trying to set up my Sl clothing line @Kitely
@TrudyTakacs Oh no! Another goodie gone.
Start with this stunning painting by American artist Georgia O’Keefe. Take inspiration from the widerness terrain of Ghost Ranch not far from Santa Fe, New Mexico where she lived and worked. Then translate its colors and shapes into the form of a dress for VR avatars, and it not only makes for virtual couture, but also illustrates how passion moves back and forth from the real world to the virtual, and the other way round as well. Read more ….
In a long, but fascinating article in the journal, E-Media Studies, Lori Landay, examines the new frontiers of experience being explored within the context of computer games and virtual worlds. She begins with a reference to Soviet filmmaker, Dziga Vertov’s, description of those new perspectives opened up by the movie camera. In the 1920′s, he coined the term “kino-eye” as a way of personifying, and illuminating the power of a then, new media: film. In the following passage, Vertov gives voice to the camera:
“Now and forever, I free myself from human immobility, I am in constant motion, I draw near, then away from objects, I crawl under, I climb onto them. I move apace with the muzzle of a galloping horse, I pluge full speed into a crowd, I outstrip running soldiers, I fall on my back, I ascend with an airplane, I plunge and soar together with plunging and soaring bodies. Now I, a camera, fling myself … (into) the chaos of movement.”
Landay then springs forward eighty years to the present, discussing those new perspectives that are for the first time possible, not only for well financed film makers, but for anyone with a relatively up-to-date networked computer. Her article, “Virtual KinoEye: Kinetic Camera, Machinima, and Virtual Subjectivity in Second Life,” is well worth a read, capturing as it does, why many of us are finding that digital media in general and virtual worlds in particular are so full of promise.
How did we ever get stuck with this misleading and maddening misnomer, “virtual reality.” Surely it’s a phrase popularized by people who aren’t fully cognizant of the fact that virtuality is the stuff that life is made of. Take clothes for example. Here “virtual reality” sheds light on that other misnomer, “real life.” There is no need at all for clothes in a place like Second Life. The avatar does not need to be protected from the elements, which, arguable, is the only “real” function of clothes. Yet fashion design is huge here. It differs from fashion design elsewhere only in being obviously unnecessary. But the fact is that it’s part of the way in which people, aka, avatars, shape their identities. In this people shuttle back and forth between their worlds and clothes are central to their identity everywhere. Where ever humans congregate they create and at the same time cloak their identities via clothing. Are clothes any less “real” because they are the costumes people wear when they go on stage? “All the world’s a stage,” wrote Shakespeare, “and all the men and women merely players.” Those lines were written long before the phrase “virtual reality” reinforced the myth that the roles we play are not real. But Shakespeare got it. Which is why his plays and poems are as real as anything else that constitutes the human. So, I repeat, “Down with the virtual.”
International piracy ought to be dealt with by an international naval force like the coast guard.
One of the metaverse’s leading designers, Alba2 Rossini, recently indroduced a new outfit inspired by the legendary Paco Rabanne. We admire the direction Alba’s work has taken and are happy to feature her latest.
Vying for space on my lap are the laptop and the spaniel. Both are warm on a cold winter’s day. Happily, there is room for both!
Is iPad an iPhone with a big screen without the phone, or a small notebook without a keyboard? Whatever the answer to that and other questions about this cool tool, the ultimate ultility of the tool, I suspect, will be the apps and whether adding a third piece of hardware to one’s carry on luggage, napsack or briefcase will be worth it.
Exploring the boundary between the virtual and the real.
Key themes include: art, fashion, science, spirituality, technology and politics.
Our goal is to identify ways in which new media can enhance education and entertainment, art and culture generally, while building community across lines of difference.