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Dialogue about Defining Virtual Worlds — Round 1

In preparation for a group activity I shall be leading at the international workshop this June, I would like us to begin online with a discussion about what is a virtual world.  The purpose of this discussion is to understand how we make sense of the technologies we are studying under the aegis of “virtual worlds”.  To participate in this online discussion, you do not have to be a participant of the international workshop – in fact, I encourage anyone who cannot be there to lend their thoughts here.

To participate in this online dialogue, you must answer three questions.  Find the questions at this page: http://worlds.ruc.dk/workshop/dialogue-round-1 and thanks for contributing!

Please give your comments to the post linked above, and not to this post.  This post is only to direct you to the main one.

Posted in Blog, Workshops and Seminars.

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informing the design of the future urban landscape

Workshop :: 17th August :: DIS2010 :: Aarhus, Denmark
Workshop website :: http://informingurbanfutures.wordpress.com/about/

It is envisaged that the urban spaces of the future will be saturated with both visible and hidden media that gather and transmit information. How we as physical beings connect with, interpret and shape the increase of data residing in our environment will be a significant challenge. The forms in which this data will be presented, and how we decide to conceptualise it, is as yet unknown. Will the technologically enriched environment adapt to accommodate human/city contact points, and, in response, how will we choose to interact with and navigate through, this information landscape?

This workshop will identify emerging design themes by bringing together practitioners and researchers from across disciplines. Participants in the workshop will collaborate in a practical exercise designed to reveal issues that will increasingly impact upon the design of the products and services that will populate the urban landscape in the near future. The outcome of this workshop will be the identification of challenges that designers and technologists will have to address as they shape the media-rich urban landscape. It is hoped that this workshop would form the basis of a new collaborative network with the aim of taking this technological design research agenda further. Continued…

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Understanding Machinima: Essays on Filmmaking in Virtual Worlds :: Call for Papers

Call for submissions to an edited book.
Deadline: August 30, 2010.
This book sounds very interesting. I will submit a paper and encourage others to move on this! /Lisbeth

Here is an excerpt of the call:
Machinima – referring to “filmmaking within a real-time, 3D virtual environment, often using 3D video-game technologies” as well as works which use this animation technique, including videos recorded in computer games or virtual worlds – is challenging the notion of the moving image in numerous media contexts, such as video games, animation, digital cinema and virtual worlds. Machinima’s increasingly dynamic use and construction of images from virtual worlds – appropriated, imported, worked over, re-negotiated, re-configured, re composed – not only confronts the conception and ontology of the recorded moving image, but also blurs the boundaries between contemporary media forms, definitions and aesthetics, converging filmmaking, animation, virtual world and game development.

Even as it poses these theoretical challenges, machinima is expanding as a practice via internet networks and fan-based communities as well as in pedagogical and marketing contexts. In these ways, machinima is also transformative, presenting alternative ways and modes of teaching and commercial promotion, in-game events and, perhaps most significantly, networking cultures and community-building within game, virtual and filmmaking worlds, among others.

Divided into these two sections – machinima (i) in theoretical analysis; and (ii) as practice – this first collection of essays seeks to explore how we can understand machinima in terms of the theoretical challenges it poses as well as its manifestations as a practice. We are primarily concerned with offering critical discussions of its history, theory, aesthetics, media form and social implications, as well as insights into its development and the promise of what it can become.

More info on the book themes and the deadlines for submission.

Posted in Blog, Publications.

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Call for Papers – Special Issue on Virtual Worlds as Sites for Social and Cultural Innovation

Convergence: The International Journal of Research into New Media Technologies – Vol. 18 No 1, February 2012

Guest editors: Louise Phillips and Sisse Siggaard Jensen, Communication Studies, Roskilde University, Denmark.

