Showing posts with label Virtual Worlds. Show all posts
Showing posts with label Virtual Worlds. Show all posts

Wednesday, November 06, 2013

Narrative as Inteface: Digital Media and Pedagogy (Video)



A presentation of some of the work I have conducted in HUMlab, a digital humanities computing lab and studio at Umeå University in Sweden. The film is arranged according to three themes; Making Space, Media Places and Narrative as Interface. I present some projects I have been involved with in HUMlab and some of the thinking that goes into them. As well as suggestions for considering digital media and pedagogy in the future.

This film was shown at the Lärande i Fokus (Learning in Focus) conference at Umeå University, Sweden between 12-13 November 2013.

Wednesday, October 16, 2013

Blockholm: Crowdsourcing City Planning with Minecraft



The Swedish Centre for Architecture and Design has announced a project where the topographic site for Stockholm has been reproduced in Minecraft and people are invited to rebuild the city virtually.

Blockholm opens on 24 October and allows people to realize the city they always dreamed of. It is interesting as it allows a form of modelling and design rarely practiced on a large scale in city planning. According to the website (not my translation):


Blockholm - A new Stockholm in Minecraft

In architecture, work is in digital tools and models. What happens when these tools become available to anyone? Maybe we can see where the road will be, the house was to stand. Building a model in three dimensions and show how we think. In Block Holm will all be with. A simple method, the same for all, we can build a new city, block by block. We have cleared the city of all past. There is something scary, yet liberating in to start anew.

How can we change our city?

Can the game be a way to show what we think and what we want? In Blockholm we build all side by side, adult children, our dreams and ideas. Everybody has the same conditions but with different starting points. We can test ideas and forms without preconditions, possible and impossible. We have a new way to have a conversation with each other and with policy makers.

The digital mirror image

- By maintaining the road network, we can orient ourselves in this amazing reflection. The basic structure is the same, but everything is different, says Markus Bohm, artist and project manager:
- We want to create a meeting between the game's realities and current urban planning and architecture. Minecraft has become a great platform for creativity and we want to show new ways of working, new ways to organize.

The world's largest Architecture and Design Projects

Each property in today Stockholm is an identical plot in Blockholm.
- We have generated approximately 100,000 construction sites. It will be the world's largest architecture and design projects in terms of number of participants. We will release district for district to allow the city to emerge piecemeal. All participants will work side by side and see how the city is emerging from within. There is a huge process that anyone can follow. In an interactive map on the internet, the construction of blocks islet seen in real time, says Mats Karlsson, architect and project manager.


Wednesday, April 17, 2013

Virtual Worlds, Machinima and Cooperation over Borders (Published in 'Sans Public')

Image of the avatars of Isabelle Arvers and Jenna Ng from the upcoming publication Understanding Machinima

Cooperation over borders between individuals and groups is possible using online three-dimensional virtual worlds. This cooperation occurs in the production of art, research, teaching and learning, and performance as well as in building social, professional and personal contexts. The borders that are crossed can be geopolitical, generational, spatial and embodied. In order to maintain coherence for people to meet, talk, build, write, perform and exchange in virtual worlds, a sense and understanding of place is required. Such human activities as meeting are reliant on a shared space and place. This chapter integrates the idea of sharing places in examples of how virtual worlds can provide common spaces and places from a series of projects involving art, documentation, teaching and communication. By using examples of one artist’s project and several machinima – videos made using screen-capture software on computers, to film places and avatar actors in virtual worlds – I argue these virtual worlds can enable cooperation over a variety of borders through sharing.

FULL ARTICLE AVAILABLE HERE

Thursday, April 04, 2013

Two Presentations on Gameworld Space


HUMlab will be streaming two presentations on gameworld spaces from the Connecting the Dots: Movement, Space, and the Digital Image conference held at the Centre for Research in the Arts, Social Sciences and Humanities (CRASSH) at the University of Cambridge. The session will be streamed live in HUMlab X (The Arts Campus) as part of the Lunchbox Learnings series.
This is a chance to hear two very interesting papers on game space in the popular games Minecraft and The Sims (see abstracts below) by two well-known scholars: Dr Seth Giddings, new media and game studies lecturer and Programme Leader for Media and Cultural Studies in the Department of Creative Industries from the University of the West of England (co-editor of New Media: a critical introduction (2009), editor of The New Media and Technocultures Reader (2011), and author of Gameworlds: virtual media, everyday life (forthcoming)); and Dr Alan Blackwell, Senior Lecturer in neuroscience and Human Computer Interaction with The Computer Laboratory at the University of Cambridge.

