Avatar Marylou Goldrosen, who is known as Dr. Stokrocki in real life, was interviewed in her installation called The Lizard of ARS in Second Life. She explained how she got the idea for the installation from working with students on a local desert environment and story. The installation included student artwork and masks they created based on characters from the story. Goldrosen discussed how she uses Second Life to collaborate internationally and give students experiences with art from around the world through virtual exhibitions and field trips.
Here are some thoughtful questions for the students in Boston:
- What do you enjoy most about your school? Are there any clubs or activities you're involved in?
- How would you describe the diversity of your school? Are there many different cultures and backgrounds represented?
- What are some of your favorite places to visit in Boston? Any must-see attractions or hidden gems you'd recommend?
- How do you typically get around the city - public transit, walking, biking? Is traffic an issue?
- What do you like most about living in Boston? What makes it a great place to live?
- Have you had a chance to visit New York City? If so, what were your
This document describes the Traveling Sketchbook Project, which aims to facilitate creative interaction between artists, art educators, and strangers. Over 50 sketchbooks will travel from Utah between 2008-2009, with participants adding images, writings, and sharing with the community. The project seeks to help artists connect with others and chronicle the journey of the sketchbooks as they pass from person to person.
Marylou Goldrosen is an artist and professor who uses her avatar in Second Life to teach students about digital culture and art. She created the Art Ark and Lizard of ARS installations to display student works. The Art Ark is a twisted sculpture-like structure that changes appearance using wrapped images. Students visit to install sculptures and analyze meanings in rugs. The interviewer toured the installations, learned how they were made from a past student's work, and was gifted wings representing completing the course on digital ethnography.
ARE 494 Digital Ethnography Kayla WestonKayla Weston
Rene Emiko is an art teacher who uses Second Life to teach her students. She has created an interactive world filled with colorful sculptures that teach about concepts like color theory. Students can explore the world and read informational slides. Emiko incorporates the sculptures into her lesson plans, such as giant books about superheroes. She collects data on her students' experiences in Second Life through questionnaires. The bright, positive environment she has created helps students feel empowered and engaged in learning.
The document discusses digital ethnography and describes the process of conducting research in virtual spaces like Second Life. It outlines three stages of digital ethnography: data collection, content analysis, and comparative analysis. As an example, it then summarizes the author's experience conducting an ethnography interview with a Second Life artist named Corcosman Voom at his virtual art gallery. The author observes Voom's artwork, asks him questions about his creative process and involvement in Second Life, and compares his work to art made in the real world.
Fantastical worlds interview: ARE 494 Digital Ethnography Megan victoria ruthMegan Ruth
The document discusses digital ethnography and provides examples of how it was used to study participants in virtual worlds. A group paired six disempowered individuals for a 10-week study using virtual sites like Second Life to help them rethink their life plans. Researchers observed as participants used the virtual environment to learn skills, build homes and businesses, and develop support networks. The study involved 7 steps including learning communication skills, acquiring computer literacy, and developing life plans. Researchers gathered data through observation tools in Second Life. Two artists were also interviewed about their digital artwork in Second Life, finding they used the virtual environment as an interactive creative outlet.
ARE 494 Final powerpoint: Heather Tucker Tucker10htucker10
The document discusses digital ethnography and the artist Gracie Kendal. It describes how Gracie creates art in both Second Life and real life. She paints with acrylic paints in real life and creates digital paintings and videos in Second Life. Second Life has inspired Gracie's real life art, such as painting on mannequins based on her Second Life avatar. The document also notes that Second Life allows for collaboration across long distances and trying new artistic mediums not possible in the real world.
Digital ethnography involves using computer-mediated communication or digital technologies to gather behavior data from participants in an online or mobile environment. It involves three main stages: data collection, content analysis, and comparative analysis. Content analysis examines communication patterns in a systematic way. Comparative analysis compares alternatives or data items. Digital ethnography allows interaction between people globally and supports active learning styles by providing an immersive virtual classroom.
Here are some thoughtful questions for the students in Boston:
- What do you enjoy most about your school? Are there any clubs or activities you're involved in?
- How would you describe the diversity of your school? Are there many different cultures and backgrounds represented?
- What are some of your favorite places to visit in Boston? Any must-see attractions or hidden gems you'd recommend?
- How do you typically get around the city - public transit, walking, biking? Is traffic an issue?
- What do you like most about living in Boston? What makes it a great place to live?
- Have you had a chance to visit New York City? If so, what were your
This document describes the Traveling Sketchbook Project, which aims to facilitate creative interaction between artists, art educators, and strangers. Over 50 sketchbooks will travel from Utah between 2008-2009, with participants adding images, writings, and sharing with the community. The project seeks to help artists connect with others and chronicle the journey of the sketchbooks as they pass from person to person.
Marylou Goldrosen is an artist and professor who uses her avatar in Second Life to teach students about digital culture and art. She created the Art Ark and Lizard of ARS installations to display student works. The Art Ark is a twisted sculpture-like structure that changes appearance using wrapped images. Students visit to install sculptures and analyze meanings in rugs. The interviewer toured the installations, learned how they were made from a past student's work, and was gifted wings representing completing the course on digital ethnography.
