Sunday, 26 December 2010

Three Wearable Devices for Augmented Virtuality - Device #1: A Wearable Garden



Device #1: A Wearable Garden is the first in a series of three planned wearable devices for performance in Second Life (SL). These devices are intended to give myself and/or my representation a heightened/augmented sense of place.

Device #1 is primarily a visual prop for myself as viewer of my representation from a non first person point of view. It functions in much the same way as a flat used in theatre, providing a background and context to the presented content. Here the background is worn by my representation and so moves, clumsily, with my representation through the 'virtual' space. The imagery, a live video feed from my garden in Cardiff, Wales, 'real' life, is static while my representation moves. Seen in relation to the environment of SL, computer graphics overlaid with a graphical user interface and framed within a windowing operating system, it is the video feed which becomes more unreal, representative, virtualised and affirms the visual identity of the place we would normally call 'virtual'.

All footage and imagery shot at HUMlab Island, Second Life and in my garden in Cardiff, Wales.




Saturday, 25 December 2010

Blue Screening from Second Life



Testing a blue screen plugin for CamTwist I'm developing for the residency. In the video above and the first image below the plugin is capturing my representation in Second Life (which has a blue screen backdrop) and a video stream. The blue in Second Life is removed and replaced with the video stream in real time. In the second image a test with a flat blue is being carried out to see how sharp the colour mapping is without issues such as light/shaders etc.


Tuesday, 21 December 2010

After



After, documents the site of numerous performances by Garrett Lynch at the Apollo 11 landing site on the Moon in Google Earth during the artists Yoshikaze Residency.

The camera moves around the site to view both historical 'real' and performative 'virtual' artefacts. Artefacts left by the artist include a flag to mark the location of the performances and his customary sandwich board worn during all Second Life performances.



Monday, 20 December 2010

Moon Walk



A simple moon walk performance at the site of the Apollo 11 landing on the Moon in Google Earth during the artists Yoshikaze Residency. In the background is a flag to mark the location of the performance.



Sunday, 12 December 2010

Meeting Sang (Colorado/Cardiff)



Sang (Sang Ahn, a Google SketchUp employee) is the default Google SketchUp in-application person used for measuring the scale of 3D constructions. SketchUp's primary use is to allow 3D builders to populate Google Earth with models of 'real' life (RL) buildings in their correct place. Sang is the sole inhabitant of SketchUp's 3D world and occupies a space next to the point of origin (a north pole of sorts). His is a lonely existence.

Visiting Google Earth, Sang arrives at the default geographic position for English users of SketchUp, Boulder, Colorado (Latitude: 40.0170N, Longitude: 105.2830W), where SketchUp is created. Sang is a representation of the RL Sang, no attempt has been made to create this avatars persona, instead he is an extension of himself beyond a singular existence.

Venturing outside of Second Life, Garrett Lynch, my representation of myself in Second Life, goes to meet Sang and then invites him to visit the representation of my home in his virtual world.



Above: Meeting Sang in Google SketchUp at the point of origin.



Above: Meeting Sang in Google Earth at the point of origin, Boulder, Colorado.

Walking, not Running, and Getting Nowhere - technique

What follows is a description / tutorial of the central technique employed in creating Walking, not Running, and Getting Nowhere.

While both performances are distinctly different and use live video recorded from different locations piped through different live video feed sites there is a common set of scripts, software and site(s) to enable their viewing in Second Life. All of these are free and / or open source. The setup involves bambuser.com, php, json, html and CSS.

Live video feed (e.g. from CamTwist or an iPhone) -> bambuser.com -> php -> json -> html (styled by CSS).

Above, is an example of the flow of the live video feed in Walking, not running, and getting nowhere (exploration 2). For full details on how to get this working for yourself, download the zip provided below and follow the readme.txt and comments in the various scripts.

To download the tutorial files click here.

Thursday, 9 December 2010

Walking, not Running, and Getting Nowhere (Exploration #2)



Walking, not Running, and Getting Nowhere, the second mixed reality exploration, consists of a 'walk' on the Moon in Google Earth. The intention here is to explore an immersive experience for my avatar and myself as my avatar in Second Life (SL) through a first person point of view.

My avatar is set to animate a walk on the spot, on top of a screen broadcasting a live video feed of a 'walk' on the moon in Google Earth around the perimeter of the Apollo 11 landing site. Exploration of the perimeter of the site reveals one of a few locations on the moon which is documented in detail and has a distinct edge / boundary where photographic detail is of a noticeably lower quality outside the site. This site and its boundary are reminiscent of virtual worlds, notably traditional gaming worlds, which often have a boundary that hems users in.