We will be starting a little earlier at 11:15 am on 12th April, Friday, and we will end at about 12:30 pm. Even though this is a streamed session, there will be plenty of chances to ask questions and take part in the discussion.

All welcome!

Useful Links:
Facebook Event: https://www.facebook.com/events/585271961485244/
Website for Connecting the Dots: http://www.crassh.cam.ac.uk/events/2069/
Digital Cultures Research Center: http://dcrc.org.uk/
Seth Giddings: http://www.sethgiddings.net/
Alan F. Blackwell: http://www.cl.cam.ac.uk/~afb21/

ABSTRACTS:

“The Metaphysics of Minecraft”
Alan F. Blackwell
University of Cambridge

Minecraft is a popular computer game of the “sandbox” genre, where players explore and build in a virtual world. The user typically experiences this world as a “first person” view, from the point of view of a virtual avatar. The screen shows an imaginary landscape of hills, grass and trees, or when mining, dirt, gravel, coal and various ores. The player can grasp a variety of tools in his or her virtual hand, and controls these pickaxes or other implements with the computer mouse. The contents of the world may be shared with other players, via one of many Minecraft servers, each of which contains its own virtual world, with the avatars of other players on that server exploring, mining or creating around you.

This kind of virtual world sandbox game is not unusual. Much attention was paid by media and media scholars to the game “Second Life”, originally launched in 2003, 6 years earlier than Minecraft. Second Life also allowed the player to interact with the avatars of other players, explore and create houses or products. But the distinctive nature of Minecraft is the lack of realism in this virtual world. Unlike the animated fantasy world of online games such as Second Life, the graphics of Minecraft have extremely low resolution, looking intentionally crude. The virtual world is constructed of cubic blocks, nominally a metre on each side, meaning that the player can make rapid progress felling blocky trees for timber, digging blocky mines for coal, and assembling blocks into houses, farms or larger structures. Unlike the fine textures of realistic virtual worlds in multiplayer online role-playing games, the large blocks of Minecraft seem like giant digital Lego. Players can rapidly collect building materials and tools for ambitious construction projects, or even deploy an inexhaustible supply of digital blocks in a non-competitive creative mode. Lack of realism results in a system that is democratic and generative to a degree not seen in comparably popular games.

The freedom offered to players extends well beyond facility of movement in the virtual world. The Swedish creator of Minecraft, known as Notch (and his company Mojang), have intentionally allowed fans to decrypt and modify the Java language source code of Minecraft itself. A determined player can substitute new pieces of code for any part of the Minecraft system – a practice described as “modding”. Mods are shared among players, allowing individuals to choose more and more mutated versions of the game world – with different tools, materials, plants, animals or monsters, as well as magic powers for the player. For those without sufficient skill to write Java code, it is still possible to change the world by replacing the block surfaces or the appearance of their own avatars with alternative textures. And where players are inclined to tinkering, it is possible to create automated machinery and gadgets in the Minecraft world itself – using redstone (a fictional kind of semiconductor) with switches, pistons – and even virtual computers inside the computer, that can be programmed in their own simple language to make robots do the mining and building on your behalf.

