Category Archives: Virtual Worlds

Aesthetic and Academic Appreciation: Jeffrey Lipsky

Amberly's Room by jeFF Lipsky

Amberly's Room by jeFF Lipsky

JeFF’s work is fascinating from both aesthetic and academic perspectives. My introduction to jeFF’s work was via Second Life, an online Virtual Community. His art collection was the subject of a critical review I wrote in my studies as a Graduate Student at Emerson College. The paper, “Filthy and Digital Art,” examined notions of “high and low art,” in the digital medium.

My attraction to JeFF’s work was never purely academic, however. I chose his work as my subject because it was visually stunning, intellectually stimulating, and fascinating in its social context. JeFF’s art has a very physical form of depth, as he works in layers to embed beauty and meaning in each piece. Sometimes the inspiration of the work is visually apparent, sometimes it is not. I’ve heard others say they like when they can visually connect what they’re seeing in his art with objects or locations they’ve seen in real life. I like when I look at his work and, instead of seeing ‘things,’ per se, I am moved to simply… connect. I can look at JeFF’s work and feel events, moments, memories, and life. I take in each of the layers separately and, at the same time, all at once. It is as though faith is bringing the seen and unseen together, creating a sensation of being swept through the canvas and into the emotion that inspired every color choice and every stroke of pastel that created the work. It is still and yet in motion, it is physical but significantly emotional. JeFF’s work is compelling, in every sense of the word.

His work, and it’s role in the social context of Second Life was also the inspiration for a paper I wrote at Emerson. The general thrust of the argument was that jeFF’s artwork in its original state (abstract pastel) carried connotations of “high art,” because the medium uses “fine art tools,” a canvas and pastels.

Interviewing Jeffrey Lipsky (photo credit, Colin Rhinesmith)

Interviewing Jeffrey Lipsky (photo credit, Colin Rhinesmith)

Under current social art norms, jeFF has chosen a perceived “low art” medium (the computer, the internet) as a source of inspiration for his work and as a means for exposure. The presentation of his art in a self-curated online gallery arguably changes the nature of his work. The debasing of fine art because of its existence in a digital form is a social notion that *must* be re-examined in the information age.

That paper inspired another project on how the nature Second Life builds community. JeFF has shown an active interest in the advancement of artists from around the world by coordinating Second Life workshops for artists to share their work and offer the kind of critique process that is often missed after an artist leaves the art school setting. The quality of jeFF’s art, what he is doing to help change notions of “high” and “low” art, and his emphasis on building community is a model for other artists and an inspiration to society on how to develop the potential of virtual worlds in all layers of cultural production and exchange.

The (Facebook) Arc of Despair

I heart Facebook. Not ashamed to admit it, I really do. The “why” I offer to n00bs is this: I have two half-sisters by my father and one-half sister by my mother. The math on this is irrelevant, what is relevant is that despite being separated across three states and in one case a total lack of blood relation, my three sisters and I are ALL constantly in touch. Despite the fact that they haven’t seen each other in four years, my mother’s daughter (Joy) knows as much about my father’s daughter’s (Hannah’s) first semester of college as I do. I think that’s pretty amazing.

But, the truth is, I’m just pretty much the same exhibitionist that all other Facebookers who bother with status updates are. Somehow messaging the Facebook world of something in my life brings a validation I didn’t used to lack, but somehow, apparently need. As much as I love hearing about how my sisters are doing, I’m equally eager to keep them in the loop of “what’s up with Aubree” via status updates and posted links. But I need to be mindful of my larger audience, as the private life of me and my sisters gives way to a larger audience on Facebook. Vanessa Rhinesmith in her blog Left Behind Bottle Caps writes:

How do you define [your] space - public v. private, physical v. virtual? This is something that I’m continually pondering as I reassess my involvement in various physical and virtual communities. [...] Take Facebook, in some ways it is very easy to control how I navigate within this space - I control who I friend, which requests I accept and the options that are selected for the account. However, I am aware of my responsibility as a participant and am mindful of how I want to be perceived within the space.

Defining those spaces is difficult, especially when one begins to realize you cannot “have it all,” despite the promises of technology. I too, am mindful of how I want to be perceived within these virtual spaces… the problem is that how I want, or more to the point - need - to be perceived it is constantly changing. My Facebook profile once had 15 friends who I bored and entertained with alternating lame and revelatory status updates. Now I boast many more friends, many of whom are more like ‘friends’ than friends (more like acquaintances) and even some “friends” (sometimes I’m just too polite to decline a request). Originally I wanted to have fun with Facebook, after all, it was 15 people I knew, loved, and couldn’t offend even if I tried.