The moon walk is source media/experience for my avatar, augmenting its SL experience. Unlike exploration #1 however where SL and 'real' life (RL) are mixed, here another virtual world, itself a representation of RL, is employed and folded into SL.

The result is a virtual reality experience for my avatar, already within a virtualised world, walking in a visual space beyond its own with no control or locomotion yet constantly reminded of the limitations of that virtual experience.




Thursday, 2 December 2010

Walking, not Running, and Getting Nowhere (Exploration #1)

My residency is now underway at the Yoshikaze space at the HUMlab Island in Second Life and for the last two days I have been working on a mixed reality experience for my avatar, full details below. This is the first in a series of works exploring place in and out of Second Life (SL) and combinations with 'real' life (RL). Works undertaken over the next 2/3 weeks will take the form of:
  • Performance props
  • Wearables
  • Sculptural objects


Walking, not Running, and Getting Nowhere is the first performance exploration. The intention here is to explore an immersive experience for my avatar and myself as my avatar in SL through a first person point of view.

My avatar is set to animate a walk on the spot, on top of a screen broadcasting a live video feed of a walk from RL. Alongside is a heads up display (HUD) showing my RL position as the walk occurs. My RL walk is source media/experience for my avatar, augmenting its SL experience and inverting what is often the purpose of virtual worlds, augmenting our RL experience (i.e. through SL social networking etc.)

The result is a mixed reality experience for my avatar, walking in a visual space beyond its own yet with no control or actual locomotion, extended as a result of streaming lag, augmented in some ways yet futile in others.


Monday, 29 November 2010

Garrett Lynch - Yoshikaze's New Artist-in-Residence

From 1st December, Garrett Lynch will be our new artist-in-residence, replacing Lance Shields, the man behind SL avatar Juria Yoshikawa, who, due to RL workload, has to take some time off from his Yoshikaze residency.  We wish Lance good luck and look forward to welcoming him again in the near future.

Our next artist-in-residence Garrett Lynch is an artist, lecturer, curator and theorist. His work deals with networks (in their most open sense) within an artistic content; the spaces between artist, artworks and audience as a means, site and context for artistic initiation, creation and discourse. Recently most active in live performance Garrett’s practice covers net.art, installation, performance and writing.

Educated in England and in France at the Ecole Nationale Supérieure des Arts Décoratifs, Paris. Garrett is currently Senior Lecturer in New Media at Cardiff School of Creative and Cultural Industries, Wales. For more information about Garrett’s work please refer to a recent interview by Noema (http://www.noemalab.org/sections/arte_focus.php?IDFocus=208).

Practice: http://www.asquare.org
Research: http://www.asquare.org/networkresearch

Here is the text by Garrett about his residency:


"Since January 2007 I have created performances and installations in Second Life.  The basis of all my work has been identity.  Creating an avatar that is not an alter-ego, what is usually an artists opportunity to start afresh and explore new practices, methods or even themselves being new, my avatar is instead a projection of my 'real' world identity into a 'virtual' world.  It looks, dresses, acts and even bears the same name as me, yet my avatar is not me.  It is a representation of how I am In Real Life (IRL).

My residency at Humlab's Yoshikaze space will continue to explore these ideas of identity as they relate to Second Life and its relation to or representation of 'real' place.  As such emphasis will for the duration of the residency focus particularly on the specifics of place and how it can inform/influence identity.  How does place, our 'real' location and our ability to simultaneously represent ourselves within a 'virtual' world, define what becomes a new facet of our total identity?  How can a singular dispersed identity (as opposed to a dualistic identity) enhance our cumulative experience of both 'real' and 'virtual' places?

A series of works will be produced during the residency that respond to these ideas and the location of the residency at Yoshikaze.  These will, due to their subject matter, investigate a number of mixed and augmented reality techniques and entail outcomes including objects, devices and environments.  On completion of the residency these will be intended for display and use in an exhibition and may form the basis of a performance."

Sunday, 24 October 2010

Photo study of the boy cellist

Before starting to build and experiment in the virtual space, I have begun collecting impressions from my subject my son (the cello boy) as he learns and practices his score. I have taken a series of photos with my iphone of him playing at different angles and contortions of his hands. The instrument being fretless means that the player's hands and fingers must adapt and learn to play the notes. The hands must "remember" and touch is as important as sound. The body and the mind, the ears and eyes are used by the subject as it will be for audience.