ARE 494 Digital Ethnography Kayla WestonKayla Weston
Rene Emiko is an art teacher who uses Second Life to teach her students. She has created an interactive world filled with colorful sculptures that teach about concepts like color theory. Students can explore the world and read informational slides. Emiko incorporates the sculptures into her lesson plans, such as giant books about superheroes. She collects data on her students' experiences in Second Life through questionnaires. The bright, positive environment she has created helps students feel empowered and engaged in learning.
The document discusses digital ethnography and describes the process of conducting research in virtual spaces like Second Life. It outlines three stages of digital ethnography: data collection, content analysis, and comparative analysis. As an example, it then summarizes the author's experience conducting an ethnography interview with a Second Life artist named Corcosman Voom at his virtual art gallery. The author observes Voom's artwork, asks him questions about his creative process and involvement in Second Life, and compares his work to art made in the real world.
Fantastical worlds interview: ARE 494 Digital Ethnography Megan victoria ruthMegan Ruth
The document discusses digital ethnography and provides examples of how it was used to study participants in virtual worlds. A group paired six disempowered individuals for a 10-week study using virtual sites like Second Life to help them rethink their life plans. Researchers observed as participants used the virtual environment to learn skills, build homes and businesses, and develop support networks. The study involved 7 steps including learning communication skills, acquiring computer literacy, and developing life plans. Researchers gathered data through observation tools in Second Life. Two artists were also interviewed about their digital artwork in Second Life, finding they used the virtual environment as an interactive creative outlet.
ARE 494 Final powerpoint: Heather Tucker Tucker10htucker10
The document discusses digital ethnography and the artist Gracie Kendal. It describes how Gracie creates art in both Second Life and real life. She paints with acrylic paints in real life and creates digital paintings and videos in Second Life. Second Life has inspired Gracie's real life art, such as painting on mannequins based on her Second Life avatar. The document also notes that Second Life allows for collaboration across long distances and trying new artistic mediums not possible in the real world.
Digital ethnography involves using computer-mediated communication or digital technologies to gather behavior data from participants in an online or mobile environment. It involves three main stages: data collection, content analysis, and comparative analysis. Content analysis examines communication patterns in a systematic way. Comparative analysis compares alternatives or data items. Digital ethnography allows interaction between people globally and supports active learning styles by providing an immersive virtual classroom.
ARE 494 / 598 Digital Ethnography- Ashley Roberts- REVISEDAshley Roberts
The document provides information about digital ethnography research conducted in Second Life. It discusses the process of digital ethnography including data collection, content analysis, and comparative analysis. It then describes the researcher's experiences creating an avatar, exploring various locations in Second Life including Le Botanique and conducting interviews with three avatar artists - Marx Catteneo, Quan Lavender, and Wizard Gynoid. Screenshots are included of the interviews. Details are provided about the artists' work both within Second Life and in real life.
This document summarizes a digital ethnography of the Second Life world "Hue Are You" and its creator Zinnia Zauber. The summary discusses how Zinnia uses Hue Are You to teach color theory and incorporates her artwork both in-world and in real life. Zinnia was interviewed about her process, which involves hand drawing designs, creating digital versions, and bringing physical artwork into Second Life. Her goal is to empower people through color and help them express their identity. The summary analyzes how Zinnia's bright, colorful world makes learning stimulating and inclusive. It also notes some challenges new users face in Second Life's complexity.
ARE 494 / 598 Digital Ethnography- Ashley RobertsAshley Roberts
This document summarizes interviews with three Second Life artists: Marx Catteneo, Quan Lavender, and Wizard Gynoid. Marx Catteneo is a photographer from the Netherlands who sells his real-life photographs in Second Life. Quan Lavender is a curator from Germany who organized an art exhibition in Second Life called "Art in Hats." Wizard Gynoid is a "Fractal Expressionist" artist from the Seattle area whose large, complex installations in Second Life are inspired by mathematics and science.
ARE 494 Digital Ethnography Benjamin NewtonWallyOyen
Benjamin Newton's research presentation from Mary Stokrocki's 2015 Digital Ethnography Course. Research was conducted through an interview with Mary Stokrocki.
ARE 494 Digital Ethnography MichaelmichaelmotorcycleMichael Gipson
The document discusses digital ethnography and its application in virtual worlds. Digital ethnography involves immersing oneself in an unknown virtual culture for research purposes. It has three stages: data collection, content analysis, and comparative analysis. The document then provides an example of someone conducting digital ethnography by exploring the virtual world Second Life. They describe falling down the "rabbit hole" into this new world and their initial confusion and learning process. They discuss collecting data through observation and interaction to understand the cultural norms. Their goal is to understand this new culture rather than just be a tourist.
