Last week, Bob mentioned that Larry Lessig, law profressor and intellectual property scholar, was being interviewed in Second Life, the virtual world created by Linden Lab. Having heard a lot of Second Life before, I was pleased to have a reason and opportunity to create an account and explore it. Basically I quickly learned that it’s Metaverse, as described in Neil Stephenson’s Snowcrash, in operation today, and I’m now a part of it too.
I already covered the actual interview. Here are a few observations from my introduction to SL.
Second Life is a humbling place, especially for beginners. Everything ,even the simplest things, must be relearned. It took me 5 minutes to learn how to sit down, another 5 minutes to read something, and on and on. Traveling to the site of Lessig event was an even more daunting task. I was given the location of this event, a name and coordinates, without any idea of what to do with them. Second Life is a vast space, and it wasn’t clear to me how to get from one point to another. I had no idea how to travel in SL, and had to ask around someone.
I presume it is evident that I’m very new to SL, by my constant trampling over people and inanimate objects. So, I continue walking into trees and rocks until I come across someone whose title contains “Mentor,” and figure that this is a good person to ask for help. Not knowing how to strike up a private conversation, I start talking out loud, not even sure if anyone is even going to pay attention.
(I will come to learn that you travel from place to place via teleportation.)
“Hi.”
“Hi Harold.”
I am relieved to discover that people are basically nice in SL, maybe even nicer than in New York. This fellow avatar is happy to chat and answer questions. Second List has a feature called “Friends” which operates like Buddies in Instant Messaging. However, I’m not sure what the social protocol for making friends is, so I make no assumptions. As I was typing “can we be friends?” I sigh with the realization that I am, in fact, back in fourth grade.
People around me have much more sophisticated outfits than I do. So, I try out the free clothing features. I darken my pants to a deep blue and my shoes black. Then, my default shirt gets turned into a loose white t-shirt. Somehow I end up a bit like a GAP model crossed with Max Headroom. After making my first “friend,” another complete stranger comes up to me and just starts giving me clothes. Apparently, my clothes still need a little work. I try on the cowboy boots and faded jeans. Happy that I’ve moved beyond the standard issue clothes, I thank my benefactor and begin to make my way to the event.
The builders of Second Life force people to rely on other people within the virtual world. However, assistance in the real world certainly helps too. Entering Second Life, the feeling of displacement is quite clear, as if I arrived to a new city in the real world with a single address, where I don’t know anyone or how to navigate the city. The virtual world often mimics the real world, but my surprise each time I learn this fact is still ongoing. It definitely helps to know people, both in where to go that’s interesting and how to do things.
After teleporting to the event, I found myself around people who had common interests, which was great and similar to attending a lecture in the real world. At different times, I struck up a conversation with an avatar who is a publisher on the West Coast and then talked to an academic who runs a media center. In both cases, I was talking to the person literally “next” to me.
When I first heard about the interview, I learned at there was limited spacing. Which seemed strange to me, as it was taking place in a viritual space. When I arrived at the event place, I saw the ampitheater with video screens, that would show a live web stream of Lessig. The limited seating made more sense, seeing the seat of the theater. I also believe that the SL servers also have a finite capacity for the number of people to be located within a small area, because movement was jerky around concentrated groups of people. I guess I’ll have to wait for the Second Life Woodstock.
The space was crowded with people walking around, chatting, and getting up their free digital copy of Lessig’s book, “Free Culture.” (I’ve included a picture of me reading Free Culture in Second Life. You can actually read the text.) The interview is about to begin, as an avatar with large red wings walks by me. I say out loud, “I know she was going to sit in front of me.” Adding, “Just kidding,” in case I might be offending someone, who knows who this person could be. Fortunately, she found a seat outside my sight line without incident, and the introductory remarks began.