Why black and white? As a stark contrast between Second Life's vivid RGB color worldview, I have decided to construct a scene in monotone. It isn't pure SL. Obviously, the concept of photography comes to mind and but also the gap between real life and virtual are needing to be dealt with. In many virtual artists' viewpoints, bringing in the real is taboo as it doesn't rely on the materials and physics of the 3D simulated space. I'd like to challenge this notion while transcending both the photo and virtual spaces to make something new that doesn't exist in either. Still not experimenting in the virtual space, I have yet to know how this imagery will be combined, how users will interact with them or what spatial form will come about. This is fitting to my process and a large part of the experimentation.

At the same time, I'm also doing audio recordings which are still quite rough and even hard to listen to as he endeavors to perform what lies before him on the sheet of music. I will post the raw audio soon.

Monday, 11 October 2010

Yoshikaze's second artist-in-residence: Juria Yoshikawa


Juria Yoshikawa aka Lance Shields is our next artist-in-residence.  (S)he will be with us until 15th January, 2011.  Here is the project description by her/him:

Project “In the Mind of the Cellist Boy
 
For this residency at Yoshikaze which is an SL space by Humlab at  Umeå University in Sweden, I will engage in an abstracted audio-visual exploration of the experience of learning to make sound, music and art. Springing from my 12 year old son’s challenge to learn the cello, I have watched him as struggles with the fretless, unwieldy organic mass of an instrument. Attempting to recreate the sounds of past composers, he enters in his own “zone” meditating on rhythms and harmonies, making it his own. Other times in tears fighting to make the composer’s intended sound.

What is he thinking and feeling? What can a father who has never learned to play an instrument but who makes virtual art with interactive sound grasp and build from this experience? My son is coincidentally starting a new song (Johannes Brahms Sonata) and the struggle to make it his own will be the heart of this project. Improvising from recordings of his practices, combining photo imagery, considering the form of the instrument, gleaning insights from conversations with my son, I will attempt to create from his experience in order to come to some understanding of what could be going on in the mind of the cellist boy.

This collaborative experiment will not be a documentary but be more like an interactive abstract painting combined with a song that is imperfect as we all are. My own experiments will last for 1-2 months, close to the length of time it will take the boy cellist to learn his score. It will try to look at the identities of a boy (my son) and a man (myself) as they attempt to create order in chaos. At the completion of this project, I would like to arrange a participatory performance inviting other avatars in the installation while live streaming my son playing the song. It is my hope that the happening will somehow capture my own interpretation of what is going on in the cellist boy’s mind.

Juria Yoshikawa

After two decades of creative pursuits ranging from conceptual art, installation, poetry, performance, computer art, animation, photography and digital design. Juria Yoshikawa arrived in Second Life (SL) in the winter of 2007 looking for a new artistic spark. Rather than bringing in real life (RL) artwork, Juria is compelled to use mainly the elements that make up SL itself. A typical Juria Yoshikawa virtual artwork mixes kinetic objects, animated texture, ambient noise and avatar animations. She inevitably chooses scales larger than conventional gallery work because she is interested in people experiencing the work in a physical way - flying through them, riding on them and socializing within the art. To Juria virtual art is about freeing oneself up to create in ways she finds impossible in real life.


Juria's videos >> http://vimeo.com/juriayoshikawa
Juria's photos >> http://www.flickr.com/photos/lancesh/collections/72157613007188738

Lance Shields

Lance is the real life person behind Juria Yoshikawa. As Juria is a female avatar, he wants people to know that she exists in SL as one of his alter egos but that there is not a real life female face behind her. In his real life, Lance is a Tokyo based multimedia artist and designer. He has spent many years creating digital art, installation art and performance. Sculpture and installation are where he started his creative career but he became progressively more involved in the digital and interactive. Lance sees SL as a return back to his artistic roots yet at the same time combines his interests in the phenomenology in the virtual world. This can be defined as “the reflective study of the essence of consciousness as experienced from the first person point of view”.

Thursday, 7 October 2010

Some photos from Alan Sondheim's RL Humlab show & presentation

After more than four months' residency at Yoshikaze on SL Humlab sim, Alan Sondheim generously presented his work he had done at Yoshikaze at RL Humlab.  Yoshikaze and Humlab organised a show with his work on 11 screens at RL Humlab between 15-22 September, 2010, while at the same time Yoshikaze's studio in SL became open to the public.  Here are some photos from RL Humlab exhibition.  At the opening, Alan was present from New York via video link.