ARE 494 Digital Ethnography MichaelmichaelmotorcycleMichael Gipson
This document discusses digital ethnography and its application in virtual worlds. Digital ethnography involves immersing oneself in an unknown virtual culture for research purposes. It has three main stages: data collection, content analysis, and comparative analysis. The document then provides definitions and explanations of these stages. It also describes the author's experience entering the virtual world of Second Life for the first time and his process of acclimating to the new culture and conducting fieldwork, such as interviewing residents, to understand artistic practices in the virtual world.
ARE 494 Digital Ethnography - Jessica WynerJessica Wyner
Digital Ethnography involves observing cultures within virtual worlds like Second Life. The author conducted digital ethnography research of "Soup Eryri", an interactive art installation in Second Life created by artist Mab MacMoragh. Through interviews and exploration of Soup Eryri, the author found it to be a colorful and ever-changing space that took Mab a lifetime to create. Mab draws inspiration from experiences with different online communities and aims to create collaborative spaces for art through her work in Soup Eryri.
The document discusses the experiences of an avatar named Abby Purplestar exploring art in Second Life. It provides context on digital ethnography and the stages of conducting digital ethnography research. Abby visited the Moya Museum in Second Life where she interviewed the artist Patrick Moya, whose real name is also Patrick Moya. Through the interview and exploring the museum, Abby learned that Moya creates mixed media art both virtually and in real life, integrating classical works with modern and virtual elements. She analyzed and organized the data from her interview and exploration into content analysis charts. By comparing her initial confusion to findings from another study, Abby reflected on how her understanding of Second Life and ability to find art grew through her experiences in the
The document summarizes the author's experience using the virtual world Second Life to conduct digital ethnographic research for an art education class. Through interviews and exploration in Second Life, the author found that virtual spaces can inspire creativity, provide educational opportunities, and foster a sense of community. The author concluded that Second Life has potential as a tool for classroom learning by allowing students to be actively engaged through avatar creation, collaboration, and exploring new creative pathways.
This document summarizes an interview with an artist named Amy Pate about her digital artwork in Second Life. Pate creates feminist art focused on women's movements, such as a mask called "Gorilla Girlz" meant to allow anonymous protesting. In real life, Pate works in graphic design, murals, and online education. She collaborates with other artists by messaging them on Flickr. The summary discusses how Second Life allows global collaboration and learning opportunities for digital artists.
3D Printing Is Just the Beginning: The Future of Makerspaces in Academic Libr...Lisa Kurt
The maker movement is growing across the country and world. With interactive, participatory events and growing local communities, we've seen a shift. Individuals, professionals, and hobbyists from areas such as engineering, design, science, art, and more are coming together with one common thread: the desire to make.
Public libraries were the first on the scene to take notice and respond, but now we're beginning to see academic libraries recognize this untapped potential for their own communities. This emerging learning trend holds the promise of enormous change, bringing many researchers and students together from across disciplines in a truly collaborative way. This movement is about more than just the purchase of expensive equipment; it involves engagement, outreach, and knowledge about what drives the academic community. The academic environment is shifting toward content creation in a variety of forms, in turn reshaping learning, curriculums, and research across the board. In order for libraries to continue to support the research and learning needs of their institutions, it is critical to go beyond traditional library materials, to understand what new resources and technologies the library can support for all on campus to use.
Teaching and Learning in a 3D Virtual UniverseAnnelie Rugg
Presentation slides from the June 18, 2009 SloanC Emerging Technologies for Teaching and Learning conference in San Francisco, CA. Presentation titled "Teaching and Learning in a 3D Virtual Universe" given by Leigh Harris, UCLA Writing Programs, and Annelie Rugg, UCLA Center for Digital Humanities.
The document provides an overview of a digital ethnography study conducted in Second Life, including definitions of key terms, research questions, descriptions of the virtual context and artist interviews. The study involved collecting data through observation and interviews with three artists. A content analysis identified repeated words and themes across the interviews, such as creativity, experimentation and the future of Second Life. In conclusion, the future of Second Life for artists was seen as either "falling" due to challenges or "flying" due to opportunities for new forms of immersive art.
Conference Presentation presented at "The Future is Now: Libraries and Museums in Virtual Worlds," March 2010, http://www.opal-online.org/finschedule.htm,
ExploreFiber.com: A Collaborative Educational Website with a Fiber Arts FocusChristine Miller
This document provides information about ExploreFiber.com, a collaborative educational website focused on fiber arts. The website aims to promote fibers as a contemporary fine art material in art education. It provides fiber art lessons, videos, artist interviews, and an interactive space for educators and artists to share knowledge and explore innovative uses of fibers. The document highlights student examples that demonstrate how fiber art can inspire personal reflection and creative expression through meaningful journeys of self-discovery.
3D Printing Is Just the Beginning: The Future of Makerspaces within Academic ...Patrick "Tod" Colegrove
ACRL webcast, co-presented with Lisa Kurt.
http://www.ala.org/acrl/makerspaces
Description: The maker movement is growing across the country and world. With interactive, participatory events and growing local communities, we've seen a shift. Individuals, professionals, and hobbyists from areas such as engineering, design, science, art, and more are coming together with one common thread: the desire to make.