But now there are these ‘friends’ and “friends” to consider. My famed weekly 11pm “is a karaoke superstar” update no longer seems appropriate, especially if I owe a Facebook friend overdue work, or work with a FB friend who expects me to have my game on for a 9am meeting the next day. Recently I have been ill, and although Facebook would have been a convenient way to keep close friends posted on my progress, I simply knew I’d be unable to respond with “thank yous” to the many acquaintances who would, by some bizarre social power of the internet, feel obliged to write “What’s wrong? Hope you feel better soon!” on my wall, or drop me a FB message. Worse, it could be perceived as a broadcast excuse for something, or a pathetic cry for attention.

It is the pending “next shift” in how I use my Facebook profile that is the most saddening. Not only do I feel I can no longer be too outrageous (”is hula-hooping to ‘Genie in a Bottle’), nor personal (”is struggling through the pain to go outside for a bit”), but now I have a new impression I want - nope, not want, NEED - to convey: A professional one.

When I graduate in May I will be starting a business managing social profiles for artists and business people who understand that they need to have an active online social presence but have neither the time, energy, nor interest to do so. Like wearing make-up to sell Avon, my own sites must exude the fullest potential of social media networking. My hopelessly unattended LinkedIn page, my neglected MySpace page, and this here blog need to be flourishing, shining examples for my (potential) customers to envy. And my Facebook page? ::sigh:: My Facebook page. No longer will this be a place where I can celebrate and whine about life’s ups and downs; no longer will I be able to use my status updates to send cryptic messages and inside jokes to friends; no longer will this is a place of personal expression, but, instead, a place of professional projection. A clean and pressed suit to go along with the rest of my presentation.

I sense the pending shift and mourn, already, the loss of my whimsical Facebook profile. Yes, I am mindful of how I want to be perceived, and even moreso of how I need to be perceived. As time goes on, my awareness and ability to control how others perceive me is turning out to be this entrepreneurs’ goldmine… and also a bit of a bummer.

Learning a Second Language in Second Life

Teaching SL/RL
(Above: (top) Ms. Chianti Carmichael hangs out at an assessment station on SL English, while (bottom) Ms. Aubree Lawrence instructs an ESOL class for BA&CE, circa 2005)

Second Life is has incredible potential as a learning platform. I was excited to read on Forbes.com that an English language school in Germany has launched an island “Second Life English.” The island is dedicated to offering FREE (yes, you read that right, FREE) resources for learning English, including virtual ESOL lessons. According to the article, Educator (and island owner) Kip Boahn “feels a new medium calls for a new way of teaching language. Even using the game’s English interface gives students a chance to practice what they’ve learned.” I couldn’t agree more! I enjoy his approach:

During workshops, he uses a team of teachers to present students with different linguistic tasks, which could include anything from asking for directions to bargaining to buy a knickknack. To do those tasks, Boahn and his colleagues use “holodecks,” rooms that can flip through as many as 40 different scenes at the mere click of a mouse. Want to practice ordering American fast food? Just switch the holodeck to Dara’s Diner and line up at the counter.

This sort of flexibility means that, as a teacher, you can cover a lot of ground teaching culture, in addition to language, by creating situational enactments that are difficult to do in a classroom. I used to teach ESOL at the Brookline Adult and Community Education Center in classrooms at Brookline High School. I laugh to think of the many ways we rearranged the classroom to mimic check-out lines, banks, cafes, and even a car dealership! I can’t help but think of how much more efficient it would be to change one setting to the next with a simple click. On the other hand, there is a lot to be said for group exercises in imagination, not to mention the language exercised just coordinating the effort! It is truly an interesting example of the sort of gain/compromise tensions that arise when you move real life activities into virtual settings.

Examples like Boahn’s are important as more and more people begin to investigate the potential for education options in Second Life and other virtual worlds. It helps to remind people of the kind of good that can come from a free platform like Second Life, and gets us all thinking about the ramifications of adopting virtual education models. It is certainly useful on the broader scale to consider what SL teaching opportunities might exist for CCTV, and the Cambridge community at-large!