Monday, 13 September 2010

Alan Sondheim Exhibition



Yoshikaze "Up-in-the-Air" Residency presents

Alan Sondheim

15 -22 September, 2010
@HUMlab, Umeå University, Sweden

Opening hours : 8AM-4PM (Weekdays)

Opening : 2PM-4PM, 15 September, 2010
Artist present via video link from New York

Yoshikaze "Up-in-the-Air" Residency is glad to present work by Alan Sondheim at HUMlab, Umeå University in Sweden.  The exhibition runs between 15th and 22nd of September, and will show A. Sondheim's work completed during his residency at Yoshikaze on HUMlab Island in Second Life.

Yoshikaze "Up-in-the-Air" Residency is a new Second Life residency programme run by Sachiko Hayashi together with sim manager James Barrett from HUMlab, Umeå University.  Alan Sondheim has been Yoshikaze's first artist-in-residence since 20 May, during which time he has produced tremendous amount of work of highest quality in Second Life.  These works, which have been documented as machinimas, audio files and still images, will be shown on eleven monitors in HUMlab's brand new exhibition space at Umeå University. 

Alan Sondheim:

"For the past several months, as a result of the HUMlab residency, I've been working on avatars and installations in the virtual world Second Life. My main concerns have been the relationship between narrative and architecture, the relationship between language (inscription) and a 'natural' virtual world, the creation of installations that have no referents in the physical world, and the interrelationships among body, sexuality, language, and virtuality….
The images, videos, and documents in this exhibition reflect the varied stages of the installation and performance work. I'm fascinated with the idea of creating the inconceivable, working always in dialog with the software and hardware themselves. And I'm driven, above all, by two things - a real sense of wonder about the world, and the desire to know as much as I can about its structure and phenomenology. Serious play in virtual worlds is an amazingly productive process in this regard, resulting in what I call 'ontological mashups' that seem to constitute the very substance of our being."

In conjunction with HUMlab exhibition, Yoshikaze Studio in Second Life will be open to the public.  Between 15-22 September, anyone in Second Life can visit http://slurl.com/secondlife/HUMlab/95/215/351/ to experience Alan Sondheim's work inworld. 

Yoshikaze Curator: Sachiko Hayashi
SL-HUMlab Manager: James Barrett

Yoshikaze Blog: yoshikaze.blogspot.com/
Yoshikaze on Vimeo: www.vimeo.com/user3882081

HUMlab is an internationally established platform for the digital humanities and new media. Centered around an exciting studio environment of about 500 m2, HUMlab offers interesting technology, prominent international visitors, often several simultaneously ongoing activiites and a rich mixture of competences and interests.  Over the years HUMlab has received internationally renowned guest lecturers, among them Katherine Hayles and Steina Vasulka.More info on HUMlab > www.humlab.umu.se/english , yoshikaze.blogspot.com/2010/05/humlab-rl-sl.html

Sunday, 22 August 2010

Knots and Twirls in Super Second Living Space

Knots and Twirls in Super Second Living Space

http://www.alansondheim.org/knots.mp4 (sharper)

Accompanying text:

This goes on and on. So far so good, these are abacuses, objects counted,
not too much out of line. If metaphor's involved, it's indexical. But then
perhaps I bring in libido (Dionysian, analogic) and superego (Apollonian,
digital), and I'm off and running. Before long I'm tied in Lacan's knots,
a slippage that's always productive - how can it knot be? Language begins
to curl, everything proceeds with a poetics of the real, and I'm lost, I'm
lost... weather" or knot strings: used for knots, Borromean knots, imperm-
anent subjectivities woven out of clotted postings.


And of the theory of knots. The midst of the embraiding of sheaves with
mass knots, a story or displacement of organs, the linking of knots, and
I'm off and running. Before long I'm tied in Lacan's knots, Borromean
knots, impermanent subjectivities woven out of clotted embroidery. The
midst of the embraiding of sheaves with mass flagu flagv *knotsu *knotsv
*bezt charidx kern nurb *bevobj *taperobj knots, in knots each other into
violent knots. They do go back.