Public libraries were the first on the scene to take notice and respond, but now we're beginning to see academic libraries recognize this untapped potential for their own communities. This emerging learning trend holds the promise of enormous change, bringing many researchers and students together from across disciplines in a truly collaborative way. This movement is about more than just the purchase of expensive equipment; it involves engagement, outreach, and knowledge about what drives the academic community. The academic environment is shifting toward content creation in a variety of forms, in turn reshaping learning, curricula, and research across the board. In order for libraries to continue to support the research and learning needs of their institutions, it is critical to go beyond traditional library materials, to understand what new resources and technologies the library can support for all on campus to use.
Ruby York is an artist who creates 3D assets and environments for video games. She enjoys digital art but finds the pay in the industry to be low. Notable works include creating assets for The Sims 2 game, which exposed her art to a huge audience. While she once worked for EA, she now teaches 3D modeling software and creates art independently. Her diverse cultural background and passion for digital creativity were evident from the interview.
ARE 494 Digital Ethnography Madeline LeBarron mlebarron
Digital ethnography involves studying human culture through digital spaces like virtual worlds. The presenter conducted research in the virtual world Second Life to understand human behavior and interactions. Some key findings were that the anonymity of avatars allows people to behave differently without biases like racism or sexism. Additionally, comparative analysis with another study found that Second Life can be used effectively for teaching by promoting multi-literacy skills and motivating students through game-like environments. The presenter concluded their research experience in Second Life provided insights into digital culture and creativity.
The document discusses digital ethnography research conducted in Second Life. It describes the researcher's avatar, which was designed to resemble them. Definitions of ethnography, digital ethnography, and the researcher's chosen artist are provided. Methods of data collection discussed include content analysis, comparative analysis, and interpretation. An interview transcript with the artist documents the creative process and collaborations. The analysis finds that Second Life allows for narratives that can be understood across distances and increase understanding between individuals.
The document discusses Emma Sulkowicz's 2014 performance art piece "Carry That Weight" where she carried her mattress everywhere at Columbia University to protest the university's handling of her sexual assault case, as well as Vik Muniz's art project where he collaborated with garbage pickers in Brazil to create artwork out of trash. It also provides ideas and reactions from others about both artists' works.
ARE 494 / 598 Digital Ethnography- Ashley Roberts- REVISEDAshley Roberts
The document provides information about digital ethnography research conducted in Second Life. It discusses the process of digital ethnography including data collection, content analysis, and comparative analysis. It then describes the researcher's experiences creating an avatar, exploring various locations in Second Life including Le Botanique and conducting interviews with three avatar artists - Marx Catteneo, Quan Lavender, and Wizard Gynoid. Screenshots are included of the interviews. Details are provided about the artists' work both within Second Life and in real life.
This document summarizes a digital ethnography of the Second Life world "Hue Are You" and its creator Zinnia Zauber. The summary discusses how Zinnia uses Hue Are You to teach color theory and incorporates her artwork both in-world and in real life. Zinnia was interviewed about her process, which involves hand drawing designs, creating digital versions, and bringing physical artwork into Second Life. Her goal is to empower people through color and help them express their identity. The summary analyzes how Zinnia's bright, colorful world makes learning stimulating and inclusive. It also notes some challenges new users face in Second Life's complexity.
ARE 494 / 598 Digital Ethnography- Ashley RobertsAshley Roberts
This document summarizes interviews with three Second Life artists: Marx Catteneo, Quan Lavender, and Wizard Gynoid. Marx Catteneo is a photographer from the Netherlands who sells his real-life photographs in Second Life. Quan Lavender is a curator from Germany who organized an art exhibition in Second Life called "Art in Hats." Wizard Gynoid is a "Fractal Expressionist" artist from the Seattle area whose large, complex installations in Second Life are inspired by mathematics and science.
ARE 494 Digital Ethnography Benjamin NewtonWallyOyen
Benjamin Newton's research presentation from Mary Stokrocki's 2015 Digital Ethnography Course. Research was conducted through an interview with Mary Stokrocki.
ARE 494 Digital Ethnography MichaelmichaelmotorcycleMichael Gipson
The document discusses digital ethnography and its application in virtual worlds. Digital ethnography involves immersing oneself in an unknown virtual culture for research purposes. It has three stages: data collection, content analysis, and comparative analysis. The document then provides an example of someone conducting digital ethnography by exploring the virtual world Second Life. They describe falling down the "rabbit hole" into this new world and their initial confusion and learning process. They discuss collecting data through observation and interaction to understand the cultural norms. Their goal is to understand this new culture rather than just be a tourist.
ARE 494 Digital Ethnography MichaelmichaelmotorcycleMichael Gipson
This document discusses digital ethnography and its application in virtual worlds. Digital ethnography involves immersing oneself in an unknown virtual culture for research purposes. It has three main stages: data collection, content analysis, and comparative analysis. The document then provides definitions and explanations of these stages. It also describes the author's experience entering the virtual world of Second Life for the first time and his process of acclimating to the new culture and conducting fieldwork, such as interviewing residents, to understand artistic practices in the virtual world.