Greetings Professor Falken! ::gulp::

This is fascinating to me. Those crazy kids, err, I mean, Researchers at Rensselaer are using Second Life as a platform to test an engineered, self-reasoning avatar. Yes, avatar. The little character on the screen that comes to life when operated by a reasoning human being, only… without the human being. His name is Eddie.

The idea is that using outrageously powerful supercomputers, the RPI engineers can essentially “program” basic reasoning and logic, allowing the avatar to be able to “understand, predict, and manipulate the behavior of other agents, in order to be genuine stand-ins for human beings or autonomous intellects in their own right.” OK, so that’s scary.

What do we have going for us? Right now the avatars can’t think (did I really just say “think”?) much more advanced than a typical 4 year old. But it is a 4 year old with adaptive learning, “In an instant, Eddie’s mind can be improved, and if the test is run again he makes the correct prediction.”

Our aim is not to construct a computational theory that explains and predicts actual human behavior, but rather to build artificial agents made more interesting and useful by their ability to ascribe mental states to other agents, reason about such states, and have - as avatars - states that are correlates to those experienced by humans.

“Applications include entertainment and gaming, but also education and homeland defense.” Homeland defense! So now the already scary “intellects in their own right,” are not just thinking for themselves; they’re being designed think ‘like us,’ presumably in a homeland defense scenario ‘be us.’ Clever way to find out what sort of anarchy will ensue if a cockroach really DOES eat Cincinnati. HA!

(And we thought Wargames was just a silly technophobia-inspired thrill. Can you say “ethical foreshadowing”, Joshua?)

CCTV to ‘virtually’ break new ground

As part of its 20th Anniversary celebrations, Cambridge Community Television (CCTV) will be launching it’s presence in Second Life (SL), an online virtual world. The project is an effort to reflect on CCTV’s remarkable history using a medium that will speak to CCTV’s determination to remain a cutting edge leader in cable access programming.

To help get us started, we’ll be looking at other non-profit communities as potential partners who can offer us their experience getting organized in SL, as well as Cambridge community partners who would benefit long term from a SL presence.

Among our immediate development ideas are creating an SL museum to host archives of stills and motion medium from CCTV’s past 20 years. We are also seeking to understand ways to make this an educational venture AND venue, and as such are looking to set up appropriate classroom space in SL. Finally, because we want non-local (in real life) visitors to be able to appreciate the scope of our current work, we would like to create a viewing area where people can come to learn about our community as it is represented in CCTV’s programming. We hope to make this not just a viewing space, but a space for dialog, and are considering ways to foster feedback and asynchronous conversation in the same space as the viewing room.

Finally, as part of CCTV’s overall mission, we intend to make this not just a local experience, but an opportunity to compile and share our knowledge with other cable access stations considering making such an excursion. Although I’m not sure what the format will be precisely, the final product will offer resources, recommendations, and a retelling of the obstacles (and triumphs!) the SL project encounters.
Since I am technically an intern as well as a member, I will also be considering this from an academic perspective, asking “What does ‘local access’ mean in a virtual world?” It’s a question that ties in with Colin Rhinesmith’s Master’s Thesis. Both will have increasing relevance as we move into a world more mediated than at any point in history!

Smoke and Mirrors: EULAw

A response to Atty and Scholar Andrew Jankowich’s article, “EULAw: The Complex Web of Corporate Rule-Making in Virtual Worlds”

Below is an excerpted response to Jankowich’s article, in an email I sent to him 11/25/2007:

I appreciate that you respect so much that ‘quitting the game’ is not the option that the non-rpg-playing public seems to think it is, particularly given the inability to export your character (likeness, property, AND reputation) from one world to another. Beyond the general sense of investment a player has is the issue of how broadly similar the agreements really are - from one game to another - in terms of their ability to terminate players for EULAw violations. “The only way to win is not to play.”

I also really liked how well you articulated the smoke and mirrors game of EULAw rules for termination. While it would seem a player should be ’safe’ by staying within the bounds of the EULAw, the fact that the proprietor is the one determining at any given moment what those bounds are, puts the player constantly at the mercy of the proprietor during every moment of game play. The net effect is that these agreements are ‘we reserve the right to terminate at any time and for any reason whatsoever’, despite what appears to be a ‘reasonable’ amount of protection for abiding by the EULAw…

Up Next: Free-market freedom of speech, and a revolution for Avatar Civil Rights in our future.