There was a strange duality where I had to both learn what was being said, but also how to navigate the environment of a lecture as well. The interview proceeds within the social norms of a lecture. People are mostly quiet, clap and for the moderator runs the question and answer session. Afterwards, I line up to get Lessig to “sign” my virtual book at the virtual booksigning, as in my virtual public event. I finally stumble my way through the line, all the while asking many question on what I’m supposed to do. With my signed book in hand, I look at the sky, which is quite dark. I log out and return to the real world.
Author Archives: ray cha
lessig in second life
Wednesday evening, I attended an interview with Larry Lessig, which took place in the virtual world of Second Life. New World Notes announced the event and is posting coverage and transcripts of the interview. As it was my first experience in SL, I will post more on the experience of attending an interview/ lecture in a virtual space. For now, I am going to comment upon two quotes that Lessig covered as it relates to our work at the institute.
Lawrence Lessig: Because as life moves online we should have the SAME FREEDOMS (at least) that we had in real life. There’s no doubt that in real life you could act out a movie or a different ending to a movie. There’s no doubt that would have been “free” of copyright in real life. But as we move online things that were before were free now are regulated.
Yesterday, Bob made the point that our memories increasingly exist outside of ourselves. At the institute, we have discussed the mediated life, and a substantial part of that mediation occurs as we continue to digitize more parts of our lives, from photo albums to diaries. Things we once created in the physical world now reside on the network, which means that it is being published. Photo albums documenting our trips to Disneyland or the Space Needle (whose facade is trademarked and protected) that one rested within the home, are uploaded to flickr, potentially accessible to anyone browsing the Internet, a regulated space. This regulation has enormous influence on the creative outlets of everyone, not just professionals. Without trying to sound overly naive, my concern is not just that speech and discourse of all people are being compromised. As companies become more litigious towards copyright infringement (especially when their arguments are weak), the safe guards of the courts and legislation are not protecting its constituents.
Lawrence Lessig: Copyright is about creating incentives. Incentives are prospective. No matter what even the US Congress does, it will not give Elvis any more incentive to create in 1954. So whatever the length of copyright should be prospectively, we know it can make no sense of incentives to extend the term for work that is already created.
The increasing accessibility of digital technology allows people to become creators and distributors of content. Lessig notes that with each year, the increasing evidence from cases such as the Google Book Search controversy show the inadequacy of current copyright legislation. Further, he insightfully suggests to learn from the creations that young people produce such as anime music videos. Their completely different approach to intellectual property informs the cultural shift that is running counter to the legal status quo. Lessig suggest that these creative works have the potential to inform policy makers that these attitudes are moving toward the original intentions of copyright law. Then, policy makers hopefully may begin to question why these works are currently considered illegal.
The courts’ failure to clearly define an interpretation of fair use puts at risk the discourse that a functioning democracy requires. The stringent attitudes towards using copyrighted material goes against the spirit of the original intentions of the law. Although, it may not be a role of the government and the courts to actively encourage creativity. It is sad that bipartisan government actions and courts rulings actively discourage innovation and creativity.
an overview on the future of the book
The peer reviewed online journal, First Monday, has a interesting article entitled, “The Processed Book.” Joseph Esposito looks at how the book will change once it is placed in a network. He covers a lot of territory from the future role of the author to the perceived ownership of text and ideas to new economic models for publishing this kind of content.
One great thing about the piece is that he uses the essay itself to demonstrate his ideas of a text in a network. That is, he encourages people to augment the reading of the article with the Internet, in this case, by looking up historic and literary references in his writing. Further, the article is an updating of an earlier article he wrote for First Monday. The end result is that we can witness the evolution of text within the network while we read about it. More posting on some of the details of his ideas are coming.
machinima: a call for papers and some thoughts on defining a form
Grand Text Auto reports a call for proposals for essays to be included in a reader on machinima. Most often, machinima is the repurposing of video gameplay that is recorded and then re-edited, with additional sound and voice over.
People have been creating machinima with 3D video games, such as Quake, since the late 1990s. Even before that, in the late 80s, my friends and I would record our Nintendo victories on VHS, more in the spirit of DIY skate videos. However, in the last few years, the machinima community has seen tremendous growth, which coincided with the penetration of video editing equipment in the home. What started as ironic short movies have started to grow into fairly elaborate projects.
