[-empyre-] Greetings
Hi everyone, and thanks for the introduction Melinda :),
Although I have been investigating virtual worlds since the late 1990s,
I'm still a bit of a Second Life newbie.
I logged onto SL for the first time in mid-2006, but various
frustrations (including an old computer) made the experience quite
difficult to negotiate and I still find the whole Second Life phenomenon
both intriguing and frustrating - often both at the same time! However,
I actually find the newbie experience a particularly interesting one and
will post more about that later.
First though, it's been great reading Patrick's postings about using
Second Life as a performative space and, in my own limited experience of
Second Life, the most interesting stuff I have come across is definitely
the performative. As Patrick has already mentioned, Eva and Franco
Mattes' re-enactments of famous performance art pieces of the 1960s and
1970s, as well as the work of Second Front and artists like Gazira
Babeli make the most of the real-time graphics capabilities of virtual
worlds and their ability to involve the audience as active participants
rather than just passive viewers and audiences. I've also been quite
enchanted by Adam Nash's interactive artworks/musical instruments but as
he will be joining the discussion himself in a few days perhaps it's
best to leave that discussion until then ...
Visiting Gazira Babeli’s retrospective exhibition 'Collateral Damage' in
the Exhibit A gallery on Odyssey Island is a Second Life experience that
shouldn't be missed. It's a bit like entering an Alice in Wonderland
world, simultaneously magical and uncanny. Describing herself as a 'code
performer' Babeli makes use of the elastic virtual physics of the
digital terrain to create interactive art works where audience
interaction sets off a series of playful, unpredictable and sometimes
disturbing animations. Her Andy Warhol inspired work 'Second Soup' traps
your avatar in a looped animation within the soup can (‘You love pop art
but pop art hates you!’ the work tells you). Another work, 'Come
Together' enables audience avatars to morph and merge into a collective
living sculpture. Or you can even take on Gazira's identity - buying her
self-portrait (for the very modest sum of 1 Linden $) enables you to
wear her avatar. Everything is interactive and you have to be careful
what you touch, and what you agree to sit on! Taking up Gazira's
invitation to sit in a chair in the exhibition, my avatar was possessed
by one of her voodoo-like ‘performance codes’ and began to spontaneously
make strange arm and hand gestures. Sitting on a chair in one of the
paintings on the wall triggered an even more disturbing transformation
as my avatar body was grotesquely distorted and deformed, body parts
stretching and swapping place even after I freed myself from the chair
and tried to escape! There's a fine line between performance art and
griefing in Second Life!!
Kathy Cleland
--
Lecturer, Digital Cultures Program
S316, John Woolley Building A20
University of Sydney
phone: + 61 2 93514721
mobile: 0411 474 551
www.arts.usyd.edu.au/digitalcultures
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