Tuesday, April 24, 2007
Digital Art & Literature Seminar - Continuation
4. The project Implementation uses Internet art, conceptual art, situationist theatre, sticker art among other arts. It is basically a novel that deals with the notion of place as well as many other concepts, and it is demonstrated by placing different pieces of texts in chosen locations in order to produce meaning.
Digital Art & Literature Seminar
1. The website http://rhizome.org/ supports new media art and literature, while http://artport.whitney.org supports two types of new media art: Internet and digital arts. In Internet art, artists use the Internet as its primary medium. In digital art, however, the art is also created via computer but Internet is not required for its creation.
When looking at some of the artwork, a few seemed interesting to me. The Battle of Algiers by Marc Lafia and Fang-Yu Lin (http://artport.whitney.org/commissions/battleofalgiers/BattleofAlgiers.shtml#) is an example of an original artwork. It works as a response to an Italian movie with same name that deals with the Algerian nationalist struggle for independence. It is interesting how the cells intersect and create a video that shows each side’s tactics in the film, however I find it to be somewhat disturbing to watch it.
I also like the idea that Grégory Chantonsky had when creating Flussgeist (http://incident.net/works/islanders/). He uses small satellite images together to demonstrate that people from different sides of the world are now connected through the Internet. Space is not conceived as it once was.
2. New Media Art referes to art created with new media technologies (computer graphics, animation, the Internet, robotics, biotechnologies etc) while digital art refers more specifically to the new media art created with a computer. Internet art, however, uses the internet as its primary medium.
Tuesday, April 17, 2007
My thoughts on simulated worlds
In massively multiplayer online role-playing games (MMORPG) it is possible to be part of a world with dragons, elves and other fantasy characters, such as in World of Warcraft. But there are also games where you can do real life activities, such as The Sims. The possibilities in these games are immense. But now with Second Life, you not only can be whoever or whatever you want, but you can also build your own world from scratch, leaving it all up to your own creativity. Differently from MMORPG’s, in Second Life there is no set narrative, no set goal: everything is up to you.
Because of the endless possibilities, many experiments have been made with Second Life. Many places have been created that otherwise would not be possible to create. Peter Yellowslees, a professor of psychiatry at the University of California decided to make a world to give the students a perspective of what schizofrenia patients suffer. He created a hospital where students can go and experience the same type of hallucinations that patients with schizofrenia do. As observed in the article “Living a Second Life” by The Economist, Dr. Yellowslees leases an island in Second Life, where he built a hospital that looks like the one in Sacramento, where many of his students practise. Some people believe that Second Life will become an important tool in long-distance learning.
Another possibility with the metaverse (metaphysical universe such as Second Life), is to develop successful business. According to CNN’s article “Second Life: It’s not a game” from January 2007, Linden Lab, that created Second Life, counts 65 companies that now use Second Life to serve real-world business customers. Not to mention that in Second Life any resident can become an entrepreneur and there are hundreds of people profiting from it. They sell clothes, properties, bikes, cars and many other items. According to CNN, about $600,000 is spent daily throughout Second Life, for an annual GDP of about $220 million.
In conclusion, simulated worlds are now an important part of society. Because of them we are able to interact with people from different locations and interests, explore fantastic places, do business, take care of real life issues, and even create our own world and invite people to visit it. Simulated worlds are now more than ever an alternative to the outdoors life. It has also changed our lives outside the computer screen and our perception of the real world.
Works Cited:
Kirkpatrick, David. ”Second Life: It’s not a game.” CNNMoney.com. 23 January 2007. Cable News Network. 11 April 2007 http://money.cnn.com/2007/01/22/magazines/fortune/whatsnext_secondlife.fortune/index.htm
“Living a Second Life.” Economist.com. 28 September 2006. The Economist. 11 April 2007 http://www.economist.com/displaystory.cfm?story_id=7963538
Thursday, April 5, 2007
Brazil, the Free Culture Nation
Tuesday, April 3, 2007
Digital culture as I see it
The computer is now one of our best friends: we use it for work, entertainment, socialization and a lot more. It would be hard to imagine our lives without the comfort and all the options that offered by the Internet. Due to digital technology, it is possible to meet friends in a digital world and go to a pub, to the cinema, chat about daily activities, play games together, all that even if you are on the other side of the planet. Now we have access to information from anywhere in any language in real time. That is not all: we can watch movies from any country that are available on P2P programs and even shop online (that I really like!).
In this time of technological change, it is essential that we understand how other cultures function and to know more about them. The culture of each country is now available online to a global audience, which is a good indication that the revolution of digital technology promotes and, why not, changes culture.