A hollow tube closed with knots at both ends, Pestilence's canoe was
quickly, Borromean knots, impermanent subjectivities woven out of clotted
postings. I hung them from the window, I've tied myself in knots ... you
could see the s/ms as 'controls': bondages, knots, sheaves, sadisms,
ideological part- clots of subjectivities, knots and noted - each other
into violent knots. They do go back to the knobs of the trees and their
roots.

This topology with me, knots unraveling, coalescing no, you are many, are
gnarls or knots in the timber, to an insufficiently high cutting-speed, so
"Soften your sharpness, loosen your knots."

And my stomach's in knots. I'm falling over. I'm crawling, knotted up,
knotted, so ill, they twirl, buckle and unbuckle constantly, forming and
unforming, raveling and unraveling - with rafters, with the bark on high,
the bark on high above.

Friday, 20 August 2010

Introductory Essay to the Humlab AIR Residency Project

(This is written for the upcoming show/installation at Humlab.)


Introductory Essay to the Humlab AIR Residency Project

I thought the best way to proceed with an introductory essay, is to begin
with the original project description. Notes are bracketed.

Project name:

Either Well or Brane -

The first refers to something that is low/beneath the surface - but
reflects the sky; it also taps into something hidden.

The second references a dimensional object in string theory that may or
may not exist. From Wikipedia:

"Originally string theory was a theory of 1-branes called strings. By the
mid-1990s it became apparent that the theory could be extended to also
include higher dimensional objects. Typically these objects are
non-perturbative features of the theory (meaning they do not appear in
perturbation theory)."

Think impossible or inconceivable objects, objects nonetheless that may be
fundamental to the cosmos - think fundamental ontology.

Avatar names:

My first avatar is Alan Dojoji.
My second avatar is Julu Twine.

[ Originally, Julu Twine was simpler in appearance and accouterments and
was used for building and everyday tasks. Then for a reason I no longer
remember, Alan Dojoji took up the role, and Julu Twine was outfitted for
complex movement, self-installation, and performance. Now both perform;
Alan Dojoji is the everyday avatar as well, and for the most part is
simpler.

Even with avatars, there are bandwidth issues; the more complex the
avatar, and the greater number of particles s/he emits - the more
bandwidth is taken up, which affects slower machines and the Second Life
parcel in general.

The avatars go in and out, taking their self-installations all about. ]

Description of installation:

Well/Brane is both installation and performance space. with the former, I
want to extend the idea of "negotiated space," a space in SL that is
inherently uncomfortable, impossible to move through. Negotiated space,
which is also a supple and continuously-changing architecture, first
appeared in my Odyssey installation, "The Accidental Artist" (also the
name of a publish-on-demand book produced by Fort/Da Press). The basic
concept is that, within the space, one is utterly lost, among the 'alien.'

[ The concept changed; I was less interested in negotiated architecture
than negotiated performance, and what I've termed "ontological mashup."
Negotiated performance references inordinately complex movements and
costuming - which is activated (i.e. moves on its own, has scripts
attached. I wanted to explore not only inconceivable movement, but a kind
of inconceivable movement that might reference our own condition in the
world - what happens when we carry destructive ecologies with us. A series
of oil and "oilamina" videos and still images resulted; the avatar became
hir own ecological catastrophe. I related this to the odd and abject
sexuality and fluidity of the BP oil spill videos, creating "spills" and
spews in the Humlab space seemed to wash away landscape, consciousness,
and intentionality. There's a buried politics at work here, based on the
majesty of large-scale environmental catastrophe and the horror that
ensues. ]

The space Well/Brane is narratological, since objects will possess labels
or signs appearing in the vicinity of avatars. It will also be aural, and
in this sense more complex than the space in the first installation. Using
the Beta 2.01 viewer (and its successors), I should be able to directly
add webpages and videos to objects - videos that are differentiated from
each other (in the first viewer, "media" allowed objects in a region to
play only one video at a time). This gives me the opportunity to develop a
narratology from within, based on differences among videos - not just, in
other words, what occurs in a specific video, but what occurs as a result
of difference among them. The same should hold true for audio.

[ The narrative elements I used were based on several sources. Aurally,
I've worked with music, spoken narrative (both my own), and natural sounds
recorded in Colorado; these sounds have been remapped into the Humlab
space, creating interlocking realms. Visually, I've worked with language
and signing texture-mapped on objects - the language constantly changing
(it's imported from external directories). With all of this, the
"ontological mashup" described above becomes evident - it's hard to tell
what the _origin_ of speaking or writing is in the space - i.e. _who_ is
speaking, and to _whom._ Offline and online worlds are deeply entangled -
which is to say that inert and idiotic (Rosset) physical reality becomes
deeply entangled with online abstract and completely constructed virtual
reality.

