xDxD on Mon, 11 Aug 2008 14:18:44 +0200 (CEST) |
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Re: <nettime> [Augmentology] _A Warcry for Birthing Synthetic Worlds_ |
hello there! just giving me my 2 cents on second life. as it is, actually, quite interesting. I tend to argue a bit about second life enthusiasts, as i find it to be quite a boring experience. Apart from chatting about with other people, the scenario is as uninteresting as it can be. Having all this stuff just laying around, as colourful, interactive, real-world-physics-defying, or perceprtively intriguing as it might be, second life performances tend to be just boring showoffs of some coding and 3d-modeling expertise. I really don't like the "hyperformalist" approaches: i think art has changed a bit, and they don't really make any sense. but a couple of points of view make second life a really interesting environment. more that other virtual settings. performance. copyright. privacy, security and, in general, the perception of technology. re-enactment. themed reality. performance. i refer to almost anything i see in second life as being 'performative'. on one side the creation-by-coding mechanism is explicitly performative. it involves a phenomenology that is quite complex and it is deeply interrelated with practices that are psychological, political, economic, sociological. I see it in a way that resembles a magnifying lens to reality. in the "physical" world software is political: our operating systems, the software we use to communicate and work, the information systems that we directly orindirectly use when we relate to administrations and governments, the financial systems behind the cash register at the supermarket... software defines what we can and cannot do, if we can be monitored while doing it, the ways time has to be compressed/expanded in order to do it. Even at interface level: if i make a function hard to use, intimidating, not-available-in-you-language, or if i don't put it into the interface at all, you are just not going to perform that function. this is great power, and a deeply political one, too. Second life is, in a way, an explicitation of this mechanism. The people who produce software rule the world. On "corporate" level, they decide what can or cannot be done (in a *whole world*.. a synthetic one, but in perception it is a world), how you perceive it ("transact in security and privacy" .. is it really "secure"? ... and "private"? we'll get to it). On the individual level there are two aspects. The first regards the illusion of liberty that creation-by-software provokes. It is an illusion similar to the ones we have when we use myspace or facebook, or even youtube 'n flickr. We can be there, we can create what we want to, we can build stuff, show stuff, communicate stuff... but using the ranges of freedom provided by the service providers. And that is not liberty, nor independency, nor autonomy, in my point of view. It is a highly hierarchical, strategically perpetrated degree of freedom made available for "business" and a bunch of other reasons. Yet we still have the perception that we are "free" to create, communicate etc . Even if it's "up to here, and not an inch further". This is really significative, as it is a wonderful parallel to what is called "performative consumism", describing the deep change consumism is running through from after the 60s-70s: the individual is placed at the center, defining multiple centers that are perceived as focal points: I am *me*, and this product is jut for me, it is designed for me, it denotes me as a being characterized by its possession and by the suggestive impact that it wraps my person/body in. Nike does it. Mc Donald does it. Ikea does it. And Ikea is the most significative parallel: it allows you to build/assemble things to "create" your personality in a deeply individualized, original way. Too bad that everything's chosen by a catalog depicting plastic people with plastic lives, with barcodes tattoed on their neck. :) The second aspect regards the next interesting area of analisys that i find in second life: copyright (and property). As it has been said, second life is a world based on intellectual property. Being a totally immaterial world its economics are ruled by laws that are based on the concepts deriving from intellectual property. Some are decent: the possibility to create things and processes, and to put your name on them, to be recognized as the author. Some are not-as-decent, such as the tendency to apply old fashoned models to what is a definitely new form of production. Here, too, is an explicit parallel with life-outside-second-life. Production has changed: in industry, in service production, in art, in entertainment etc. Products are not mere physical objects anymore, as they are mostly communicational entities: it's not the objects, it's what you do with them. Even really concrete products, such as fuel and housing, have transformed in this way: fuel is de-materialized in our perception, it is a service more than a commodity, we don't have the perception of it's materiality, of where it comes from, of what it meand politically on a global level. We define it by a continuous raising-lowering price tag, by it being the "thing we go and get when we go to the service area", and by the advertisments trying to make us believe how "greener" fuel is since they took away that fraction of a milligram of sulfur from gasoline, or on how many i will look in my roaring sportscar when i use shell's preciously refined fuel. So, products/production deeply changes, yet old fashoned mechanisms are applied to it. This is extensively true and observable in second life: a totally new form of production, totally shaped as a service, totally unaffected by the concepts of scarcity or limitedness, and enabled to totally new processes by the se of software; yet with the "shopping mall" and "speculative" syndromes that are typical of the "old" industrial society. Real estate marks this point quite clear: the software raids on SL aimed at buying real estates as soon as they were available on the market by using automated software procedures were serviced to speculative