Showing posts with label real vs virtual. Show all posts
Showing posts with label real vs virtual. Show all posts

Friday, October 23, 2009

Wherein I finally love Cao Fei's RMB City: Part I

China Tracy is the Second Life® avatar of Cao Fei, a Beijing-based woman born in Guangzhou, China in 1978, and the most acclaimed virtual worlds’ artist in Real Life. It is therefore illogical that this blog, which has logged 745 posts to date and the majority of them about virtual art, has never featured China Tracy, Cao Fei or her creations.

I do so today, not because Cao was selected by the Solomon R. Guggenheim Foundation as one of the six finalists for the 2010 Hugo Boss award. The $100,000 are presented every other year to “the artist (or group of artists) working in any medium, anywhere in the world” for making the most important contribution to contemporary art. Certainly the most appropriate museum in the world for observing, fostering and archiving virtual art is the Guggenheim. We've been waiting for it to "arrive" with acute and, I suppose, guarded anticipation. How will things change when they take their rightful place?

Furthermore, Cao's virtual work was just featured on PBS’ Art:21 Fantasy and Contemporary Art episode last week. Here is the preview:



There are multiple ironies running through this story, for China Tracy's much celebrated virtual oeuvre, the four sims/islands work known collectively as RMB City, is thoroughly unvisited and unloved in Second Life - except when a bevy of hired content creators are constructing some new area or exhibit, the occasional “party,” and RMB City's illustrious first home-away-from-home, YouTube, is often blocked and inaccessible to most of her countrymen, and even to her. For all I know, it's possible that she may not even be able to read this blogpost.

The sorry truth is that even though I recognized that her work was important, brilliant even, and a credit to virtual worlds, I didn’t have much to say about it. The computer generated version of RMB City depicted in the video was charming and oddly alluring...



...but the realized construction of it in Second Life - though impeccably recreated by hired metaverse developers - left me cold. The plug and the socket were both present but the work failed to solicit any connections. Speaking for myself alone and as a frequent user of virtual worlds, RMB City felt lonely and somehow broken. It's biggest failing in my view: It's not immersive. It's like looking at a painting within a painting. The best way I can describe it is that I'm not there even when I am there.

China Tracy/Cao Fei is the only virtual artist I can think of that contracts out the work of constructing her visions in Second Life. While many artists do collaborate with others, the implementation of their ideas with SL's building tools and actual prims is a source of pride and critique, as well. This isn't to say that Cao Fei wouldn't know how to do it herself. Consider that she created the original RMB City on her computer with 3ds Max, a modeling program that more advanced creators use to fabricate sculpties in Second Life.

Looking for further insights, I asked Chenin Anabuki who heads up Avatrain, the company that recreated Phase I of RMB City in Second Life for Cao Fei, what he had learned from the experience. "I learned that we have this huge part of ourselves that is very creative. Prior to RMB, I mainly saw us as engineers, but SL almost forces you to be creative, no matter what your function is. Development in SL is not as linear as in RL. So, over time, we got to learn the different ways to implement content for our clients. These projects are difficult. Many people (who are new to SL) are not aware of what is possible in SL," he explained.


Okay, I get it

Something clicked with me back in early September, though, when I read the opening paragraph of a recent press release issued by Vitamin Creative Space, promoting the unveiling of a new video of RMB by Lainy Voom and a party, as well as fashion/photo contests, jointly held with metaverse chronicler Hamlet Au of New World Notes, and presided over by virtual fashion maven Iris Ophelia:



"Many of us are born into shelter, nurtured in the arms of people who guide us before allowing us to encounter our physical realities on our own. But imagine that you are born not into the arms of your mother, but into the arms of a city; and that you are grasped, embraced and cultivated by the towers and vessels, sounds and sights of a fantastical empire. For China Sun, the baby of China Tracy, this is reality from first breath. When China Sun asks “What is life?” it is RMB City who answers."



China Sun is the Second Life name for Cao's real baby son - Cowboy Lim - born in March of this year.


Welcome to the world(s), China Sun and Cowboy Lim!

And that's when I got it.

RMB City isn't intended as a space for us to inhabit. It is a 3D poem that we are witness to. We turn the page by visiting one sim or location at a time. It's a virtual postmodern allegory about all the yearnings and angst of our era.


The shops at RMB City don't actually sell anything


The courtesans - all bots - entice you with exciting promises, but there is no way for them, or you, to touch

chinesebeauty Shim: Darling, how I miss you! Why are you here so late?
chinesebeauty Shim: Let me treat you nice today.
chinesebeauty Shim: Follow me please, darling. http://slurl.com/secondlife/RMB%20City%201/219/19/65 (Please click the link to teleport)
chinesebeauty Shim: Wanna have close contact with me? Please IM: BeautyChina Aries, I will show up as soon as possible.



Games of chance and penalty are offered there, but they aren't interactive or don't work.