ARE 494 Digital Ethnography - Jessica WynerJessica Wyner
Digital Ethnography involves observing cultures within virtual worlds like Second Life. The author conducted digital ethnography research of "Soup Eryri", an interactive art installation in Second Life created by artist Mab MacMoragh. Through interviews and exploration of Soup Eryri, the author found it to be a colorful and ever-changing space that took Mab a lifetime to create. Mab draws inspiration from experiences with different online communities and aims to create collaborative spaces for art through her work in Soup Eryri.
The document discusses the experiences of an avatar named Abby Purplestar exploring art in Second Life. It provides context on digital ethnography and the stages of conducting digital ethnography research. Abby visited the Moya Museum in Second Life where she interviewed the artist Patrick Moya, whose real name is also Patrick Moya. Through the interview and exploring the museum, Abby learned that Moya creates mixed media art both virtually and in real life, integrating classical works with modern and virtual elements. She analyzed and organized the data from her interview and exploration into content analysis charts. By comparing her initial confusion to findings from another study, Abby reflected on how her understanding of Second Life and ability to find art grew through her experiences in the
The document summarizes the author's experience using the virtual world Second Life to conduct digital ethnographic research for an art education class. Through interviews and exploration in Second Life, the author found that virtual spaces can inspire creativity, provide educational opportunities, and foster a sense of community. The author concluded that Second Life has potential as a tool for classroom learning by allowing students to be actively engaged through avatar creation, collaboration, and exploring new creative pathways.
This document summarizes an interview with an artist named Amy Pate about her digital artwork in Second Life. Pate creates feminist art focused on women's movements, such as a mask called "Gorilla Girlz" meant to allow anonymous protesting. In real life, Pate works in graphic design, murals, and online education. She collaborates with other artists by messaging them on Flickr. The summary discusses how Second Life allows global collaboration and learning opportunities for digital artists.
3D Printing Is Just the Beginning: The Future of Makerspaces in Academic Libr...Lisa Kurt
The maker movement is growing across the country and world. With interactive, participatory events and growing local communities, we've seen a shift. Individuals, professionals, and hobbyists from areas such as engineering, design, science, art, and more are coming together with one common thread: the desire to make.
Public libraries were the first on the scene to take notice and respond, but now we're beginning to see academic libraries recognize this untapped potential for their own communities. This emerging learning trend holds the promise of enormous change, bringing many researchers and students together from across disciplines in a truly collaborative way. This movement is about more than just the purchase of expensive equipment; it involves engagement, outreach, and knowledge about what drives the academic community. The academic environment is shifting toward content creation in a variety of forms, in turn reshaping learning, curriculums, and research across the board. In order for libraries to continue to support the research and learning needs of their institutions, it is critical to go beyond traditional library materials, to understand what new resources and technologies the library can support for all on campus to use.
Teaching and Learning in a 3D Virtual UniverseAnnelie Rugg
Presentation slides from the June 18, 2009 SloanC Emerging Technologies for Teaching and Learning conference in San Francisco, CA. Presentation titled "Teaching and Learning in a 3D Virtual Universe" given by Leigh Harris, UCLA Writing Programs, and Annelie Rugg, UCLA Center for Digital Humanities.
The document provides an overview of a digital ethnography study conducted in Second Life, including definitions of key terms, research questions, descriptions of the virtual context and artist interviews. The study involved collecting data through observation and interviews with three artists. A content analysis identified repeated words and themes across the interviews, such as creativity, experimentation and the future of Second Life. In conclusion, the future of Second Life for artists was seen as either "falling" due to challenges or "flying" due to opportunities for new forms of immersive art.
Conference Presentation presented at "The Future is Now: Libraries and Museums in Virtual Worlds," March 2010, http://www.opal-online.org/finschedule.htm,
ExploreFiber.com: A Collaborative Educational Website with a Fiber Arts FocusChristine Miller
This document provides information about ExploreFiber.com, a collaborative educational website focused on fiber arts. The website aims to promote fibers as a contemporary fine art material in art education. It provides fiber art lessons, videos, artist interviews, and an interactive space for educators and artists to share knowledge and explore innovative uses of fibers. The document highlights student examples that demonstrate how fiber art can inspire personal reflection and creative expression through meaningful journeys of self-discovery.
3D Printing Is Just the Beginning: The Future of Makerspaces within Academic ...Patrick "Tod" Colegrove
ACRL webcast, co-presented with Lisa Kurt.
http://www.ala.org/acrl/makerspaces
Description: The maker movement is growing across the country and world. With interactive, participatory events and growing local communities, we've seen a shift. Individuals, professionals, and hobbyists from areas such as engineering, design, science, art, and more are coming together with one common thread: the desire to make.
Public libraries were the first on the scene to take notice and respond, but now we're beginning to see academic libraries recognize this untapped potential for their own communities. This emerging learning trend holds the promise of enormous change, bringing many researchers and students together from across disciplines in a truly collaborative way. This movement is about more than just the purchase of expensive equipment; it involves engagement, outreach, and knowledge about what drives the academic community. The academic environment is shifting toward content creation in a variety of forms, in turn reshaping learning, curricula, and research across the board. In order for libraries to continue to support the research and learning needs of their institutions, it is critical to go beyond traditional library materials, to understand what new resources and technologies the library can support for all on campus to use.