A visitor to the site - or someone watching a performance with this
material - follows a complex diegesis which stumbles and backtracks upon
itself. The nature of language and communication are called into question
as signs appear and disappear at high speed, the avatar's gestures seem
corrupted, and the negotiated performances seem completely out of hand,
certainly out of touch.

All of this is also connected to issues of body and sexuality; with
texture-mapping, I was able to create reference points, intensifications,
Barthes' puncta, as a kind of seduction. So whatever happened in the chaos
sometimes seemed to resolve around sex, around flesh or meat, around
bodily contortions reminiscent of everything from torture to sexual
ecstasy. But these resolutions never held; what's visible is always in the
midst of a turn towards an other (Other) that remains both internal and
external, as if there were a coherence - where in fact there isn't any,
and as if there were inhering - whereas things tend to disperse, fall
apart, turn out not to be things at all. ]

This work will continue to use modified bvh animation files; at this point
I want to use both older ones, and newer ones created directly in Poser. I
want to explore "behavior collision" more systematically: an avatar
following more than one animation structure at a time.

[ I stayed with the older files; I was more concerned with audio, with
video texturing, with interspersed texts, with the problem of narrative -
the imaginary of narrative - within virtual worlds. All of this adds up to
a phenomenology based on relevance theory and attention economy.

Relevance theory is concerned with the hermeneutics of an environment -
how are complex spaces interpreted, and what is relevant within the
interpretation. Relevance is related to action and function: How one
behaves in a space is connected to how the space is read.

Attention economy references the "bandwidth" of attention - one might say
the political economy of attention - of the performer or online/offline
spectator. (The online spectator may be _within_ Second Life, or observing
Second Life in a public demonstration, i.e. on-screen.)

One only has a limited time to do anything, see anything, exist; the
attention economy considers how this time is deployed, actively or
passively. Within the Humlab installations, videos, and graphics, the
issue is connected with negotiation - is it worth moving through an
overly-busy space? What are the rewards? How does one _feel_ moving this
way? What are the detriments? What is the politics of what might be read
as overcrowding and ideological confusion? ]

I envision several public performances, with Foofwa d'Imobilite and Sandy
Baldwin; the results will be documented in video, audio, and stills.

[ These performances were carried out at Humlab and in a space in East of
Odyssey, with great success. Foofwa d'Imobilite performed in front of a
screen projecting videos from the Humlab space; Sandy Baldwin worked with
me "in world" - in other words, within Second Life. ]

The points of all of this:

1. To further explore dance/choreographic/behavioral issues in SL.
2. To further explore these within complex negotiated environments.
3. To explore media-modified environments with contradictory video/audio
materials.
4. To explore narratologies and performances in these environments.
5. To relate all of this to a developing philosophy of difference and
contradiction.

[ This was done. I feel like a pioneer in virtual worlds, creating utterly
"alien" performances, spaces, and avatars - i.e. without reference in our
real, physical reality. Second Life gives me the opportunity to create, in
a sense, ab nihilo; by doing this, I feel I can return to the older
phenomenological states of bracketing - not taking the world for granted,
but exploring all manner of other worlds. We are so used to considering
avatar and virtual worlds as mockups of our own, emphasizing surrealism
and fantasy - here, I explore worlds and states that aren't mockups, that
are something other, something unaccountable. This is exciting research /
work / art, and as far as I'm concerned, on the forefront of exploration
into virtual spaces. It's filled with wonder for me. It draws me in, and I
hope, draws you in as well. ]

- August 20, 2010

The Sparse Dance at Humlab


Avatar Julu Dojoji performing Sparse Dance at Humlab. Of all the avatar
dance videos I've done in SL, this seems to me (at the moment) to be the
most interesting - certainly the dance makes sense. Some of the materials
are worn by Dojoji, some are activated by hir; the movement is fluid,
camera work extraordinary thanks to the Snowglobe 2 Viewer. I wish to
thank my entire production staff for this. If you have ONE avatar Dojoji
film to see this year, THIS IS IT!

http://www.alansondheim.org/sparse.mp4

Seriously, it's beautiful and close to the kind of hypostatization I've
wanted to work towards, in terms of solo performance/choreography. Not to
mention the sound finally comes together. The beginning and end of the
piece demonstrates the construction and deconstruction.