Upon arrival at RMB City, you are greeted by SuperConcierge Cristole, a bot, sitting behind an impressive desk:

SuperConcierge Cristole: Hi! Welcome to RMB City! Can I help you?
SuperConcierge Cristole: My name is Superconcierge Cristole, I'm the third mayor of RMB City, and also your concierge.
SuperConcierge Cristole: Please leave a message with your request, Superconcierge Cristole. I will reply as soon as possible.
SuperConcierge Cristole: Thank you. I don't ask for much in return, only that you give me something to love! Say "love", I will give you a gift :).
Bettina Tizzy: love
SuperConcierge Cristole: I have sent you a note card and a gift. Cheers. :)

He provides you with a notecard, but there is no gift.

Beyond that, RMB City is a bridge between immersive virtual worlds and Real Life that anyone can appreciate, whether they have experienced virtual worlds or not. It is unreal and abstract, free of Barbie and Ken avatars, yet chock full of symbols and imagery that anyone can recognize. China Tracy is "guid(ing) us before allowing us to encounter" virtual realities on our own.


Photo of the 3D-printed model of RMB City at the Serpentine Gallery in London by Vint Falken

RMB City's success is not the tail that wags the dog where Cao Fei is concerned. This is just one of many projects she is working on or has completed, including her analyses of the Chinese cosplayer culture.

Soon after logging in to Second Life in late 2006, Cao began to make "hidden camera" machinima. "I was directly recording myself as I moved through Second Life, but as I’m watching myself, I’m also controlling myself. I’m simultaneously director and actor. But I enjoy exploring everything and not knowing what will happen in the next step. A lot of the process is waiting for something to happen, and I didn’t try to make something fake. In the end, I had some 300 GB of saved chat dialogues and “real” captured footage," she explained.

This 3-part video, iMirror, is currently being screened in Second Life at the National Portrait Gallery of Australia's doppelgänger show, curated by Gillian Raymond, that explores contemporary notions of portraiture in the online realm (teleport directly from here). This is part 2:



Thinking back to RMB City, I have finally learned to love this virtual work and all that it has accomplished. Cao Fei has introduced millions to the idea of using a virtual world as a canvas for their creativity, and this is no mean feat. RMB City does, finally, speak to me and, for the first time I can hear it.

Part II of this series: "An interview in Chinese and English with virtual superstar Cao Fei - Will you be the next artist showing at RMB City?" is available here.

Teleport to RMB City directly from here or, if you are new to Second Life, begin here.

Wednesday, August 26, 2009

Tezcatlipoca Bisiani: Thoughts on SLCC

Before I attended Second Life®'s Community Convention in San Francisco earlier this month, I knew that Tezcatlipoca Bisiani (aka Andrew Sempere) was the Boston-based cross-eyed jackal avatar who conducted design research and taught computational art for IBM's Collaborative User Experience Group/Center for Social Software. I knew that he holds a Bachelor of Fine Arts from the School of the Art Institute of Chicago and a Masters of Science from the MIT Media Lab, and that he was the University of Kentucky's first Visiting Curator in Virtual Residence and that he curates IBM's art sims (Glyph Graves and Bryn Oh shows were nothing short of magnificent). Andrew first experienced Second Life as an alpha tester for LindenWorld (circa 2001), but logged off "relatively unimpressed." Seems he returned to Second Life in 2006 and soon discovered "what LindenWorld had lacked: a community of skilled content creators whose work was playful, engaging and beautiful."

In San Francisco, I discovered that his eyes twinkle, that he wears his great hair a little bit spiked and leans forward and really listens with his whole body, and that he has an air of playfulness about him that's contagious. I hope I will know him the rest of my life. - Bettina Tizzy





Andrew and Tezca - Universally interesting and interested in everything - BT


by Tezcatlipoca Bisiani

When Bettina asked me to write about my experience at SLCC I thought perhaps I'd write about the keynotes (in general very disappointing), the incredible tour of the Exploratorium courtesy of Patio Plasma (amazing, thank you!), the delicious NPIRL Dim Sum (all the food was PIRL, but honestly with Dim Sum that's just fine). In the end I think what I want to focus on here is us, and what we can do as a group to further the cause of shared 3D virtual worlds as a place for creative exploration, because much like everything else in Second Life, no one else is going to make it happen.

If there was one thing that my visit to SLCC last week brought home for me it is the conviction that Second Life is not, and never has been, about the technology. It is not, and never has been, about Linden Lab, nor any other company or organization. Everything good about this universe comes from the people in it, in all their messy chaotic glory.

I'm not suggesting that we ought to give up trying to influence our infrastructure, but whenever I used to speak about Second Life to people less familiar with it, I found myself in an uncomfortable position as apologist. Why was the server so slow? Why was the interface so difficult to use? What about those flying penises? No doubt you have fielded dozens of these questions yourselves, and to be fair to Linden, things are much better than they were, But I for one have always found these questions incredibly frustrating. They're not the right questions! Instead ask me this: Why would an otherwise sane and healthy adult professional work a full work week and then spend hundreds of hours logged into a virtual world? Why, exactly, do we care so damn much?

