[-empyre-] Memory Errors intheTechnosphere: Art, Accident,
Archive
Norie Neumark
norie5 at mac.com
Sun Nov 25 16:18:08 EST 2007
Hello Johannes,
thank you so much for sending information about the Ballettikka
Internettikka Stattikka project which looks fascinating and complex
and touching. i watched and listened to the archive video of the
performance and it am curious about how you think the static worked
in the live performance and in the archive... and do you think it
had the same effect in both? do you think it creates a sense of
untimeliness? perhaps there is a connection between accident and
static, to follow up with the accident thread?
On 23/11/2007, at 5:43 AM, Johannes Birringer wrote:
> hello all:
>
> very interesting discussions seem to be going on, i could glance
> and wish not to interrupt debate.
> but the reference to "avatar nostalgia" and voice/voice experience
> in digtital or virtual environments is
> so fascinating.
>
> i want to mention that we have festival going on at Dresden
> Hellerau at the moment (CYNETart_07encounter)
>
> (http://www.cynetart.de)
>
> which is particularly invested in setting up shareable virtual
> environments that are explored physically as well as through real-time
> compositions and recompositions of voice.
I'm curious about the same questions as above in relation to voice
and recomposition of voice in this work too.
>
> More convoluted, even, were the experiments last weekend to create
> a live performance
> with remote partners inside a "stage set" created in Second Life
> adapted from real historial (re-membered) "sets" drawn by Adolphe
> Appia but not realized, except that the rhythmic movement
> vocabularies by Dalcroze were recorded or re-drawn in a book by
> Dalcroze.
> Young music artists from the Dresden music academy then constructed/
> improvised a 1912 performance ("Oprheus") as if they could
> reconstruct
> it, although there are no filmic documents or notations, and the
> live performance was shown here Sunday on a real set with the
> projected digitally
> re-created animations (Vrml) inside a SIM of the Second Life tele-
> plateau (programmed/created by Michael Takeo Magruder).
>
> If someone is interested --- i have been keeping a diary of the
> festival performances at the website here, especially, also,
> of the "Tele-Plateau" experiments last weekend with real-time
> interaction and the use of voice.
yes, i'm very interested...
best
norie
>
> there was one other performance, by Igor Stromajer, networked live
> from Hong Kong, which perhaps addressed the issue of "avatar
> nostalgia" or loneliness.
> it is also described and recorded on our website, as well as on
> Stromajer's "intima" website (http://www.intima.org/bi/stattikka)
>
> http://body-bytes.de/02/?cat=53&language=en
>
>
> with regards
> Johannes Birringer
>
> c/o Dresden, Germany
>
>
>
>> wow, fascinating... btw, any other ways they use sound and
>> particularly voice?
>
> in my experience voice tends to be used mostly in game cinematics and
> player to player communication. language based narrative tends to be
> driven through on screen text based dialogue boxes. however if anybody
> is playing or aware of a mmorpg whose narrative is driven primarily
> through spoken voice i would be very interested to know.. i believe
> that (implemented well) this could only add to the strength of the
> mnemonics of the game?
>
> (as an aside) with the advent of the spatialised audio voice chat
> channel in SL a whole new set of possibilities for creative audio have
> been made available...
>
>> and how does this affect your desire to come back or the way you
>> engage?
>
> i started thinking about this very point the moment i sent off my
> post.. what i have found with 'eve online' is that without the
> personal historical investment (or the ability to invest the game
> environment with distinguishable external memory traces) it becomes a
> mediative and relaxing process, a place to return to where one can
> 'switch off'. this relates back the earlier conversation regarding
> "the perfect Zen dream of be-here-now" and while i am unqualified to
> discuss this in relation to eastern philosophy, i would say that this
> state is not reached when "all memory is external" but when you find a
> 'place' (internal or external) that does not enable or encourage
> recall. (but then of course imagination comes further into play - the
> self is not so easily dismissed!)
>
>> I'm just getting into SL... and agree with what you say! i'm
>> wondering, where are these blogs and photo albums available --
>> linked to SL in someway or not? btw, what's your avatar called, when
>> do you hang out there? (hope that doesn't go against netiquette to
>> ask... if so, apologies, and see ya offline)
>
> a good place to start is the secondlife.com forums. there is a forum
> SL Forums > Resident Forums > Resident Conversation > Resident-Run
> Websites. (i have included my second life details in my signature of
> this post.)