Convergence invites contributions for its forthcoming special issue on ‘Virtual Worlds as Sites for Social and Cultural Innovation’. There is a growing recognition of the importance of virtual worlds as environments that carry the potential for social and cultural innovation by making possible new forms of social relationships based on communication among avatars. We seek papers from across the humanities and social sciences that present distinctive theoretical and empirical analyses of virtual worlds and deal systematically and critically with their possibilities and limitations in relation to social and cultural innovation. We particularly welcome papers that are themselves innovative in their research practices and that reflect carefully on their use of theories and methodologies including efforts to rework theories and methodologies developed for the study of other media. Continued…

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Sense-making the Virtual: Reality vs Environment vs World

As part of my current obsession, I have been pondering how we (researchers, designers, practitioners) make sense of what are these technologies we are calling virtual worlds.  It will be the subject of an upcoming online dialogue I am planning (keep watching this blog for more information).

Before beginning that dialogue, I wanted to relay some thoughts I have been having on how to distinguish between three “virtual technologies”, and to have your feedback on this differentiation scheme.  The three terms I would like to discuss here are “virtual reality”, “virtual environment” and “virtual world”.  These are three terms I find are sometimes used interchangeably when discussing some or another technology.  Most recently, I recall hearing architects discussing how their professions are moving into virtual worlds, when to me it seemed what they were really discussing was the use of virtual reality and virtual environment technologies in their practice.

While I think we can agree these are three different technologies, there may be room for disagreement regarding how the definitions of these technologies converge or diverge — that is, what characteristics of the technology leads one product to be classified as one versus another.  What I offer here is how I see the three terms diverging and converging based on two dimensions, and I ask everyone reading this to offer their thoughts.

First, comparing “virtual reality” to the other two, the main commonality amongst all three appears to be the predominance of a 3D digitally rendered visual space-place (the “there” that is represented via CGI and accessible only through computer technology).  The differences appear to be on the importance of the avatar in the space-place because of the technological interface used to access and interact with the space-place.  Virtual reality uses a more immersive technology, such as head-mounted displays, to more fully integrate the person’s perceptual experience into the space-place.  A virtual environment and virtual world could be reached via a basic keyboard-mouse or handheld controller that is less immersive, and more intrusive as a filter or barrier between the person and the space-place.  Now, a virtual environment or world  could be accessed via a virtual reality interface.  But on its own, talking about virtual reality is defining the interface more than defining the space-place.

Let’s move on to comparing a virtual “environment” to a “world”.  In my view, what separates these two space-places is their level of openness to allowing people who did not design them to have control over how the space-place is represented.  By “openness” I am referring to how much and what type of controls are given to users over the interaction with and within such space-places.  This idea of openness is related to the concept of persistence, which is often applied as a defining characteristic of virtual worlds.  Thus, the key difference between a virtual world and virtual environment is the extent to which users can go into the space-place and interact therein without the designers (or originators of the space-place) being present.  For example, in a virtual world, the designers have designed the parameters of the world to permit certain types of social interaction and space-place interaction that are continuously being allowed as ongoing — in other words, the world is always “open for business”.  The more open the world, such as Second Life, the more the user has control over the visual representation of the space-place.  A virtual environment, on the other hand, has more restrictions in place as to whom can access it and when; there may be great affordances for interacting within and towards the space-place, but it is not always open for business.

In a sense, when considering this openness characteristic, we can see virtual environments and virtual worlds being on a dimension, from not open to fully open, and not at all as a dichotomy of definitionally opposed technologies.  On the other hand, virtual reality rests along a different dimension, one of immersiveness, where the interface is something that may be a perceptual barrier or enabler of immersion.

So there you have it — some ruminations I have been having on how to differentiate these technologies.  I do not know how much my current obsession, leading to this discussion, obfuscates what is being said elsewhere on this topic, or if it indeed replicates what has been said elsewhere to differentiate these technologies.  That is why I am hoping through comments to see how well my thoughts fit into the broader discussion on this topic.

And with that — what are your thoughts about my thoughts?

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A new EU-project AVATAR

A new EU-project AVATAR: Added Value of TeAching in a virTuAl worlds is supported by the Life Long Learning Programme.

The project will offer courses and distribute a newsletter. Take a look at their website: avatarproject.eu

Posted in Teaching.

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