Getting tons of invites for communities on Google Plus. A limited selection: communities for Digital Culture (look for Ted Newcomb to get an invite), Second Life (288 members already), Second Life Arts (135 members), Opensim Virtual (‘First there was Second Life, then there was Freedom), MetaMeets (3D internet conference), Augmented Reality, 3D printing (1,307 members), Ingress (the Google alternate reality game) (7,193 members) and other Ingress-communities (for the resistance, the enlightened, for various countries…).
Google+ also offers a selection of interesting communities and of course allows you to search for specific interests: fond out more at Google+ communities.
There are discussions about whether the discussion threads should be indexed, tagged (of should we use hashtages), privacy, big corporates, but I definitely have the impression it increases the activity on Google+ and makes it far more valuable.
I did not make it to the LeWeb conference in Paris, France, but I’m looking at the abundant streams of tweets and blog posts about the event. I won’t talk in this post about the Instagram-Twitter drama – it has been covered widely on so many other places. My personal interest is in the more abstract, almost philosophical side of things, and so I was very happy to discover this video of the presentation by Amber Case, a cyborg anthropologist and entrepreneur.
She talks about big data, the internet of things, the quantified self and geo-location. The ideal technology, so she explains, is ambient and invisible. So forget those dramatic images of machine-human cyborgs. The future cyborgs won’t appear carrying any gear at all – but then again, they actually do, and it will interact with their environment, and it will enable them to add more meaning to their lives rather than making it more superficial and empty.
Talking about the quantified self, the Canadian artist, scientist and intellectual Ariel Garten showed a EEG (Electroencephalography) headband to help you to find inner peace! But not only that, it is very conceivable that we’ll be able to improve gaming or avatar behavior by monitoring and steering our brainwaves. Take that, Kinect! Not only we’ll interact better using gestures, but also by being mindful of our brainwaves!
‘Could Minecraft be the next great engineering school?’ Scott Smith asks at Quartz.
He explains that Minecraft can be considered as a particularly interesting MOOC – and an example of peer2peer learning.
Minecraft has become a kind of anarchic massive open online course (MOOC) all on its own, without developing courseware or costly new program licenses. Part of the proliferation is due to user-created video, particularly on YouTube, where a quick search yields 7.5 million mentions. Video podcasts, recordings of building in progress and most importantly, walkthroughs, or videos of players demonstrating how to master levels or particular construction techniques, keep the global Minecraft horde digging and trying to impress or teach one another, forming a key part of the informal player-to-player education that makes the game a fascinating phenomenon to observe.
Let’s have a look at this game and engineering:
Minecraft is spectacularly popular, even though it’s an open or ‘sandbox’-game. Wagner James Au at the New World Notes reported a while ago that the game is more popular than Call of Duty on Xbox Live – as it became the most popular game.
Which contrasts with my conviction that these open ended, sandbox-like games only cater for a niche audience. Is Minecraft a unique success story or is there a wider trend in favor of these open games? Linden Lab is launching Patterns which seems to be heavily inspired by Minecraft, so they seem to believe in the wider trend.
Another question is why Second Life – as another open environment – seems to stagnate if such a trend exists. Could it be that sophisticated graphics are of lesser importance?
In an earlier post about MetaMeets I briefly mentioned the Dutch artist Sander Veenhof with his eye-opening and often subversive usage of augmented reality. In yet another post we referred to Minecraft Reality, an app which allows you to position constructions built in the virtual Minecraft-environment into the physical world. Sander however is more radical: he lets you create Minecraft-styled constructions immediately layered upon the physical world through an augmented reality app.
Download the “Layar” app on your smartphone, then click ‘layers’ button and search for “virtual sculpturing”. Or have a look at the virtual sculpturing page.
I’m recovering from the second MetaMeets day, but here comes my report about the second part of this two-day conference in the beautiful ‘s Hertogenbosch (the Netherlands).
This day was hands-on: we had a workshop during which we learned to use sculptris to make a model, meshlab to clean it up, and then have it 3dprinted at fablab. My own creation was less than stellar (I even had no computer mouse so my equipment was to blame of course, not me!) but anyway, it was great fun. Chris Kautz facilitated the workshop, he has a great website packed with tutorials and resources: art-werx.com. On YouTube he has a series as crocodileEddie.
Much of the conference was about escaping from the virtual or digital world into the real world via augmented reality or 3D-printing, but we also discussed how to get the physical into the virtual, using Microsoft’s motion sensing input device Kinect.
The chair organizer of MetaMeets Jolanda Mastenbroek was thrilled to try out the Kinect – by slowly moving her body, she brought avatars in Second Life to life – they were moving in sync with her movements in the physical world. This could also work for the open source-version of Second Life, OpenSim.
For the techies, please consult this page about Kinect and Second Life. It’s an ongoing project, but imagine the possibilities for machinima, gaming and inevitably adult entertainment (always an indication whether or not a technology will succeed).
In my presentation I asked for business models. Can people earn a living in this sector of virtual worlds, augmented reality and mixed realities? Someone who combines with great success his physical artwork with virtual stuff is the French artist Patrick Moya. We watched this video about his work:
A very different style is this beautiful impression of the Second Life art installations by Artistide Despres, filmed and edited by Marx Catteneo (aka Marc Cuppens) http://www.marccuppens.nl
handheld machinima 2012:
Cuppens also showed this video about The Cube Project LEA 2012 Second Life.
The Cube Project August 2012, “Over 25 virtual artists have joined the ranks of The Cube Project, curated by Bryn Oh, to create a 20-sim exhibit in just 5 days. What’s the theme? Artists can only use two distinct virtual objects: a black cube, and a white cube.”