Monday, 9 August 2010

Bringing things up to date

Most of my written work for Humlab is at http://www.alansondheim.org/ - you can look up files qp.txt, qq.txt, qr.txt for examples. The URLs may not all be functional at this point; I have limited storage space at the site, and have to keep taking older work down to put up new pieces. There are also compression issues.

In the future for the project -
1. A series of DVDs (with .mov and .mp4 files) will be produced.
2. A longer text, published as POD, will be finished; this will be created from the work already written.

You can also find soundwork related to the project at http://espdisk.com/alansondheim/ - this is also a directory, but it can be ordered so the most recent files are at the top.

The current videos are exploring yet again body interiority, the problematic of virtual architecture and its irreality, what appears to be 'spontaneous' generation, issues of diegesis and narrativity, and inscription - language - as an element within the installation as a whole.


Monday, 28 June 2010

wraithe

part of a series silent meditation on dissolution

theory:

think of the world as a debris field
books are a priori modernist monolithic
plot is equivalent to mise en scene
aphorisms define and promulgate thought
fragmented programming languages proliferate
friends without networks are not friends
the universe is incomprehensible
thought and research shape-ride
imminence replaces immanence
difference replaces differance
all construction is deconstruction
immersion is neighborhood-based
definition is situational
grand narratives are replaced by none
ecosystems are replaced by micro-niches
vertebrates give way
past life swallows present life
be on the make or die
information increase is chaotic and blind
the future has already past
we are proliferating splitting and outmoded channels
fucking is too close and too slow
a parent is an afterthought of a child and a mistake
agreement is futile



Tuesday, 1 June 2010

Thinking about Second Life phenomenology, that's it
























So this is what I've come up with for the upcoming conference (ELO, providence) -

Second Life is a coherent system, based on mathesis, energy expenditure
dynamics; it is not a collocation of levels; Heisenberg does not apply
(except by crude analogy).

Second Life is theoretically a space of total control; control extends to
physics as well.

There are boundaries, but no differentiations in Second Life.

Physics and earths are afterthoughts at best. Permissions are equivalent
to cosmological constants under the sign of capital.

In Second Life, everything is inscribed, and inscription is everywhere
consistent.

Think of a phenomenological horizon of entangled information, present but
readable only in very limited ways.

Within Second Life, there is only within; the safe-words for escape are
quit, abort, shutdown, delete.

Within, there are signs among universal inscription:

Writings:

found:
signs within (readable) scripts
signs above or conntected to objects (think avatar names, other)
signs on object textures
universal signs as video on parcel according to privileged texture
universal signs as videos on parcels according to media textures
ad hoc:
chat, instant messaging < > indexical
voice < > ikonic

definable

Dynamic inscriptive regimes (always involves the subject/viewer):

narratological styles with avatar and object movements, textures
diegesis, avatars moving or being moved (controlled-by)
indexical signs of violence, sexuality, and so forth:
identifications
sutures
arousals
< > projections <> jectivity < >

immersive

objects and part-objects: seductions, lures, impediments

Everyday Life:

indexical objects, models, simulacra, re-enactments:
absolutely unnecessary

every movement or object in a virtual world that closely parallels
movement or objects in physical reality - is already a re-enactment



Wednesday, 26 May 2010

Thinking through language in virtual worlds



SL without language - that is to say, unspoken and unspeaking objects, objects unspoken-for, these objects parallel the diegeses of silent cinema - moving among them, but then what? what are the moments of narrative or other devices conveying meaning, other than design, etc. So language is critical, and there are signs/signboards everywhere, not to mention notes handed (down) to one upon entering SL - all this. But if language inheres to the object, if the object is always already inscribed, the possibilities open up perhaps? So on one hand, there are speaking objects, and on the other, objects with inscribed textures. The latter can be stationary signs/signboards; they can also be (in SL 2 viewers) videos separately assigned to separate surfaces, or objects in their entirety. In both cases, it appears as if the objects were speaking, were in some sense linguistic - as if language were in the world, not so much of, or beyond, it. So these works - recent works - of mine work with speaking objects - now here are two, minus the sound and dynamism. For the rest, there are a number of video files at http://www.alansondheim.org/ - I suggest http://www.alansondheim.org/thinking.mp4 or http://www.alansondheim.org/Okukin.mp4 or http://www.alansondheim.org/america.mp4 - there is also http://www.alansondheim.org/becoming.mp4 - all of these recent, as of today - and I do want to thank everyone for the possibilities of this residency as well!

