| Past Projects | Aequitas |
We would like to offer the opportunity to join us with participation in an art exhibition to open in the virtual world of Second Life as well as 6 countries around the world.
How? By sharing a 10 second recording of your voice to be placed in a column with others to create a field of voices activated by proximity.
"Through the Virtual Looking Glass", is a connected set of international exhibitions April 2010 in galleries in Boston USA, France and Holland plus more to come.
In 9 seconds: Say something, say anything: Your name, country, occupation, team, anything. Honor a loved one, make a point, promote your cause, make a confession or an announcement.
Just use your imagination and express yourself.
Call one of the local numbers listed below and leave me a message for inclusion in the project.
at the prompt enter the code 373389
AvaLine offers local access numbers in many cities around the world. Callers may dial whichever one they prefer, based on proximity or local rates. AvaLine subscribers pay the same flat subscription fee regardless of the length of the calls, where the incoming calls originate, or how many calls are received.
Australia
Adelaide: +61 8 7123 3055
Brisbane: +61 7 3123 5912
Melbourne: +61 3 9001 5512
Perth: +61 8 6365 4423
Sydney: +61 2 8014 4920
Brazil
Brasilia: +55-61-37175134
Rio de Janeiro: +55-21-39580758
Salvador: +55-71-37176316
Sao Paulo: +55-11-37119361
Canada
Calgary: +1-403-7751898
Montreal: +1-514-6678807
Ottawa: +1-613-6863843
Toronto: +1-647-7245095
Vancouver: +1-778-7830756
France
National: +33 9 75 18 10 80
Paris: +33 1 82 88 05 02
Germany
Munich: +49 89 22061175
Italy
National: +39 199 442021 (calls to this number must originate from within Italy)
Milan: +39 02 4792 1250
Naples: +39 081 1930 2671
Palermo: +39 091 619 3300
Rome: +39 06 9936 9860
Turin: +39 011 198 23846
Japan
Tokyo: +81 3-4520-9712
Osaka: +81 6-4560-4024
Singapore
+65 3103-1201
Spain
National: +34 901 667 582 (calls to this number must originate from a landline phone)
Barcelona: +34 931 816 658
Madrid: +34 911 829 805
Sevilla: +34 955 329 915
Valencia: +34 961 135 589
Zaragoza: +34 976 361 991
UK
National: +44 33 0088 3672
Birmingham: +44 121 314 7199
Brighton: +44 127 325 7057
Glasgow: +44 141 530 7199
London: +44 20 7100 5624
Manchester: +44 161 660 7199
Reading: +44 118 321 7109
US
Boston: +1 617-861-0749
Chicago: +1 312-348-3694
Dallas: +1 972-813-0067
Houston: +1 713-300-0425
Los Angeles: +1 213-271-2575
New York: +1 212-660-9951
Philadelphia: +1 215-475-5291
Phoenix: +1 480-270-8099
San Antonio: +1 210-839-9917
San Diego: +1 619-684-6705
San Francisco: +1 415-490-9443
San Jose: +1 408-513-3625
Seattle: +1 206-494-9648
Washington DC: +1 202-629-9859
What makes virtual art so exciting at the present time is that no one knows precisely where it will lead. In this respect it demands the kind of open-minded practice willing to be surprised and guided further by its own results that characterized photography and film (as well as modernist painting) in their heydays.
This Caerleon sim project was launched because we believe we are now at the point of development of the art of virtual words where we can conduct focused experiments into the nature of the six aesthetic-technological dimensions. Our work on 'Networked Collaboration' is a part of a larger project and together with five other categories 'Immersion', 'Interaction', 'Ambiguity of Identity' and 'Environmental fluidity' and each of these categories will have a collaborative artwork created in a virtual world. They will also contribute to a thesis by Georg Janick to be later published in a book.
Virtual Art Initiative (an associate member organization of the nonprofit company, Media Working Group, Inc.) is an organization of artists, writers, musicians, and scholars who are using the immersive and interactive digital media of such virtual worlds as Second Life to develop new forms of artistic content. Virtual worlds are computer generated three-dimensional environments that allow people from around the globe to interact with one another through “avatars” (digital bodies) and shape their environments, both individually and collectively, by using graphical and programming tools. Those involved in the Initiative believe that virtual worlds are like photography, cinema, video, electronic music, and so on in that they provide the opportunity, in the form of a new technology, for radically innovative forms of aesthetic expression. Most of our work is done on the Second Life virtual world grid, though some of us have worked in other virtual worlds as well, such as VastPark and OpenSim Reactive Grid.