practices that remind me closely of the italian "palazzinari" (an italian slang term for construction firms and big real estate and financial businesses) of the 70s and the 90s (and, sadly, of the recent 2000's as well). Another one of the interesting concepts emerge directly from these considerations: the notions of privacy and security and, in general, or perception of technological contexts. A few days ago Google, called to court for a streetview-based claim, based its defense on the concept that "in today's digital world, complete privacy cannot exist", referring to the availability of satellite images, of telecommunication logs and filtering systems etc. And they are correct, obviously. Yet, while using digital technologies, we are constantly fed with the notions of how our phone calls are private, on how our credit card transactions are secure, on how "we are not evil" and will not use your data to harm you, but merely to provide you with a better service. And we believe a lot of it, obviously: the services provide such a high level of appeal, comfort and functionality that most of us like to believe that it's true )or, at the least, we have a far notion that not-all of it might be true). Second Life is no exception. We are presented with mechanisms that are really symetrical to the ones we are used to in "real life" and we are told that they are secure, that the software technology will provide protection for your data and possessions. One of the performances i enjoyed most on SL was the copybot. A simple, simple mechanism highlighting how all of this is a lie. You can copy any data/object/avatar, steal identity and "value", using the mechanism itself by noting how by just "looking" at an object, you already own it (because, probabily, it is in your client's cache, or any other of teh hundreds of possibilities). Immediately conceptually destroying any form of commerce found in the virtual world: how can i sell you something that you already own because you saw it? Another really profund concept that makes SL truly interesting is the concept of re-enactment. Tis is currently being exploited by artists all around, and these are the forms of art that i find more significative in the synthetic worlds up to now. The possibility for reenactment can become a tool for political analysis as well as an incredibly powerful expressive tool. Re-enacting is a complex process, involving appropriation, reinterpretation, irony, perceptive access to communication channels by leveraging things people already know, and the exploitation of this fact to forward new or different meanings through performance. I will close this long (sorry, just wanted to point out some things) message with the last thing that really intrigues me about second life: the emergence of themed parts of realities. I love japan for many reasons, but one of the most important ones is the fundamental presence of a themed attitude in many diverse areas. The concept of "theme" is extensively used in clothing, in architecture, in social role-playing. I was amazed at the sops in japanese cities selling complete, ready to wear kits through which you could embrace any style you liked. You could buy a box and take out of it shirtpantssockshatglassesearringswalletaccessories to dress up as a punk, as in the 50s, as a rocker, as a schoolgirl, as a cyberfreak, as a mandarin, as a surfer, as a traditional japanese, as anything you wished. And cities have many areas that are themed and that function as fundamental nodes in their overall architecture: for shopping, for hanging out, for business, for sex, for getting drunk, for studying etc. Every one of them explicitly characterized aesthetically and spacially. Second Life has all of this, bringing it to an extreme that is enabled by the endless possibilities in terms of world-customization. I do several things in second life, in the desire to research on all of these concepts. Some actions i perform are quite critical, and often brought on me de disapproval of many members of the worlds and systems of art and on the virtual communities themselves. I experimented with the aesthetics of overload (system/cpu overload) such as when i filled several places in second life with sound sculptures that quickly fileld up the servers' processing powers. For example when I filled the Ars Virtua gallery with incredible sound jellies and presence activated devices: http://www.artisopensource.net/didYouReallyWantASecondLife/ Or when I overloaded Odyssey's and IMAL's "the Gate" event: http://spawnofthesurreal.blogspot.com/2007/10/troubles-in-paradise-how-happened-that.html http://odysseyart.ning.com/photo/photo/listForContributor?screenName=xdxdVSxdxd These are never mere acts of "griefing", but researches, on one side, that access the possibilities offered by other aesthetics and techniques (hacking, overload, lag, complex systems, AI) and, on the other side, assessing philosophical, anthropological and political concepts. For example when I tried to destructure the concept of "artist" by joining in on a performace in a peculiar way (the "hackingInKlaw" performance): http://www.artisopensource.net/didYouReallyWantASecondLife/ http://odysseyart.ning.com/photo/photo/show?id=685033%3APhoto%3A7078&context=user or when I put on a theatrical reenactment of 9/11: http://odysseyart.ning.com/photo/photo/show?id=685033%3APhoto%3A7081&context=user or when I brought back to life some famous people (Karl Marx, Coco Chanel and Franz Kafka) and turned them into autonomous avatars controleld by an AI and going freely and independently around SL and interacting with other avatars with chats generated from their texts and interviews (the project is called Dead on Second Life): http://www.artisopensource.net/dosl/main.html My best to you all! xDxD second loop ha scritto: > Hi Tobias, > > We put up part 2 today, check it out: <...> # distributed via <nettime>: no commercial use without permission # <nettime> is a moderated mailing list for net criticism, # collaborative text filtering and cultural politics of the nets # more info: http://mail.kein.org/mailman/listinfo/nettime-l # archive: http://www.nettime.org contact: nettime@kein.org