Tuesday, 18 May 2010

First Artist-in-Residence ->> Alan Sondheim

Yoshikaze (http://slurl.com/secondlife/HUMlab/105/200/25) provides "Up-in-the-Air" Residency for SL artists. Our first artist-in-residence is Alan Sondheim, who will be working at Yoshikaze on Humlab sim for 4 months.  The below is the description of Alan's project:


Either Well or Brane -

The first refers to something that is low/beneath the surface - but reflects the sky; it also taps into something hidden.

The second references a dimensional object in string theory that may or may not exist; from Wikipedia:

"Originally string theory was a theory of 1-branes called strings. By the mid-1990s it became apparent that the theory could be extended to also include higher dimensional objects. Typically these objects are non-perturbative features of the theory (meaning they do not appear in perturbation theory).

Besides the fundamental string (or F-string) of string theory and its magnetic dual, the NS5-brane, the most important type of branes that appear are the D-branes. Different types of D-branes appear in different theories. Dn-branes with even n appear in type IIA string theory where as the odd Dp-branes appear in type IIB string theory."

Think impossible or inconceivable objects, objects nonetheless that may be fundamental to the cosmos - think fundamental ontology.

Description of installation:

Well/Brane is both installation and performance space. with the former, I want to extend the idea of "negotiated space," a space in SL that is inherently uncomfortable, impossible to move through. Negotiated space, which is also a supple and continuously-changing architecture, first appeared in my Odyssey installation, "The Accidental Artist" (also the name of a publish-on-demand book produced by Fort/Da Press). The basic concept is that, within the space, one is utterly lost, among the 'alien.'

The space Well/Brane is narratological, since objects will possess labels or signs appearing in the vicinity of avatars. It will also be aural, and in this sense more complex than the space in the first installation. Using the Beta 2.01 viewer (and its successors), I should be able to directly add webpages and videos to objects - videos that are differentiated from each other (in the first viewer, "media" allowed objects in a region to play only one video at a time). This allows me to develop a narratology from within, based on differences among videos - not just, in other words, what occurs in a specific video, but what occurs as a result of difference among them. The same should hold true for audio.

This work will continue to use modified bvh animation files; at this point I want to use both older ones, and newer ones created directly in Poser. I want to explore "behaviour collision" more systematically: an avatar following more than one animation structure at a time.


I envision several public performances, with Foofwa d'Imobilite, Sandy Baldwin, and others; the results will be, as usual, documented in video, audio, and stills.

The points of all of this:
1. To further explore dance/choreographic/behavioral issues in SL.
2. To further explore these within complex negotiated environments.
3. To explore media-modified environments with contradictory video/audio materials.
4. To explore narratologies and performances in these environments.
5. To relate all of this to a developing philosophy of difference and contradiction.

Avatar name:
My main avatar is Alan Dojoji.
My avatar performer is Julu Twine.

Humlab RL + SL

Humlab (www.humlab.umu.se/english) is RL lab at Umeå University, Sweden, which focuses on Humanities and Technology. Its 500m2 RL lab supports an open and creative environment for researchers, scholars, artists and students. Over the years they have had internationally renowned guest lecturers, among them Katherine Hayles and Steina Vasulka.

SL Humlab Island

SL Humlab Island was instrumental in developing Goodwind Seiling's interactive sound installation "N00sphere Playground" (2007 - 2008) by providing much needed virtual studio space. The work was commissioned by Tagging Art in Denmark with support from the Danish Arts Council and hosted at Humlab island in Second Life for the Virtual Moves exhibition at the National Gallery in Copenhagen, 2008. "N00sphere Playground" is now permanently installed at Humlab Island (slurl.com/secondlife/Humlab/27.0/215.0/801.0).



It further hosted Dethomas Dibou's stage-set construction for Wirxli FlimFlam's "XAANADruuL" for Avatar Orchestra Metaverse. "XAANADruuL" and Pauline Oliveros' "The Heart of Tone" (modified for Avatar Orchestra Metaverse) were premiered on this sim for 4th annual Open Space Voice++ Festival in Victoria, BC, Canada.


Humlab Island in Second Life is run by Humlab with sim manager Didge Burroughs. Yoshikaze Studio is part of SL Humlab with Goodwind Seiling as its spot manager.