Until the last few years, social research on games in general was limited and sporadic. In the 1970s and 1980s, the University of Pennsylvania was the rare institution that supported a community of scholars to investigate games and play. A vast proliferation of book and social research exists on gaming and especially video games, which we have discussed here.
Although I love machinima, I am surprised as to how quickly a reader is being produced. Machinima is still a rather fringe phenomena, albeit growing. My first reaction is that machinima is not exactly ready for an entire reader on the subject. I look forward to being surprised by the final selection of essays.
Part of this reaction comes from the notion that machinima is a rather limited form. In my mind, machinima is the repurposing of video game output. However, machinima.org emphasizes capturing live action/ real time digital animation as an essential part of the form, thereby removing the necessity of the video game. Most machinima is created within the virtual video gaming environment because that is where people are able to most readily control and capture 3D animation in real time. Live action or real time capture is different from traditional 3D animation tools (for instance Maya) where you program (and hence control) the motion of your object, background, and camera before you render (or record) the animation rather than during as in machinima.
Broadening of the definition of machinima, as with any form, plays a role on the sustainability of the form. For example, in looking at painting versus sculpture, painting seems to confine what is considered “painting” to pigment on a 2D surface. Where more expansive interpretations of the form get new labeling such as mixed media or multimedia. On the other hand, sculpture has expanded beyond traditional materials of wood, metal, and stone. Thus, the art of James Turrell, who works with landscape, light and interior space can be called sculpture. I do not imply that painting is by any means dead. The 2004 Whitney Biennal had a surprisingly rich display of painting and drawing, as well as photography. However, note the distinction that photography is not considered painting, although photography is 2D medium.
The word machinima comes from combining machine cineama or machine animation. This foundation does pose limits to how far beyond repurposing video game output machinima can go. It is not convincing to try to include the repurposing of traditional film and animation under the label of machinima. Clearly, repurposing material such as japanese movies or cartoons as in Woody Allen’s “What’s Up, Tigerlily?” and the Cartoon Network’s “Sealab 2021” is not machinima. Further more, I am hesitant to call the repurposing of a digital animation machinima. I am not familiar with any examples, but I would not be surprised if they exist.
With the release of The Movies, people can use the game’s 3D modeling engine to create wholly new movies. It is not readily clear to me, if The Movies allows for real time control of it’s characters. If it does, then “French Democracy” (the movie made by French teenagers about the Parisian riots in late 2005) should be considered machinima. However, if it does not, then I cannot differentiate the “French Democracy” from films made in Maya or Pixar in-house applications. Clearly, Pixar’s “Toy Story” is not machinima.
As digital forms emerge, the boundaries of our mental constructions guide our understanding and discourse surrounding these forms. I’m realizing that how we define these constructions control not only the relevance but also the sustainability of these forms. Machinima defined solely as repurposed video game output is limiting, and utlimately less interesting than the potential of capturing real time 3D modeling engines as a form of expression, whatever we end up calling it.
remix: the movie
Wired magazine reports that Michela Ledwidge is advancing the future of filmmaking, by taking cues from game moding. In early 2006, she will post all the raw material for her 10 minute sci-fi short film, Sanctuary, to the website:www.modfilms.com . People will be able to edit their own versions of the film. Sanctuary continues the open source trend also fostered by recording artists such as Jay Z who released vocal files of his Black album to encourage DJs to create their own mixes. Some die-hard Jay Z fans even posted everything you need in a similar fashion to Ledwidge.
