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Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation
Meta_Body — A Project on Shared Avatar Creation

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Editor's Notes

  1. Hi!   My name is Catarina Carneiro de Sousa, also known as CapCat Ragu.   I will be presenting a shared avatar creation project, developed in the online virtual environment of the Second Life platform.   The focus will be on two aspects of this project — the constitution of virtual corporality and the shared creative process of avatar building, sharing, transformation and embodiment.   I will also explore the metaphorical aspects of virtual corporality and embodiment, and approach the possibility of a creative process as an aesthetical experience.
  2. Meta_Body was initiated in the virtual environment of Second Life, as response to an invitation to participate in the 6th edition of the exhibition All My Independent Women in the Austrian Association of Women Artists space, in Vienna
  3. A couple of months before the exhibition opening, Meilo Minotaur and I built and distributed at Delicatessen , our Second Life region , a set of 18 avatars, freely available and open to be transformed and shared with other residents.   A note was distributed along with the avatars, inviting users to share on Flickr and Koinup groups whatever derivative work they produced.   In Vienna, only the derivative work was shown. 120 works were selected and presented as virtual photography or machinima, with a total of 80 contributors integrating the project Meta_Body for AMIW. The total number of works now shared between Meta_Body’s Flickr and Koinup groups exceeds one thousand.
  4. Meanwhile, we decided to promote a second phase of this project — Meta_Body II.   With the Meta_Body project avatars as a starting point, SL residents were invited to share their derivative avatars, using any part of the Meta_Body project avatars, parts built by the users or parts built by other developers.   All avatars had to be provided with full permissions, meaning that they had to be copyable, shareable and open for transformation.   22 creators built 26 new avatars, from well-known metaverse artists and designers to absolute new residents, trying SL and avatar building for the first time. These avatars are now being distributed at Delicatessen.
  5. On Second Life, avatar building is always a shared creative process. Residents can modify their avatars but they can also upload their own contents, designed outside the platform, such as textures, meshes, animations and others.   Avatar designers are, therefore, the residents who can create them themselves or use parts that other residents share or sell.   The way virtual corporality is constituted in this environment is very often the result of a distributed authorship and, therefore, a shared creative process.
  6. As I said, the two main aspects of this project are - the constitution of virtual corporeality and the creative shared process of avatar building and embodiment.   The virtual experience of the body is not exactly an experience of the flesh. Of course virtual experiences have a perceptual and sensorial aspect, but they continue to be experienced in our organic body, not in our avatar body.   We could look at a very realistic virtual cake and salivate, but if our avatar eats it we won’t feel its flavor.
  7. Frank Biocca tried to unravel this complexity when researching bodily presence in virtual environments. He distinguished three different kinds of body:   The objective body is the physical, observable, and measurable body of the user.   The virtual body is the representation of the user's body inside the virtual environment.   The phenomenal body is the user's mental or internal representation of her body.   Biocca’s research led to the belief that the always-unstable phenomenal body could be radically altered by use of media.   This was confirmed by Yee’s, Bailenson’s, Ducheneaut’s and Nicolas’ findings, whose studies demonstrate that behavior can change according to the avatar’s body constitution, not only online but also in offline interactions, for instance users of taller avatars performed better in negotiating with shorter avatars, with this effect persisting outside the virtual context.   To these and other changes in behavior resulting from the handling of avatars, the authors called Proteus Effect.
  8. Maeva Veerapen addressed the constitution of a phenomenal body while using an avatar in Second Life. There are two bodies in the virtual world — the user’s and the avatar’s. One organic, the other an image. The resident’s body doesn’t have direct access to the metaverse; we must use the avatar to interact with other people, objects and space. Yet the avatar has no senses. It is the user’s body that sees, ears and feels.   So, how is the phenomenal body constituted between these two bodies?   Veerapen advances three conceptions of the avatar:   the avatar as prosthesis — extending the frontiers of the resident's body; the avatar functions as a prosthesis of our physical bodies, reaching into the virtual world.   the avatar as phantom limb — leading to sensations without direct stimulation (as it happens in phantom limbs); activating memories for instance: a virtual cake can suggest the flavor of chocolate.   and, finally, as equal, because only in the symbiosis of these two bodies can we find he qualities necessary to constitute a phenomenal body.   Corporality in virtual worlds juxtaposes two bodies and two conceptions of materiality, co-dependent on each other to constitute an entity.   In order for the avatar to link in this way to the physical body it needs to have a metaphorical nature.