These facilities reconfigure space in the virtual world of Minecraft in surprisingly profound and reflexive ways. Rather than a literalistic re-construction and re-presentation of “virtual reality”, Minecraft offers a democratised spatial poetics – an Open Work, in the sense defined by Umberto Eco. The boundaries between coal and code are permeable to an extent only previously imagined in the dream allegories of Neuromancer and the Matrix. Minecraft players not only inhabit the worlds of each other’s imaginations, and collaborate to redefine the game they are playing, but blur the bounds between the product itself and their own media culture. They share advice on recipes and mods via active support communities and wikis. But even more prolifically, they use screen recorders to make videos of their avatar playing the game, with voice-over narration explaining their constructions and adventures, or giving advice to new players. Minecraft players may spend as much time watching videos of other people playing as they do playing themselves. And the machinima affordances of the Minecraft world lead to players creating their own homages to popular films such as the Hunger Games, with the original narrative re-located into the block world of Minecraft. As with building and modding, the blocky low resolution is liberating to young creators who could never emulate professional animation standards, but probably didn’t want to. Older players gain YouTube followers by using custom mods or additional animation software to create meta-narratives – postmodern commentaries on the genre and its communities – such as the Egg’s Guide to Minecraft series.
At the time of writing, the emergent media ecology of the Minecraft community is racing ahead of critical commentary. This abstract has attempted to set out the scope of reconfiguration between space and action. But the children currently playing Minecraft seem likely to become a new generation holding radically altered expectations of digital space.

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“Sim You Later: at play across virtual and actual space”
Seth Giddings
University of Western England

Current developments in mobile and locative media, and in augmented / mixed reality media (for instance at the Pervasive Media Studio in Bristol) take the permeability of virtual and actual space as a given. Digital space is thought of not as the worlds within worlds of virtual reality or cyberspace as imagined in 1990s, but rather as ‘content’ or experience delivered to – for instance – a smartphone user as they navigate their everyday environments. If the separation or transcendence of the actual lived world was the technological imaginary of virtual reality, then the dissolution of media technology into an augmented everyday is the promise, or dream, of pervasive media.
However the interpenetration or layering of digital and actual space does not dissolve the specific media/technological forms of digital space. Rather we see a mixing or layering of heterogeneous domains, some the quotidian environments of streets, homes and playgrounds, some the intangible domains generated from databases, algorithms and user interfaces, some rendered in the Euclidean geometry of game engines, others in the text-constituted spaces of chat and Twitter. To understand these composite realities, I would argue, we need to pay attention both to the technological nature of digital spaces as software and hardware, and to particular events in which virtual and actual spaces are generated.

The presentation will draw on microethological studies of the play-testing of pervasive media games, and of children’s videogame play across digital and physical gameworlds. Microethology is a theoretical and empirical method of participant observation in intimate events in technoculture. The presentation will suggest key concepts for studying emergent behaviours of, and in, the mixed realities of emergent digital media cultures. It will argue that digital space should be understood in relation to three significant factors:

behaviour – both human and nonhuman;
time – particularly the speculative and iterative time of simulation;
play – both serious and phantasmagorical.

Monday, October 01, 2012

Museum Studies and Teaching in Virtual Spaces


Images from the work done by museum studies students from 2010, along with teaching spaces, posters for virtual world and mixed reality seminars. All part of the work I was instrumental in guiding in HUMlab.

Tuesday, May 08, 2012

Virtual Worlds, Machinima and Cooperation over Borders


Abstract
This presentation demonstrates that cooperation over borders is possible between individuals and groups dispersed over space using online three-dimensional virtual worlds. This cooperation occurs in the production of art, research, teaching and learning, and performance as well as in building social, professional and personal contexts. The borders that are crossed are geopolitical, linguistic, generational, spatial and embodied. Throughout the various ruptures offered by virtual world technology, a sense and understanding of place is required for cooperation in order to maintain coherence for the interlocutors and to be able to meet, talk, build, write, perform and exchange. In this talk, I will use examples of machinima - videos made using screen-capture software on computers, to film places and avatar actors in virtual worlds - to demonstrate how these environments can offer places for cooperation.
Tomorrow seminar at Stockholms universitetsbibliotek (kl 12.00-17.00), Växthuset for Initiativ för ett Kulturens Europa "En digital kultur i rörelse" Twitter: #DigiCultEU

The full program for "En Digital Kultur i Rörelse" is here.

Monday, January 16, 2012

Fau Ferdinand in HUMlab


Yoshikaze Secodn Life "Up-In-The-Air" Residency presents

Fau Ferdinand aka Yael Gilks

23 - 27 January 2012
@ HUMlab, Umeå University, Sweden
Opening Hours: 8am - 4 pm Weekdays
Opening: 23 January Between 2pm - 4pm
Artist Talk at 2pm

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"On virtual landscapes and real feelings.