Bryn Oh: “We are turning away for a moment from the wonderful range of mesh or photoshopping beautiful textures to work instead on simple minimal compositions in black and white, over 20 regions. The overall idea is to create a massive harmonious environment rather than follow the standard exhibition practice of each artist having a clearly defined separate space to exhibit.”
The Cube Project is a collaborative artwork consisting of virtual artists Bryn Oh, Cajska Carlsson, Charlotte Bartlett, Dancoyote Antonelli, Giovanna Cerise, Haveit Neox, Kicca Igaly, L1Aura Loire, London Junkers, Maya Paris, Misprint Thursday, Nessuno Myoo, Oberon Onmura, PatriciaAnne Daviau, Pol Jarvinen, Rag Randt, Rowan Derryth, Sea Mizin, Secret Rage, Solkide Auer, Remington Aries, Solo Mornington, Tony Resident, Werner Kurosawa and Xineohp Guisse.
A video impression by Marx Catteneo – handheld machinima august 2012
Music by the Artist: Logical Confusion Track: Darklight Album: Logical 3
Downloaded from tribeofnoise.com
Virtual worlds are not dead, they just smell funny, Flufee said at the opening of the conference (see previous post). It’s a quote from Frank Zappa who said Jazz isn’t dead. It just smells funny. The same applies for virtual worlds. They are somewhere on the agonizing slow exit of the trough of disillusionment in the Gartner cycle of hype, but they allow us to change the real world as we put layers of digital information on the physical reality. They also allow us to change the real world as they enable artists to create new art.
You can find the mindmap on which my own presentation (slideshow) was based in the previous post. I update the mindmap in function of what I learn during this two day-conference.
Some highlights of the conference:
The artist Sander Veenhof showed us the beauty and the subversive power of augmented reality. For instance by organizing an exhibition at the MoMa without any official approval:
Veenhof often uses Layar, which is a mobile browser for augmented reality. However, these days Layar seems to focus more on activating print media with interactive experiences – which may be more interesting business-wise, but seems less revolutionary. So it’s not surprising Veenhof these days is rather fond of junaio, which boasts being ‘the most advances augmented reality browser.’
- CJ Davies and John McCaffery presented the Project Open Virtual Worlds at the University of St Andrews. CJ is currently developing a modified Second Life viewer for a tablet computer that allows avatar movement & camera control to reflect the tablet’s real world position & orientation using a combination of accelerometer, magnetometer & GPS data. I think it’s pretty exciting to combine avatars and real world in this way.
- Talking about combining the virtual and ‘the real’, Bart Veldhuizen talked about shapeways.com which is specialized in 3D-printing in various materials – so not only plastics but also metal, nylon or silver. Shapeways boasts a community of about 150,000 members. So would it be interesting for those community members to collaborate in 3D environments? That’s not self-evident as the ideal designs for 3D-printing often diverge from what is ideal in a virtual world such as Second Life. Also, the community members may also be competitors and not so keen on collaborating. There is discussion about all this, as other designers often do want to collaborate and work in ‘virtual guilds’ and virtual worlds could be interesting places for discussions, brainstorming and early prototyping.
- So, to refer to Flufee, are virtual worlds dead, now that the talk is so much about 3D-printing and augmented reality? In the discussions about virtual worlds Maria Korolov (Hypergrid Business) gave expert advice about OpenSim, which seems a good solution for education, especially for younger kids. This was also demonstrated by Nick Zwart, an award-winning pioneer in the educational use of virtual worlds (language education) who uses OpenSim.
Tomorrow I’ll participate in the MetaMeets gathering in ‘s-Hertogenbosch,The Netherlands. What we’l do and talk about:
MetaMeets is a seminar/meeting about virtual worlds, augmented reality and 3D internet, this year’s topic will be The Art of Creation : Virtuality meets Reality.
Virtual worlds and 3D internet have been developing continuously. Mobile and browser based worlds have been created. Mesh format uploads have provided huge progress in content creation through open source programs like Blender and Google Sketchup.
Machinima creation has grown and improved with special interfaces and innovations in visual possibilities, making films shot in virtual worlds a professional tool for presentation to a mainstream audience.
MetaMeets has chosen this year to shine a light on this versatile digital canvas by taking its participants interactively into the Art of Creation. The programme will begin with a few lectures on the current state of virtual worlds and their new developments. Subsequently, we will have workshops exploring methods of accomplishing each of the key steps in 3D creation. The workshops will range from creating a virtual world on your own server, creating 3D content, creating (motion) pictures of it, and even printing 3D objects as real world 3D models.
We also will have an interactive roundtable discussion based on the movie The Singularity is Near that is released this summer for download and availible on dvd.
This is a mindmap I prepared. My subject is about the virtual which escapes into the real. Or how maybe Second Life is catering for a niche group of people, but the ethos of virtual worlds is spreading fast in what we once called the ‘real world’.
“We, the biological part of the machine, are providing the tools for its uplift, we embed cameras everywhere so it can see, we implant sensors all over the planet so it may feel, but above all we nudge and we push towards a greater connectivity, all this unaware.”
And also: “We are on the edge of a Paleolithic Machine intelligence world. A world oscillating between that which is already historical, and that which is barely recognizable. Some of us, teetering on this bio-electronic borderline, have this ghostly sensation that a new horizon is on the verge of being revealed, still misty yet glowing with some inner light, eerie but compelling.”
An interesting and beautiful post, but then again, I’m not entirely convinced, more specifically about the implicit conceptualization of our own Paleo-past. I think our ancestors and many animals had something called consciousness, while all those fascinating machines and networks of today don’t have any consciousness at all. The fact that we add cameras and sensors to the networks does not yet mean these networks acquire something like a body. It would be interesting to study how the proponents of cyborg-thinking conceptualize the relationship between mind, body and consciousness. Or am I mistaken here?