Preliminary Theses
1. Since the Renaissance, Western art has freed itself from subordination to religious and magical practices and claimed autonomy on the basis of a focused concern with artistic technique.
2. With the Industrial Revolution art also becomes emancipated from traditional processes of making by hand (though this is anticipated by the invention of the printing press as well as lithography).
3. From that time on, the focus on artistic technique and concern with the aesthetic potentiality of new technological media become fused.
4. Photography is the first product of this fusion.
5. In exploring the aesthetic potentialities of a technological medium, there is an initial tendency to interpret the new medium on the model of a preceding one. Thus the earliest photographers shot historical and mythical scenes in studios in emulation of academic painting, and the first filmmakers kept their movie cameras stationary in accordance with the older photographic practices.
6. It takes time and considerable experimentation to discover the unique dimensions of art produced in a new technological medium.
7. The art of virtual worlds has followed this pattern, tending to fall back in its initial stages on earlier filmic, photographic, painterly, sculptural, and architectural models.
8. This initial phase is now coming to an end as virtual artists begin to explore the unique dimensions of their medium.
Definitive Theses
1. There are six aesthetic-technological dimensions that collectively distinguish the art of virtual worlds from earlier forms of art. They are immersion, interaction, ambiguity of identity, environmental fluidity, artificial agency, and networked collaboration.
2. Immersion is the experience of being enveloped by a surrounding environment, by what the Germans call an Umwelt. Without immersion there would be no virtual worldhood at all, but rather reception of an image external to the viewer.
3. Interaction is the experience of exerting influence on and being influenced by objects in the virtual world. Like immersion, interaction is a necessary condition of virtual worldhood, since, if we were unable to engage with virtual objects in this fashion, we could not be said to dwell along with them. But dwelling along with other things, and so sharing a common context, is part of what it means to inhabit a world.
4. Ambiguity of identity results from the fact that our bodily presence in the virtual world is mediated by a digital representation. All dwelling within a world involves being present in a body which both constitutes our perspective on things and makes us present to other embodied experiencers. Though personal identity can be a very complex construction, its ultimate foundation is continuity of bodily presence. However digital bodies, and the names that uniquely identify them, can be altered, multiplied, discarded, or exchanged at the will of the user. Since bodily presence is open to such radical discontinuity, the identity of the virtual person is protean and ambiguous, including indicators of age, gender, race, and even biological species.
5. Environment fluidity is to the external virtual world what the protean character of identity is to the internal sphere. In Second Life, for example, the environment is constructed from graphical primitives and scripts that can be altered very rapidly. Constancy of environment is the exception rather than the norm. It is in the virtual world that Marx's famous observation about capitalist modernity first reaches fruition: All that is solid melts into air.
6. Artificial agency refers to the facility with which software agents can be embedded in virtual worlds. Because the virtual world is itself
a complex program, it is relatively easy to introduce into it forms of artificial life and artificial intelligence. This of course pose the question of how interaction with artificial agents differs from interaction with other embodied actors.
7. Because virtual worlds reside on severs connected to the Internet, they offer unprecedented opportunities for networked collaboration among artists as well as between artists and audiences. Such collaboration can involve formidable organizational and aesthetic problems, but never before has art been capable of such globalized collectivity.
8. The six factors discussed above - immersion, interaction, ambiguity of identity, environmental fluidity, artificial agency, and networked collaboration - do not in themselves constitute specific genres or artistic practices, but rather the fundamental aesthetic-technical dimensions that genuinely virtual genres and practices set out to explore.
9. Such exploration is experimental in character. What makes virtual art so exciting at the present time is that no one knows precisely where it will lead. In this respect it demands the kind of open-minded practice willing to be surprised and guided further by its own results that characterized photography and film (as well as modernist painting) in their heydays.
10. We are now at the point in the development of the art of virtual words where we can conduct focused experiments into the nature of the six aesthetic-technological dimensions. This is the purpose of the project which the Caerleon sims are about to launch.
- Georg Janick (Gary Zabel)
The sound modules are reactive pieces which will be loaded by voices in various languages representing the countries participating in the Through the Virtual Looking Glass exhibit. They will reside on the gallery wall speaking up when someone walks by.
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