I hope that many people submit films. I am very interested to see what the results will be on the aggregate level. While many people will undoubtedly create mashup versions with external content, I am especially curious to see the results from people who do not add much additional material. How many interesting stories can be told using these basic parts? Is there a “correct” shot selection or a traditional (i.e. “I learned to edit in film school”) edit? How wedded are we to traditional film narrative conventions which dictate what is “good” and “bad”? Will only a few compelling narratives arise or will many?
another view on the stacey/gamma flap
For an alternative view of Lisa’s earlier post … i wonder if Gamma’s submission of Adam Stacey’s image with the “Adam Stacey/Gamma” attribution doesn’t show the strength of the Creative Commons concept. As i see it, Stacey published his image without any restrictions beyond attribution. Gamma, a well-respected photo agency started distributing the image attributed to Stacey. Isn’t this exactly what the CC license was supposed to enable — the free-flow of information on the net. perhaps Stacey chose the wrong license and he didn’t mean for his work to be distributed by a for-profit company. If so, that is a reminder to all of us to be careful about which Creative Commons license we choose. One thing i’m not clear on is whether Gamma referenced the CC license. They are supposed to do that and if they didn’t they should have.
holiday round up
The institute is pleased to announce the release of the blog Without Gods. Mitchell Stephens is using this blog as a public workshop and forum for his work on his latest book which focuses on the history of atheism.
The wikipedia debate continues as Chris Anderson of Wired Magazine weighs in that people are uncomfortable with wikipedia because they cannot comprehend that emergent systems can produce “correct” answers on the marcoscale even if no one is really watching the microscale. Lisa poses that Anderson goes too far in the defense of wikipedia and that blind faith in the system is equally disconcerting, if not more so.
ITP Winter 2005 show had several institute related projects. Among them were explorations in digital graphic reinterpretation of poetry, student social networks, navigating New York through augmented reality, and manipulating video to document the city by freezing time and space.
Lisa discovered an interesting historical parallel in an article from Dial dating back to 1899. The specialized bookseller’s demise is lamented with the introduction of department store selling books as lost leader, not unlike today’s criticisms of Amazon. As libraries are increasing their relationships with the private sector, Lisa notes that some bookstores are playing a role in fostering intellectual and culture communities, a role which libraries traditionally held.
Lisa looked at Reed Johnson assertion in the Los Angeles Times that 2005 was the year that mass media has given way to the consumer-driven techno-cultural revolution.
The discourse on game space continues to evolve with Edward Castronova’s new book Synthetic Worlds. As millions of people spend more time in the immersive environments, Castronova looks at how the real and the virtual are blending through the lens of an economist.
In another advance for content creation volunteerism, LibriVox is creating and distributing audio files of public domain literature. Ranging from the Wizard of Oz to the US Constitution, Lisa was impressed by the quality of the recordings, which are voiced and recorded by volunteers who feel passionate about a particular work.
itp winter 2005 show
New York University’s Interactive Telecommunications Program recently had its Winter 2005 show. As always, the show was packed with numerous projects and visitors. Some of the work touched upon ideas we think about at the institute.
A few projects explored new ways to mediate New York. Leif Mangelsen and Jung Oh, in Time Scanned, created static panoramic images by stitching together slivers of digital video to document New York over time and space. Moving beyond the traditional guide book and map, the augmented reality project, DataCity looked at how we navigate New York. In this case, Shagun Singh, Jon Kirchherr and Saranont Limpananont proposed to layer contextual information on an interactive display system to enhance the experience of traveling through the city.
Saiyanthan Sriskandarajah created, The Wasteland, a digital representation of T.S. Eliot’s poem. Each letter is encoded into a binary format and then printed with a large format printer. The end result is an abstracted digital representation of a literary work.
Joshua Knowles, Adam Asarnow, Charles Pratt, and Rocio Barcia created Itp.licio.us which was a new twist to the facebook, and explored folksonomy, privacy, and social networks by asking fellow first year students to tag each other. The successful end result (students received an average of 29.4 tags) also addressed issues of internet mediated social interaction and making public the personal information of what classmates think of others.
Although, the twice a year itp shows can be a bit of an overwhelming experience, they offer a glimpse (albeit scaled down) of emerging applications of technology which are often just around the corner for mainstream use.
line between the real and game space… a peek into the future?
As Lisa noted in her comment to an previous post on class and gaming, the Economist reviewed the new book by Edward Castronova entitled, Synthetic Worlds : The Business and Culture of Online Games.