Photons, camera lens, screen, eye -  mashed then mashed again.

Are landscapes seen from afar not virtual ? I can hardly see a thing but colour anyway, unless it’s on a screen near me soon.

The shrinking field of view, that particular scene  affects me - that  bird I couldn’t save. The cat too fast and ants have spread the word. Life abounds around death.

I join in, giving up on quality  to make believe I’m really there though I was there.

Inflation and deflation of an avatar that was death before processing. Death gets pregnant by Deformation.

The avatar, as the persona, is a battlefield.

I’m what eats me.

Distress grabbed." 

(Fau Ferdinand)

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Fau Ferdinand, a.k.a. Yael Gilks, is an established Second Life performance artist, who has produced memorable works since her entry into SL in 2004.  Her work manifests metamorphosis of life, often dealing with the theme of life and death,  from one state of existence to another,  in a manner almost expressed as surreal.  Dissolving in fluidity, her subjects enter her world through the dreamscape which surrounds her Self.

During her residency at Yoshikaze, she has taken a step into a new direction, in which video/machinima proceeds not only as a mere documentation of her virtual performance but as a hybrid medium of the virtual and videoart for which she expands her theme as the end result.

Between 23 - 27 January 2012 at HUMlab, Umeå University, Sweden, Yoshikaze is pleased to present her first independent videowork "Bird Funeral" which she has completed during her Yoshikaze residency.  In addition the exhibition offers an opportunity to experience two additional derivative videoworks, into which "Bird Funeral" with the elements from the virtual world has metamorphosed itself through the techniques of moving image.

Currently Fau Ferdinand/Yael Gilks is a co-director and co-curator of SL sim Odyssey.  Her work "Bird Funeral" completed at Yoshikaze is online at http://vimeo.com/32119484.  The remains of "Bird Funeral" can be experienced inworld at Yoshikaze residency spot: http://www.slurl.com/secondlife/HUMlab/84/216/701.

Curated by Goodwind Seiling/Sachiko Hayashi in collaboration with HUMlab.  The poster design by Beatrice Rosberg at HUMlab.

Yoshikaze "Up-in-the-Air" Residency (www.slurl.com/secondlife/HUMlab/95/215/351) is a Second Life residency programme run by Sachiko Hayashi together with SL HUMlab sim manager James Barrett from HUMlab, Umeå University, Sweden. As part of HUMlab, its 3264 sqm land in Second Life supports SL artists in their pursuit of virtual art practices and researches.  For inquiries, please contact: goodwind.seiling@gmail.com.

Yoshikaze is funded and hosted by HUMlab, Umeå University, Sweden.

Yoshikaze blog: http://yoshikaze.blogspot.com
Yoshikaze vimeo: http://vimeo.com/yoshikaze

Tuesday, June 07, 2011

HUMlab Virtual Worlds: Teaching and Research



On Wednesday, June 8, 15:00 to 17:00 CET (6:00 to 8:00 am SLT), NVWN will have its monthly project meeting. Items on the agenda include an update of the project’s activities and a presentation by Jim Barrett of HUMlab of Umeå University. From 16:00 to 17:00 (7:00 to 8:00 am SLT), Jim will present an overview of HUMlab’s virtual world activities.

You are welcome to join us for the meeting on SSE’s island in Second Life!

Friday, May 20, 2011

Online Virtual Worlds and Literature



Presentation for the 2011 National Forum for English Studies, Umeå University.

Monday, April 18, 2011

Simulation and Virtual Worlds: Empathy Built by Virtual Experiences


Understanding the interplay between virtual and actual reality is at the heart of the work under way in Associate Professor of Communications Jeremy Bailenson's Virtual Human Interaction Lab.

If a tree falls in a virtual reality forest, will anyone hear an environmental message?

They will, as long as they were the ones who cut down the make-believe redwood.

New findings from Stanford researchers show that people who were immersed in a three-dimensional virtual forest and told to saw through a towering sequoia until it crashed in front of them later used less paper in the real world than people who only imagined what it's like to cut down a tree.