Ruby York is an artist who creates 3D assets and environments for video games. She enjoys digital art but finds the pay in the industry to be low. Notable works include creating assets for The Sims 2 game, which exposed her art to a huge audience. While she once worked for EA, she now teaches 3D modeling software and creates art independently. Her diverse cultural background and passion for digital creativity were evident from the interview.
ARE 494 Digital Ethnography Madeline LeBarron mlebarron
Digital ethnography involves studying human culture through digital spaces like virtual worlds. The presenter conducted research in the virtual world Second Life to understand human behavior and interactions. Some key findings were that the anonymity of avatars allows people to behave differently without biases like racism or sexism. Additionally, comparative analysis with another study found that Second Life can be used effectively for teaching by promoting multi-literacy skills and motivating students through game-like environments. The presenter concluded their research experience in Second Life provided insights into digital culture and creativity.
The document discusses digital ethnography research conducted in Second Life. It describes the researcher's avatar, which was designed to resemble them. Definitions of ethnography, digital ethnography, and the researcher's chosen artist are provided. Methods of data collection discussed include content analysis, comparative analysis, and interpretation. An interview transcript with the artist documents the creative process and collaborations. The analysis finds that Second Life allows for narratives that can be understood across distances and increase understanding between individuals.
The document discusses Emma Sulkowicz's 2014 performance art piece "Carry That Weight" where she carried her mattress everywhere at Columbia University to protest the university's handling of her sexual assault case, as well as Vik Muniz's art project where he collaborated with garbage pickers in Brazil to create artwork out of trash. It also provides ideas and reactions from others about both artists' works.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
Temple of Asclepius in Thrace. Excavation resultsKrassimira Luka
The temple and the sanctuary around were dedicated to Asklepios Zmidrenus. This name has been known since 1875 when an inscription dedicated to him was discovered in Rome. The inscription is dated in 227 AD and was left by soldiers originating from the city of Philippopolis (modern Plovdiv).
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
Whether you're new to SEO or looking to refine your existing strategies, this webinar will provide you with actionable insights and practical tips to elevate your nonprofit's online presence.
How to Manage Reception Report in Odoo 17Celine George
A business may deal with both sales and purchases occasionally. They buy things from vendors and then sell them to their customers. Such dealings can be confusing at times. Because multiple clients may inquire about the same product at the same time, after purchasing those products, customers must be assigned to them. Odoo has a tool called Reception Report that can be used to complete this assignment. By enabling this, a reception report comes automatically after confirming a receipt, from which we can assign products to orders.
CapTechTalks Webinar Slides June 2024 Donovan Wright.pptxCapitolTechU
Slides from a Capitol Technology University webinar held June 20, 2024. The webinar featured Dr. Donovan Wright, presenting on the Department of Defense Digital Transformation.
2. Ethnography vs Digital Ethnography
Ethnography:
“Traditional ethnographers immerse themselves into
cultures in order to understand ways of living
(Stokrocki, 1997) and include a systemic investigation
of the quality, type, or components of a group,
substance, or event and its expansion of group
examination of the same phenomenon (The
Qualitative Report, 2010).”
Article:
Art Education Qualitative Research in Cyberspace
By Mary Stokrocki
Digital Ethnography:
“Digital ethnography incorporates new technologies in
the study of online films, platforms, digital games,
blogs, and virtual worlds, to name a few. Possibilities
are endless and include the basic inductive stages of
data collection, content analysis, and comparative
analysis.”
Article:
Art Education Qualitative Research in Cyberspace
By Mary Stokrocki
3. The Three Stages:
– Stage 1: Date Collection:
It was very easy to store information collected while in second life as it was all a
simple click away and storing it via email for later review and reflection.
– Stage 2: Content Analysis:
One way everyone on Second Life can get new and collect this information or
any information they are looking for is by collecting cards that you find or that
others can give you.
– Stage 3: Comparative Analysis:
Using comparative analysis we are able to gather all our information and
compare and contrast different ideas and not just our own. We can use these
comparison to solve problems we might be facing and come to an agreement
via the results.
Reference:
Art Education Qualitative Research in Cyberspace
By Mary Stokrocki
4. Research and Question:
1. Why do you use Second Life to make and share digital artwork
over other alternatives?
2. How did you come up with the idea for this Installation?
3. How did you create it? Did you work alone or did the students
have a bigger hand in making it?
4. Have other schools used this program or a similar program like
this with there students that you know of?
5. Will there be other students taking part in building?
6. WHY?
7. Are you able to have shows or gallery openings here as well?
8. What resources would you recommend a teacher look at or
read before starting a lesson for her students on Second Life?
5. Interview via Second Life:
Marylou Goldrosen
1. I first began on Second Life with a graduate student who invited me
and I love it because of international people that I continue to meet
who inspire me.