Castronova, also wrote an essay that was included in the Game Design Reader that was behind the “Making Games Matter” panel we attended. This essay marks the first analysis of the economics of people and their interactions in a virtual reality. Interesting to note, it has yet to be formally published in an academic economics journal.
In these studies, Castronova calculates the economics of the virtual by looking at what people are willing to pay in real currency for online gaming characters and their associated costs. As previously posted, people are making their livings in these virtual spaces by creating and selling their avatars. We are entering an era where the boundaries between the real and virtual are blurring.
Although some affluent gamers are buying their way into the higher echelons of game spaces such as EverQuest, there is still the opportunity for anyone with enough time and skill to create advanced characters. Where as in the real world, there are only a limited number of players in the NBA and CEO positions in the Fortune 500 companies. There is enough “room” in the game space to allow for many top tier characters, because the vast majority of the “normal” characters are bots run by the gaming engine.
Is the online game space the utopian society where everyone can be equal and rich and powerful? Is this a peek at the future of the real world when robots take over all the jobs that people don’t want to perform?
last week: wikipedia, r kelly, gaming and google panels, and more…
Here’s an overview of what we’ve been posting over the last week. As well, a few of us having been talking about ways to graphically represent text, so I thought I would include a mind map of this overview.
As a follow up to the increasingly controversial wikipedia front, Daniel Brandt uncovered that Brian Chase posted false information about John Seignthaler that was reported here last week. To add fuel to the fire, Nature weighed in that Encyclopedia Britannica may not be as reliable as Wikipedia.
Business Week noted a possible future of pricing for data transfer. Currently, carries such as phone and cable companies are developing technology to identify and control what types of media (voice, images, text or video) are being uploaded. This ability opens the door to being able to charge for different uses of data transfer, which would have a huge impact on uploading content for personal creative use of the internet.
Liz Barry and Bill Wetzel shared some of their experiences from their “Talk to Me” Project. With their “talk to me” sign in tow, they travel around New York and the rest of the US looking for conversation. We were impressed at how they do not have a specific agenda besides talking to people. In the mediated age, they are not motivated by external political/ religious/ documentary intentions. What they do document is available on their website, and we look forward to see what they come up with next.
The Google Book Search debate continues as well, via a panel discussion hosted by the American Bar Association. Interestingly, publishers spoke as if the wide scale use of ebooks is imminent. More importantly and even if this particular case settles out of court, the courts have a pressing need to define copyright and fair use guidelines for these emerging uses.
With the protest of the WTO meetings in Hong Kong this past week, new journalism forms took one step forward. The website Curbside @ WTO covered the meetings with submissions from journalism students, bloggers and professional journalists.
McDonalds filed a patent which suggests that it intends to offer clips of movies instead of the traditional toys in their kids oriented Happy Meals. Lisa pondered if a video clip can successfully replace a toy, and if it does, what the effects on children’s imaginations might be.
R. Kelly’s experiments in form and the “serial song” through his Trapped in the Closet recordings. While R Kelly has varying success in this endeavor, Dan compared the experience of not only the serial novel, but also Julie Powell’s foray into transferring her blog into book form and what she might have learned from R. Kelly (its hard to make unified pieces maintain an overall coherency.)
The world of academic publishing was challenged with a proposal calling to create an electronic academic press. This segment seems especially ripe for the shift to digital publishing as many journals with small circulations face raising printing and production costs.
Sol and others from the institute attended “Making Games Matter,” a panel with contributors from The Game Design Reader: A Rules of Play Anthology, edited by Katie Salen and Eric Zimmerman. The discussion covered among other things: involving the academy in creating a discourse for gaming and game design, obstacles in studying and creating games, and the game “industry” itself. The book and panel called out for games and gaming to undergo a formal study akin to the novel and the experience of reading. Also, in the gaming world, the class economics of the real and virtual began to emerge as a Chinese firm pays employees to build up characters in MMOGs to sell to affluent gamers.