"We found that virtual reality can change how people behave," said Sun Joo Ahn, whose doctoral dissertation outlines the findings. "That's the big result. When people are in virtual reality and going through the motions of actually cutting down this tree, it might make them feel more personally accountable or responsible for the damage that occurred."

Ahn's work is among the latest batch of studies to come from Stanford's Virtual Human Interaction Lab. Led by Jeremy Bailenson, associate professor of communication, researchers in the lab are trying to better understand how advances in digital media like 3-D movies and interactive video games are affecting people's real-life experiences. And they want to know how those technologies can influence and change people's behavior.

"People want – and are becoming more used to – immersive media experiences," said Bailenson, co-author of the recently released book Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution. "You're going to need more than an instructional video or a pamphlet to explain something that requires a change in behavior. You need to make people feel like they're literally engaged."

In one of her studies, Ahn had about 50 people read some information about how the use of non-recycled paper leads to deforestation.

She then had one group of subjects read an account of what happens when a chainsaw buzzes through a tree. The piece was rich with detail, describing the chirping birds in the forest, the sound and vibration of the saw and the snapping of branches that comes with the crash of the mighty redwood.

A second group of subjects didn't read the description, but instead were plunged into the virtual forest. Outfitted with a helmet-like device that cut off their vision from the real world and surrounded them with the sights and sounds of a computerized woodland, they felt like they were there.

Using a special joystick called a haptic device, the subjects were able to control the back-and-forth motions of the chainsaw that their virtual selves used to cut down the tree. As they sawed for about three minutes, the haptic device vibrated in their hands to simulate the feeling of the real thing.

Regardless of which group they were in, all the participants said they had a stronger belief that their personal actions could improve the quality of the environment compared to how they felt before they either read about tree cutting or chopped down an evergreen in the fake forest.

(Full Story Here)

Sunday, December 12, 2010

Media Places / Virtual Worlds

Saturday, October 23, 2010

Virtual Worlds and Indigenous Knowledge: learning to tell stories and make positive change across cultures



My presentation at Association of Internet Researchers 11th conference 2010

The representation of place and space are powerful narrative tools in digitally mediated stories today. Virtual online worlds are one example of how space and place is realized in stories using avatars and navigation. In a seemingly distant tradition, the narrative systems that are collectively referred to as the Dreamtime Stories of the Australian Aboriginal peoples, with their constructions of space and place, are also highly developed and complex multimedia networks that rely on navigation. In both of these systems, along with place and space, performance and participation are the means to relating to the narrative. The individual contributions to narrative creation that are part of these systems are based on participant agency. The potential empowerment granted with participation in the narratives suggests a resistance to what M. M. Bakhtin terms single voice, of monologic narrative discourse (Bakhtin 1984). In the global perspective, the recognition of narratives from indigenous (often marginal and silenced) cultures can be argued to have democratizing and inclusive effects for the global community. That these societies have witnessed long-term survival also supports their status as sustainable, and by implication, that these practices are passed on through their narrative traditions. By paying attention to such old stories, and in particular how they integrate place and space into their transmission, we can re-purpose vocabularies for what are often described as the ‘new media’ stories of the digital age. A direct relationship to place, through narrative, is proposed as one of the positive results of this attention to old stories in the new media. An awareness of the interconnectedness of elements in ecology, for example, is a further possibility from these narratives, which set both characters and places on equal footing.

Friday, October 22, 2010

Virtual Worlds and Indigenous Knowledge: learning to tell stories and make positive change across cultures



Presenting tomorrow morning at the Association of Internet Researcher 11th annual conference in Gothenberg, Sweden.

Monday, March 15, 2010

Looking Through the Real: Seven Years in Virtual Worlds



From the presentation I did today for the National Association of Librarians of Sweden conference ”Men den var ju min!” – om ny medieförmedling och upphovsrätt (But that was mine! On New Media Connections and Copyright). Nice afternoon spent..

Tuesday, February 09, 2010

Racial Typing in Second Life





Friday, May 08, 2009

Visiting Guantánamo in Second Life



Many so-called enemy combatants are still held at the US military run detention facility at Guantanamo Bay, Cuba, most of them never charged of any crime. January 11, 2009 marked the seven-year anniversary of the arrival of prisoners at Guantánamo Bay.

