Can Second Life house synthetic organisms? - Presentation Transcript
Can Second Life House Artificial Organisms?
Why an interest in SL?
It can enhance physical relationships
It is an emerging cultural voice that will marry
Social Media,
Communal Media (MOOs: MultiUser Object Oriented Systems) and
Agent systems.
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 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)
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
Synthetic Media
Visualisation of live relationships
n-way communication
between machines
between humans
between machines and humans
Characterized by
shift from asynchronous data stream to synchronous data
algorithms based narratives
Co-creation of narratives by Algorythms or humans
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)
Global computing creates increasingly complex systems..
Researchers are thinking of building Synthetic Intelligence that can act effectively on our behalf
This implies:
The ability of computer systems to act intelligently
Systems that can cooperate and reach agreements (or even compete) with other systems that have different interests (much as we do with other people)
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
Paradox Different belief systems are coexisting.
ICT
CI Socio Economy Analysis
Understanding of a society's cultural evolution based on:
Critical discourse analysis
Cultural Industries (Miège, 2000, Tremblay, 2001, Moeglin, 2001) analysis framework that observes emerging
Communication models
Creative, Production and Distribution models
Economy models
Industrial Framework ( Production and Distribution models)
Creates new market
Shift control over what part of media chain
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 (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.
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
Cycle of Innovation
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
Cycle of innovation – Experimental Phase
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
Creative Emerging Forms
Emerging Forms
Code as visual art: Hyperformalism : Dan Coyote http://slurl.com/secondlife/uvvy/85/209/26
SL Internship Alternate spacial designs
Edo Autopoesis
Code as environment Angry Beth
Alternative interfaces: Judith Doyle
Reactive Art : Art gallery Code as visual and behavioural art
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
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
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
Classic Industrial Economy
Traditional Corporate Model
Editorial Cultural Industries Model (Miege, Tremblay, 2001)
Production Capital
Product sold for profit
Marketing: Advertisement Competition between agents
Source: Ross Dawson, http://www.rossdawsonblog.com/weblog/archives/2007/07/in_the_leadup_t.html
Entrepreneurial Economy
Compassionate Entrepreneur (Schumpeter, 1942)
operates within actant networks (Latour, 1990).
Peer to Peer economy and Contract economy:
ebay,
Open Source
Coopetition (Brandenburger, 1997): Collaborate and Compete in a networked economy
Human and Reputation Capital, referant capital
Collective Mutual Economy
Social interactions and actions and reaction between producers and users, which are not marketable (Grevet, 2002)
Researchers learn together to advance their field.
Economy based on Collaboration Knowledge capital in a knowledge society, humanist and innovation society
3D Web
Innovation Model that uses all previous models.
Focuses on Co-creation of knowledge ad culture.
Hybrid economic system : Compassionate Entrepreneurs work THROUGH corporations that find her/him via social networks.
Human, Knowledge and Social Capital
OAS
“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/
Opens the door to new players: AGI
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.
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
Conclusion
SL already houses artificial organisms
As it opens its architecture ALIFE artists will enter the space
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