrial Economy <ul><li>Traditional Corporate Model </li></ul><ul><li>Editorial Cultural Industries Model (Miege, Tremblay, 2001)‏ </li></ul><ul><li>Production Capital </li></ul><ul><li>Product sold for profit </li></ul><ul><li>Marketing: Advertisement Competition between agents </li></ul>Source: Ross Dawson, http://www.rossdawsonblog.com/weblog/archives/2007/07/in_the_leadup_t.html
  24. 24. Entrepreneurial Economy <ul><li>Compassionate Entrepreneur (Schumpeter, 1942) </li></ul><ul><li>operates within actant networks (Latour, 1990). </li></ul><ul><li>Peer to Peer economy and Contract economy: </li></ul><ul><ul><li>ebay, </li></ul></ul><ul><ul><li>Open Source </li></ul></ul><ul><li>Coopetition (Brandenburger, 1997): Collaborate and Compete in a networked economy </li></ul><ul><li>Human and Reputation Capital, referant capital </li></ul>
  25. 25. Collective Mutual Economy <ul><li>Social interactions and actions and reaction between producers and users, which are not marketable (Grevet, 2002) </li></ul><ul><li>Researchers learn together to advance their field. </li></ul><ul><li>Economy based on Collaboration Knowledge capital in a knowledge society, humanist and innovation society </li></ul>
  26. 26. 3D Web <ul><li>Innovation Model that uses all previous models. </li></ul><ul><li>Focuses on Co-creation of knowledge ad culture. </li></ul><ul><li>Hybrid economic system : Compassionate Entrepreneurs work THROUGH corporations that find her/him via social networks. </li></ul><ul><li>Human, Knowledge and Social Capital </li></ul>
  27. 27. OAS <ul><li>“We imagine a future where Second Life is able grow beyond the borders of Linden Lab. We see regions running on open source, alternative simulators. We see web services that allow people to build mash-ups of Second Life and the Web.” http://dusanwriter.wordpress.com/2007/09/22/second-life-open-architecture/ </li></ul><ul><li>Opens the door to new players: AGI </li></ul>
  28. 28. AGI Economy : Cyber Economy The power of AGI to manipulate and create complex decision making instruments . To help human leaders to make sense of the increasingly bogglingly complex world. Economy – micropayments for knowledge (buy knowledge, capability, etc. for your agent)‏ – payment for tuition (send your virtual baby to school, etc.)‏ – companies hire virtual agents as employees . -- Joint Stewardship of Earth.
  29. 29. Capitalist Frameworks Classic Competition Liberal Sale of Good and services Top-Down Passive human Collective Collaboration and reciprocity Innovation Knowledge Exchange Communities of practices Autonomous thinker brings experience back to the firm Model Progress Economy based on Hierarchy Worker Entrepreneurial Coopetition Neo-liberal Self-service ICT mediate Worker- client relationship Hyper Autonomous in a social network Human or Machine Adapted from Boltanski & Chappellio, 2001
  30. 30. Conclusion <ul><li>SL already houses artificial organisms </li></ul><ul><li>As it opens its architecture ALIFE artists will enter the space </li></ul><ul><li>ALIFE is not controlled. </li></ul><ul><li>Where is that taking us? </li></ul>

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