In its specifics, the answer is as varied as each of us, but in general it all ends in relationships, and community, and the sheer joy of building a world with people of like mind. So these days, when people ask why I spend an inordinate amount of time in this odd artificial universe I have an answer, and if you read nothing else in this post, read this: it’s you (or most of you, anyway). It’s the community that includes many of the Linden staff, and also independent scholars and musicians, professors, painters, physicists who run hands-on museums, ad executives, business professionals, students, mathematicians who explain hyperbolic space with aplomb, magicians who perform even when their hands get stuck in car doors, writers, IT directors, teenagers, illustration students willing to share their avatar making secrets, weekend Goths, vampires, old, young, straight, queer, able bodied and not, sushi experts, world record holding skydivers – even the griefers who rent party busses and cover corporate headquarters in chalk slogans.

This is so true that even a week later I’m still thrilled by it. To be sure there is the happy conference bubble (short time frame, beer and free food make many things possible), but even accounting for that, the last thing Eshi Otawara said to me, standing outside of Lori's Diner before heading out for the day, rang true: It's about the sense of touch: "We can be anything we want in Second Life. Friends, even lovers, but in-world we can't hug." Unexpectedly for me, this became the proof I never knew I needed, confirming what I’ve known only with my eyes and my brain for the last few years: SL is real. You can touch it.

Second Life is now in the downward slope of the Gartner Hype Cycle, and rather than being upset about this, I think we should rejoice: it took the dot com bubble bursting for the real value to emerge, and now that the novelty has worn off, those of us who are left standing can get down to the business of showing the world what really matters. Unfortunately this also means that we should see less direct support for our work, because Second Life in general, and our corner in particular, is so small from a business perspective that it amounts (in the words of Clay Shirky) to a rounding error. Moreover, our job as creative content creators is to push the boundaries of the universe, and the goal of any profitable company is to trend towards commodity users. It's not that we're at cross purposes exactly, but we certainly serve a different set of ideals.

Again, I don't think this is cause for despair, but it does mean that we need to become ever more self reliant, and the onus on outreach is on us. If you are part of a professional community and you believe in virtual worlds, focus your attention on bringing your community to us - we can only be strengthened by connecting to the real world. You don't need to tell the world how amazing SL is, instead tell us the amazing things your RL communities are doing with SL. Inspire us. If you are an artist, work on connecting your in-world practice to those on the outside. Share your world, don't leave it locked inside a server somewhere. Go and get the audience, don't expect them to just show up.

If you want something to happen technically, focus on supporting the open source communities that are trying to make it happen. Support the development of unofficial viewers. Think carefully about the need for Second Life alternatives, content portability and free reliable backups, not because you want to boycott Linden in a fit of pique, but because you care about this community and realize how fragile it is to hang on the future of a single corporation. Start truly respecting your work, because it really shouldn't be surprising (as I learned at SLCC) that someone like Ina Centaur pays her actors union wages. She said it herself: they are a professional theater company, why wouldn't I?

Above all continue to push the boundaries of the universe in surprising and exciting ways because that's really the reason we're all here. And when someone asks you why you spend so much time online, or inquires as to the business value of virtual worlds, answer them loud and clear: It's all about the people, and the community, and what we continue to build together.

Wednesday, August 19, 2009

Douglas Gayeton (aka Molotov Alva) shines in both lives, publishes sumptuous book

Posted by Bettina Tizzy

Allow me to correct a common misperception about the quality of people who inhabit virtual worlds. While mindless jerks, drones and memes (not unique to virtual environments) certainly have a presence, scores of the most interesting folks I've met in any life first became known to me in avatar form. Take Douglas Gayeton, for example.

His acclaimed 2007 ten-episode film and documentary "Molotov Alva and His Search for the Creator," was shot entirely in Second Life®, acquired by HBO and screened on Cinemax. He has created content for many social network and virtual world platforms including Gaia, Habbo Hotel and Sony’s Playstation Home. He lives in Northern California on a goat farm that produces Laloos Goat’s Milk Ice Cream. In 2003, commissioned by PBS and POV to document Italy's Slow Food movement, he trained his camera and his questions on the lives of people from the town of Pistoia, Italy.

Now a gorgeous hardcover book, Slow Life in a Tuscan Town, featuring recipes alongside his charmingly scribbled notes a top sepia photographs captured during his numerous visits to rural Italy, will be on the shelves next month, prefaced by Carlo Petrinim with an introduction by my culinary hero, Alice Waters.



I'm proud to call Douglas a friend and a member of our virtual worlds working group Not Possible IRL, and I've never met him in person. My hope is that someday we will cook for each other. I bet he'd like my risotto.