Having just blogged an obituary for Augusto Boal, I think he would have approved of such a project as Virtual Guantánamo, a simulation of the United States military detention center in Cuba within the virtual online world of Second Life. By exposing such institutions within the structures of the state apparatus, the possibilities for democracy are strengthened.

Wednesday, December 03, 2008

I am in Print (Soon)

Virtual Learning and Teaching in Second Life by Judith Molka-Danielsen and Mats Deutschmann (eds.)

Price: Price not currently set
Availability: Coming

About the book

Coming January 2009

Virtual worlds are increasingly incorporated into modern universities and teaching pedagogy. Over 190 higher education institutions worldwide have done teaching in the virtual world of Second Life (SL). This book is based on the first Scandinavian project to experiment with the design and testing of teaching platforms for life long learning in SL. In 2007 it created a virtual island or “sim” in SL called Kamimo Education Island. The project generated a number of courses taught in Second Life, and instructed educators in the use of SL. This book disseminates the experiences and lessons learned in that project and from other educational projects in SL. This book identifies the gaps in traditional forms of education. It provides a roadmap on issues of: instructional design, learner modeling, building simulations, exploring alternatives to design and integrating tools in education with other learning systems.

Revision: 1. edition
Published:
Case type: Paperback
Number of pages:
ISBN: 9788251923538

Thursday, November 13, 2008

Google Earth Rome Reborn



Google today resurrected ancient Rome online, opening a three-dimensional virtual version of the city for cyber-explorers interested in trips back through time.

People using free Google Earth software can seemingly fly past more than 6500 buildings that stood in the city at the peak of the Roman Empire in 320 AD.

Online visitors can swoop in for close-ups of structures and peruse pop-up information "bubbles" written by historians.

Some buildings feature full interiors. Internet surfers can visit the Roman Forum; linger in the Colosseum; pass through the Arch of Constantine and follow in the footsteps of gladiators in the Ludus Magnus.

Rome is the first ancient city recreated at Google Earth, an interactive online Atlas that provides tools and technology that enable people to explore the world.

To commemorate the launch, Google is inviting US educators to take part in a contest promising prizes for innovative lesson plans based on the virtual Ancient Rome feature.


Google made use of the resources of the Rome Reborn project at the Univesity of Virginia, which has been working on 3D models of Rome since 1997:

From 1997 to 2007, the Institute for Advanced Technology in the Humanities (IATH) of the University of Virginia, the UCLA Cultural Virtual Reality Laboratory (CVRLab), the UCLA Experiential Technology Center (ETC), the Reverse Engineering (INDACO) Lab at the Politecnico di Milano, the Ausonius Institute of the CNRS and the University of Bordeaux-3, and the University of Caen have collaborated on a project to create a digital model of ancient Rome as it appeared in late antiquity. The notional date of the model is June 21, 320 A.D

Tuesday, October 07, 2008

Virtual Worlds Lecture

Stone Mushroom Theater, HUMlab Island, Second Life.

Today I will be giving a lecture on an introduction to virtual worlds as part of the Digital Culture and Technique course being taught in HUMlab. I have done a blog entry on the course blog outlining the keywords for my presentation. It may be of interest.

Tuesday, July 29, 2008

Solar Ecplipse in Second Life and On the Web



This Friday August 1 there will be a full solar eclipse over Siberia and Western China. For those of us who cannot be there, the internet provides. The Exploratorium website will be running a live stream of the eclipse opening at 12:00 PM (CET Paris 12:00 PM)
If you are interested in a more three dimensional experience there will be a live stream in Second Life as well:

On August 1, 2008, a total solar eclipse will occur as the new moon moves directly between the sun and the earth. The moon's umbral shadow will fall first on Canada, then zoom across northern Greenland, the Arctic, central Russia, Mongolia, and into China, where an Exploratorium team will be waiting. Our fifth eclipse expedition brings our team to remote Xinjiang Provence in northwestern China, very close to the Mongolian border, where we'll Webcast the eclipse live. Please check back, as the date nears, for more details about our Eclipse webcast viewing party in Second Life.


The Exploratorium Island in Second Life can be accessed directly from HERE.