2. I have been working with local kids in the Apache Junction schools and
our loacl desert environment, Whn I thought of the pun --Wizard and
Lizard. THe Wizard of Oz ia my fav story.
3. I asked students to make masks in real life that was a pun on their
favorite characters and write 3 lines on the character
4. Not yet. I partner with the University of British Columbia on their site
on the Open SIm/
They own the site.
5. The site is called ASU Hive. In 4 days 2 hours each day, we will be
making 3-D animals using “sculptie” Build tool. This tool makes forms
more organic. We will use the new theme of Lizard of ARS.
6. No
7. I love the art here-- I plan my artwirks here and upload them
8. Yes --lots and last week I gave a peper here at a conference
9. My Art Ark. My home page has some.
6. Gardens by the Bay:
– Description and Context:
– The place I visited during my many travels
throughout Second Life was this place, Gardens by
the Bay. I was very curious as to what this place
was and that was how I ended up in this cozy artsy
little place. The place had these amazing looking
what I would assume were trees. The tree
installations were all over this place that I could
easily view them from all over the place but it was
best to view when flying up in air. While on the
ground there were many different places to walk
through and little whimsical places as well, a
house built to look like a tea house with a shy little
woodland creature poking it’s head out of the
window.
7. Avatar: Marylou Goldrosen (Mary
Stokrocki)
– The avatar I interviewed was Marylou Goldrosen, who in
the real world is known to many of us as Dr. Stokrocki.
When meeting up at the Art Ark for the interview
Marylou was very nice and helpful at helping me
navigate my way around her installation known as The
Lizard of ARS/ART. She told me the story of how she
came up with the idea behind the story as well as all the
puns involved in the artwork.
– In the real world Marylou teaches this course to
younger students who go into Second Life and work on
stories such as the one about the Wizard and how they
make all the art that goes along with this story.
– Not only did this installation have the story art on the
side but if we flew up to the top of this building she had
other works made by present and past students. Which
fun fact, she told me she ran into this program after an
old student of her had mentioned this to her and bam!
Just like that she was hooked into Second Life.
8. The Conversation:
[19:47] CYBlue: How did you discover Second Life?
[19:47] Marylou Goldrosen: 1. Why do you use Second Life to make and share digital artwork over other alternatives? I
first began on Second Life with a graduate student who invited me and I love it because of international people that I
continue to meet who inspire me.
[19:50] Marylou Goldrosen: This Installation is about the Lizard of ARS -- a desert parody of Wizard of OZ
[19:50] Marylou Goldrosen: Click on the head ans get a copy of the play
[19:50] CYBlue: How did you come up with the idea for this Installation?
[19:52] Marylou Goldrosen: I have been working with local kids in the Apache Junction schools and our loacl desert
environment, Whn I thought of the pun --Wizard and Lizard. THe Wizard of Oz ia my fav story.
[19:52] Marylou Goldrosen: Ho did I make it?
[19:53] CYBlue: How did you create it? Did you work alone or did the students have a bigger hand in making it?
[19:53] Marylou Goldrosen: I asked students to make masks in real life that was a pun on their favorite characters and
write 3 lines on the character
[19:54] Marylou Goldrosen: Click on the masks and get a copy of their part in the play
[19:54] CYBlue: How do you think something like Second LIfe would improve our classrooms by bringing this program to
schools?
[19:55] Marylou Goldrosen: If you hit on the tail --you can get directions on how to make a mask
[19:56] Marylou Goldrosen: Click on the Prickley Pear below and get a copy of art definitions because Lizard of ARS is the
Lizard of ART --Latin for ART
[19:56] LIZARD OF ARS/ART -: Touched.
[19:56] LIZARD OF ARS/ART - owned by Marylou Goldrosen gave you 'LIZARDS of ARS PLAY' ( Teaching 10 (72,232,41) ).
[19:57] Marylou Goldrosen: I will be working with local kids in 2 weeks. They will do this project on another virtual world --
Open SIm
[19:57] Giantic Lizard Tale owned by Marylou Goldrosen gave you 'Directions to Make your Own Mask' ( Teaching 10
(75,241,29) ).
[19:58] Marylou Goldrosen: I have an example of my early work with them on Blackboard -- SIMPLER PPT PROJECT
[19:58] Marylou Goldrosen: Now I need a new TAIL/TALE because I keep on losing mine/
[19:59] CYBlue: Have other schools used this program or a similar program like this with there students that you know of?
[19:59] Marylou Goldrosen: Not yet. I partner with the University of British Columbia on their site on the Open SIm/
[20:00] Marylou Goldrosen: They own the site.
[20:00] Marylou Goldrosen: I met that Professor in Taiwan.
[20:01] Marylou Goldrosen: You know she met herr husband on Second LIfe
[20:02] Marylou Goldrosen: . The site is called ASU Hive. In 4 days 2 hours each day, we will be making 3-D animals using
“sculptie” Build tool. This tool makes forms more organic. We will use the new theme of Lizard of ARS.
[20:02] Marylou Goldrosen: Did you see the sculptie forms that we made in our class? in the sky here?
