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Feb 13th. (2:00PM PST/5:00PM EST)
Discussion on Memory Palaces, Artifacts and Icons for the Future
hosted by Ava Dougall and Mnemosign Nemeth.
at NMC campus, Outreach 110,177,24. As part of NMConnect in SecondLife.

Ava and Mnemosign..preparing our talk....our very first collaboration...:)!
with many other browsers and wikis open....trying to multitask and focus.
big learning curve.
nmcmnemositting_001


Finally it's time and IN Kenzo gives us a ride to Outreach
on these magic flying chairs- great fun.
We set up in front of the backdrop boards I made..and start our dialogue...
cutting and pasting into the chatbox from our notes and wiki work..
MPtalk elektrix
.read/see more pics and text )
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NMConnectBanner

Call for Artists!
Participate in an interactive media arts symposium within the virtual world of Second Life!


Any art that can be translated and created within Second Life may be considered for installation; please inquire by email if you would like to share your work inworld. Groupings of 2D, 3D, video and interactive elements will be combined to tell stories on six major themes: Love, Peace, Beauty, Truth, Chaos, Wisdom. Performances and discussions around these common themes will bind us into new collaborations as we participate in these networks of creative illumination.

Over three days the NMC Campus will host seven forums on the structures of creative social networks building within these emerging new media. Sessions include:

*Better World Building: Real World Action
*Flow and Nurture: Creating Healthy Systems
*Organic Architectures and Sustainable Design
*Art and Energy
*NMC and the Collaborative Educational Community
*Social Interactives and New Networks
*Memory Palaces, Artifacts and Icons for the Future

Invited speakers and special features will be announced here as the calendar and list of participants grows.

PDF Call for Artists

Wiki page HERE.

spread the word!:)
Brought to you by AMO studio and the New Media Consortium.
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ok finally! here are some pics (I couldn't think to take any at the opening- wish I had but I was way too overwhelmed and talking to everyone- so we went back to get some installation shots a few days later). Here's the accompanying text:

December 10 - Jan 27, 2007
Darlene Charneco: Gameland
Reception: Thursday Dec 14, 6-8pm


Morgan Lehman is pleased to present Gameland, an exhibition of new mixed media works by Darlene Charneco.

Through the images in Gameland, Charneco continues to explore the meeting points of real life and virtual life, concepts mined in earlier exhibitions with Morgan Lehman Gallery, Everywhere and Cyburbia. In this exhibition, Charneco investigates social networks and the gradual reorganization of information on the web into shareable and intuitively navigable 3D spaces. She is inspired by the blurring boundaries between dream and waking activities, the implications of our rapidly increasing interconnectivity and the evolution of an accessible collective memory.

Ms. Charneco's work draws on a number of sources, including network theory, geographic information systems, video games, virtual worlds, childhood toys and educational tools. It is informed by her research and participation in online communities such as Myspace, LiveJournal and Flickr and an experimental community project called BetterWorldIsland within the 3D virtual world of SecondLife.

Ms. Charneco uses household nails, acrylic, enamel, glitter, model houses and trees, and multiple layers of resin to create 3-dimensional artworks which represent various aspects of these visualizations.

"From an aerial view, it is hard to ignore the similarities of our cities and roads to the internal structures of large and complex organism. One might consider the Web as a growing nervous system, full of sensors, gathering and sending information to and fro."

"What is our role within this organism?"

see more )

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Bookmark for interesting blog: http://www.justvirtual.com/
"many explorations of how to use virtual spaces as organizational and media production tools for digital storytelling. BWI (Better World Island) wants a similar group blog model as we build with new projects." -lady evo amo:)
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Another milestone:

The National Oceanic and Atmospheric Administration and the Earth System Research Laboratory (ESRL) have arrived in Second Life, .....The NOAA's sim is called Meteroa, which is derived from the Greek adjective meteoras which means 'suspended in the air' . On this lovely island sim you can find fully interactive educational demonstrations about the ocean and weather....(including tsunami simulations!)...

read the article here

Spore

Feb. 26th, 2006 11:29 pm
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Now, May the Force Be ... Us
VIDEOGAMES: Will Wright's Spore lets players simulate the creation itself, starting from a single cell. What kind of deity would you be?
"..For most of us, "Powers of Ten" was a welcome respite from our droning high-school science teachers. To Wright's wonderfully unhinged mind, the film turned out to be the foundation on which he could build a new computer game. Spore starts you off as a single cell inside a tide pool, consuming harmless cells and avoiding hostile ones, accumulating points all the while. Eventually you'll be able to develop your single cell into a stronger multicelled organism, then a complex reptile or mammal—which can mate, create offspring and evolve into an intelligent tribe that must compete and cooperate with other tribes developing independently on other parts of the planet. (Sound familiar?) Once your tribe develops the technology, you can travel to other planets, solar systems and galaxies, colonizing your way through the universe as benevolently or maliciously as you see fit."
Article in Newsweek

"The important thing to take away from this is not "Will Wright is making a cool game," but the way that he is making the game. He's sidestepped the whole idea of massive teams of content creators in favor of a system of building games based on player-content and emergence. The results are stunning."
Article: Gamespy: Will Wright Presents Spore... and a New Way to Think About Games

Official Site: spore.ea.com
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"Back when Second Life was a tiny world, Residents could magically teleport point-to-point: that is, from any place on the grid to any other place, just like that. Shortly after launching commercially, however, Linden Lab introduced "telehubs", scattered throughout the grid. From then on, when you teleported from point A to point B, you were actually sent to the telehub nearest to point B-- usually a few hundred meters away, meaning you had to travel the remaining distance on your own power (fly, walk, vehicle.) In the same way, in the offline world, that a public transit system tends to create a civic gathering place and neighborhood around each of its stops, telehubs were a way to mitigate the urban sprawl of a constantly expanding world. A place to meet folks, and a chance to look around, wherever you were going. Smart urban metaverse planning, in other words.
All that's about to change. Linden Lab recently announced that an imminent update would re-introduce P2P teleportation. Telehubs-- which, unsurprisingly, drove up the real estate prices of the surrounding land-- would then be transitioned into some kind of public/community space...."
read the whole New World Notes article
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Fell upon these papers quite few years ago in research when first cautiously putting my toe into the pool of the internet.
Decided I should try an online diary and began one at opendiary.com. I am now obviously fully immersed and experiencing and contemplating the myriad psychological issues from an inextricable space.

Here is a list of links to all the articles and pages in the hypertext book (web site) The Psychology of Cyberspace. Unless otherwise stated, the author of the article is John Suler, Ph.D. There also is a subject index and search engine for this book.

The Psychology of Cyberspace by John Suler,PhD.

Articles include the following (and more):
*The Final Showdown Between In-Person and Cyberspace Relationships
*The Online Disinhibition Effect
*Psychotherapy in Cyberspace: A 5-Dimension Model of Online and Computer-Mediated Psychotherapy
*The Future of Online Psychotherapy and Clinical Work
*Personality Types in Cyberspace
*The Two Paths of Virtual Reality
*To Get What You Need: Healthy and Pathological Internet Use
*Cyberspace as Dream World: Illusion and Reality at the "Palace"
*TextTalk: Psychological Dynamics of Online Synchronous Conversations
in Text-Driven Chat Environments
*Transference Among People Online
*Transient and Long Term Online Relationships
*Bringing Online and Offline Living Together: The Integration Principle

February 2017

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