>
> cheers
> andrew
>
>
> andrew burrell
> http://www.miscellanea.com
>
> nonnatus korhonen
> http://slurl.com/secondlife/Escanes/34/180/46
> http://palace-of-memory.net
>
>
>
>
> On 21/11/2007, at 11:02 AM, Norie Neumark wrote:
>
>> hi andrew and all,
>> On 20/11/2007, at 7:43 PM, andrew burrell wrote:
>>
>>> hi mickey and all,
>>>
>>> avatar nostalgia is built right into games such as World of
>>> Warcraft,
>>> and i think the clever (and intentional) manipulation of a players
>>> sense of nostalgia for their own in game experiences (mediated
>>> through
>>> their avatar and user interface) is one of the reasons for the
>>> success
>>> of these games. in many ways WoW is a well structured mnemonic
>>> environment firmly situated in the the lineage of the classical Art
>>> of Memory (as outlined in the rhetorical guides of Cicero,
>>> Quintilian
>>> et.al. and 'externalised' by Camillo in his theatre of memory).
>>>
>>> WoW follows all of the rules for creating an 'artificial'
>>> environment
>>> upon which one can construct - as an active rather than passive
>>> memorisation - an external and navigable system of memory. every
>>> 'region' in the game is distinguishable visibly and aurally from one
>>> another. there are well defined paths that move from major site to
>>> major site (each distinctive in its own way) and a separate piece of
>>> music plays in, and represents each, definable area. memories of not
>>> only in game experience but also 'real life' experience (as in
>>> emotions or experiences or mind-space etc. that a player comes to
>>> the
>>> game with) are then encoded into areas of the games mnemonic
>>> landscape
>>> that are then triggered, as one revisits these sites at a later
>>> time.
>> wow, fascinating... btw, any other ways they use sound and
>> particularly voice?
>>>
>>> in order to test this theory i have recently been playing a mmorpg
>>> called 'eve online'. the avatar in this game is a faceless spaceship
>>> and the navigable landscape is the vastness of the universe which is
>>> astoundingly homogenous and despite the game boasting a universe of
>>> thousands of star systems to explore, the only real difference
>>> (besides are nebular here, a gas cloud there) is the narrative that
>>> is created through interacting with npc's and other 'real life'
>>> players - but i find that this narrative seems to float, aimlessly
>>> unattached to anything 'physical', until it becomes irretrievable.
>>> and
>>> as if the makers of this game were doing their own experiments in
>>> the
>>> Art of Memory, music plays from a playlist and is not site specific
>>> so
>>> it can never be tied to a memory in space. in opposition to many of
>>> the other successful mmorpg 'eve online' seems to break every
>>> rule of
>>> the classical Art, and as a consequence i have found that memories
>>> are
>>> NOT encoded in its persistent world and that this game cannot act as
>>> an environment of 'externalised' or 'artificial' memory - perhaps
>>> its
>>> persistence breaks down through sameness...
>> and how does this affect your desire to come back or the way you
>> engage?
>>>
>>> a similar thing could be said of second life. while i have spent
>>> many
>>> many hours building, creating and exploring SL, i find it very
>>> difficult to maintain a personal history within the SL world itself.
>>> not only does much of its vast expanse look incredible similar,
>>> it is
>>> also constantly changing, visual landmarks come and go and
>>> navigation
>>> becomes a matter of 'teleporting' from bookmark (co-ordinate based
>>> landmark) to bookmark. AND this brings me back to the archive and
>>> documentation. to overcome the constantly shifting and impermanent
>>> nature of SL many people have began to create blogs, photo albums or
>>> other such archives of their experiences in SL in order to create
>>> their own personally defined and navigable
>>> memory-scapes/theatres/palaces/artifices..... remind anyone of 'real
>>> life'?
>> I'm just getting into SL... and agree with what you say! i'm
>> wondering, where are these blogs and photo albums available --
>> linked to SL in someway or not? btw, what's your avatar called, when
>> do you hang out there? (hope that doesn't go against netiquette to
>> ask... if so, apologies, and see ya offline)
>> best
>> norie
>>
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