[20:03] CYBlue: Will there be other students taking part in building?
[20:03] CYBlue: Yes I did see those today, I looked around before going and creating a few objects on my own.
[20:03] Marylou Goldrosen: No -- Do you want to fly up here to see our class sculptures?
[20:04] CYBlue: It was a very difficult process.
[20:04] CYBlue: yes let's see
[20:04] Marylou Goldrosen: Not really
– [20:07] Marylou Goldrosen: Where are you ? Which sculpture do you like the best? Why?
[20:07] CYBlue: Do you think that the best way to learn how to build objects like these would be to come on second life or to
look up videos on how to build?
[20:08] CYBlue: I really like the Lady Gaga sculpture
[20:08] Marylou Goldrosen: Come on this side too
[20:09] Marylou Goldrosen: They all have some transparency
[20:09] CYBlue: However, that bear would have to be one of my favorites as well. I tried building one too
[20:09] Marylou Goldrosen: Oh great! Why do you like it as best?
[20:10] CYBlue: There are so many layers it seems
[20:10] CYBlue: and the texture is really great
[20:10] Marylou Goldrosen: Take a screenshot of me and me --show that you are interviewing me
[20:10] CYBlue: I tired adding textures and couldn't find the right one
[20:21] Marylou Goldrosen: Good -- Do the art criticism of one --describe, analyze, interpret, just, add the link address
[20:21] CYBlue: I found a toga in Rome, I might have to wear that to our last meeting
[20:21] Marylou Goldrosen: Fun!!!
[20:22] Marylou Goldrosen: You can communicate via gesture too. Look at our top menu
[20:22] CYBlue: Yes, I will do that tonight and upload that, I think I have everything else completed as well. Now with this
interview, I just need to do the powerpoint to go with it
[20:22] Marylou Goldrosen: The Powerpoint examples are on Blackboard
[20:23] Marylou Goldrosen: Do the parts ---
[20:24] Marylou Goldrosen: Then you can upload it to Slideshare Ok?
[20:24] CYBlue: Excellent!
[20:27] Marylou Goldrosen: WHY? I love the art here-- I plan my artwirks here and upload them
[20:27] Marylou Goldrosen: We meet avatar people from around the world
[20:28] Marylou Goldrosen: Our last class --you will meet 2 avatae friends
[20:28] CYBlue: Are you able to have shows or gallery openings here as well?
[20:28] Marylou Goldrosen: Yes --lots and last week I gave a peper here at a conference
[20:30] Marylou Goldrosen: Do you have other questions too?
[20:30] CYBlue: Is there a place where people can go and visit all your artwork? Another world?
[20:32] CYBlue: Final question: What resources would you recommend a teacher look at or read before starting a lesson for her
students on Second Life?
[20:32] Marylou Goldrosen: My Art Ark. My home page has some,
[20:33] Marylou Goldrosen: If you search Second Life art lesson, you will be surprised.
9. Avatar:
Marylou Goldrosen
What is Art? She creates installation like art in Second life, some of her
own work and there is some she works on with students.
Most of it can be found on the Art Ark in second life.
What is title -favorite artwork? Why choose? The Lizard of ARS/ART: it was something very unique. To be
able to work and come up with something as clever and
fun to read and look at is admire able.
Why make it? There was this piece on the Art Ark above the Lizard of ARS
in second life that was an image of a bear it seemed. Yet
this bear had been build in second life with the use of the
builder tools, I had just come from making something in
the building area and the fact that I knew how hard this
was to make made me admire it that much more.
How made? It was made in the digital world as well as the real world
and put together as one.
Where from? The bear came from the floating building in the Art Ark.
Expression:
Color, line, etc.?
There is some much color and expression going on in the
whole people, there are many pieces that work together
as one.
Collaborate with whom? She has collaborated with a few people on gathering
10. Comparative Analysis and
Conclusion
Much of what was said during my interview and what I
learned from just experiencing the world of Second Life
has really changed my opinion from day one of login in
today. I could not understand why someone would sell or
make are for this computer program. What was in
incentive? It makes sense now, it is the exact same thing as
making art in the real world, except that in this case you
get to go to much more and many more places that you
would not normally or might not ever get to see and visit
in the real world. It is a free passport to the world around
you without having to leave the comfort of your home.
I love how as a future art teacher if I were to want my
students to see the museum in which a certain painting is
located they can go online to second life or even better we
can all login together and take a tour of a museum without
needing to get any field trip forms and still get to be in and
see a place these kids might not normally get to see.
11. Final Thoughts
– I have always considered myself a bit of a
purest, that art is the traditional
mediums. However, to think like that
would be to deny my future students
areas that they might want to explore
such as second life. The newer
generations are so computer savvy that it
seems foolish not to include something
like second life in an art program for older
students to father explore different art
outlets.
12. References:
Art Education Qualitative Research in
Cyberspace
By Mary Stokrocki
Published in Miraga, C., & Smilan, C.
(In Press). Inquiry in Action:
Paradigms, Methodologies and
Perspectives in Art Education
Research. Reston, VA: NAEA