  9. The virtual body is a metaphorical one, a semiotized body, a body of expression and language.   Meta_Body avatars ranged from realism to improbability, yet they never became entirely abstract, and they never lost their metaphorical dimension.   By sharing them full perm we intend to open this avatar language to different forms of expression. The embodiment of the avatar itself could become, in this way, an aesthetical experience as well as a creative process.
  10. The Meta_Body Project relies on a particular creative process we call shared creativity, in which we cannot reduce creation to a single author.   Several components of the project are built by different authors and producers, working together towards a flexible, unstable and always unfinished body of work.   We distinguish, in this project, three different shared creative processes — collective creation, distributed creation, and collaborative creation. We are referring specifically to creative processes and not to group organization.
  11.  We call collective creation to the creative process in which participants act as one creative entity. This was how I worked with Meilo to design the first set of avatars.   A completely co-creative process, where everybody is an equal partner is very difficult to occur in large and medium groups. This process requires a high level of intimacy between co-creators. Being mother and daughter in real life provided the perfect bond for this kind of creative relationship.
  12. On the other hand we had distributed creation.   For Axel Bruns, distributed creativity occurs in projects in which the creativity of a large number of participants contributes to an existing series of artistic material. In this case, the set of avatars and all the artefacts related to them.   He also developed the concept of produsage, a process in which the participants easily shift from users to producers and vice versa, originating a hybrid role in between.   We can see the several ways this has happened. For instance, these three different virtual photos from the same unmodified avatar, the River Avatar. Where you can see different ways of expression trough the same medium, maintaining the original avatar's narrative.
  13. But in these pictures isn't solely the avatar design that's modified, it became an all new character with a different narrative. Produsers can participate in different ways throughout an ongoing process, according to their personal skills, interests and knowledge, shifting from user to producer. It is fundamental to be community-based, meaning a broad group with fluid-roles, not a team.
  14. In Meta_Body II produsers were invited to share new derivative avatars.   Some of these creators combined meta_body avatar parts with their own creations.   This was the case of the avatar designed by alpha.tribe, which combined alpha.tribe’s skin design with the avatar "you see my inside" elements.   However, these elements were so drastically modified that they became almost unrecognizable, revealing alpha.tribe’s distinctive authorial mark.
  15. A particularly interesting case is that of the artist Veleda Lorakeet, who used solely the avatar concept, not using any parts of the original avatars, but only her own creations. Her avatar, Ragdohcchio, was conceptually based on one of the original avatars, Ragdoll — a rag doll was turned into a wooden doll.
  16. The new avatars are now being distributed in our sim, in 4 levels.  These level installations at Delicatessen bring us to another form of shared creativity — collaborative creation.   When we refer to collaborative creation we are trying to describe a particular way of creating together. In this process each author retains her authorial mark and one can roughly distinguish each author’s work, even though it can blend in, making it difficult to define a borderline between each other. This process is especially useful to describe how we worked with Takio Ra in building the Delicatessen sim for the distribution of derivative avatars in Meta_Body II.
  17. Takio Ra is Delicatessen sound creator.   Even though his work didn’t alter anything built by Meilo and I, it radically altered the perception of the space and became a fundamental part of the project’s conceptualization.   The sounds used are also being distributed with full permissions, feeding the distributed creation branch
  18. On project Meta_Body we focused on this creative aspect of embodiment and in the metaphorical nature of the avatar, a body/language open to experimentation.    As an artwork, Meta_Body can only be fully grasped in the embodiment and transformation of the avatars, turning the aesthetical experience of the work into a creative process,   so I invite you to visit us at Delicatessen in Second Life you have the landmark here   and also links for delicatessen blog Flickr and Koinup Meta_Body groups     THANK YOU!