Those unstable populations of virtual environments and cities…

It is said that in a few decades time 80 percent of world population will live in cities. Those cities will depend on a superstructure of networked technology in order to provide food, water, energy and communication. The Impakt Festival 2010 Matrix City in Utrecht, the Netherlands, will discuss

(…) both the growing dependency of urban societies on their technological superstructures as well as the phenomena of massive online virtual environments with their unstable population and continuous reformulation of their own raison d’etre. This connects to the physicality of real-urbanism that loses its own purpose and function without networked technology, and to virtual environments that are losing their purpose without the physicality of human presence.

Interesting thought, “virtual environments with their unstable population and continuous reformulation of their own raison d’etre.” The organizers continue:

Virtual flight depicts the slow movement from the autonomous exclusive realm of virtual worlds, toward something that is more connected to real world physicality. During the last 5 years, we witness a stagnation in the development of virtual worlds. World of Warcraft with its “hack and slash” concept still dominates online worlds, while Second Life remains lost in defining the purpose for its own existence. This stagnation shows how technological, virtual platforms are dependent on a meaningful raison d’etre for individual participation, and that the massive euphoria around virtual online worlds from the mid 2000s ended in ontological dead-end, mostly because it didn’t take into account the complexities of social laws. More and more examples point currently to fusions between virtual environments and “real” social events, where the virtual framework is mirroring offline realities.

The conference about Superstructural Dependencies takes place on Friday October 15.

I won’t be able to attend but the ideas expressed in the announcement are fascinating. Augmented reality, location-based networks and games, alternate reality games (very interesting Wikipedia entry!) are ways to mix virtual and physical realities. All those genres can be ‘for entertainment only’, and/or have commercial, educational and transformative purposes.

(hat tip to Bruce Sterling who mentions this event on Beyond the Beyond and comments on it).

Installation, performances, group about identities in SL about to be launched

Identity is a fascinating subject, in some complicated ways it also determines the attraction and/or rejection people feel for virtual environments. The idea of being mediated by an avatar, who shares many characteristics of your real life persona, but who also is different, confronts people with the fact that their identity is not some homogeneous, simple and unchanging substance which can be easily described.

On Saturday 2 October and continuing through October there will be performances about this subject in Second Life.

The Caerleon Museum of Identity is the latest in the series of collaborative installations by the Caerleon Artists Coalition, a project of the Virtual Art Initiative. The show opens Saturday, 2 October at 12:00 PM (noon) PDT/SLT on the Caerleon Isle sim, with entertainment beginning at 1:00.

The Caerleon group was established by Georg Janick (Dr. Gary Zabel of the University of Massachusetts, Boston) and consists of artists, writers, musicians, and scholars who are using the immersive and interactive digital media to develop new forms of artistic content.

The Creative Identity group in Second Life will continue the discussions beyond the show and invites others to join.

“Georg Janick’s six Theses on the Art of Virtual Worlds are the framework for the series of collaborations on the Caerleon sims. In addition to major builds on each of the six theses, there have been numerous theme collaborations on various topics, including consumerism, imprisonment, surrealism, and masks, as well as limited resource challenges like the one-prim and limited texture shows.

The Caerleon Museum of Identity is an interpretation by the collaborative team of Georg’s fourth thesis: the Ambiguity of Identity. It states in part, “…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.”

The project has been in development for over a year. Weekly discussions about the project inevitably centered around the subject of identity and how people in virtual worlds both express themselves and interact with others. This is a subject of tremendous interest to many in SL, and some of the team members have formed the open Creative Identity group to continue talking about issues, especially as they relate to creative work.

In this context have a look at this machinima by BotGirl Questi:

Or this machinima by Ian Pahute: