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The work has been fantastic. Thanks to all the students involved. The URL to access the island from the net is http://tiny.cc/6ZS2v. From here you can teleport to it, and it can be sent out to friends and family wanting to attend the opening next week. Thanks again for all your efforts- it has been great. /Jim

En kort introduktion till Second Life, om hur folk använder och upplever den virtuella världen. Kan även fungera som inspiration till de filmer KA skall göra.

Följ bara länken för att se filmen (den är dessutom transkriberad):


The founder and CEO of “Second Life,” Philip Rosedale, tried something new for him – a simultaneous demo and talk. His online avatar, “Philip Linden,” was on the screen showing things while the in-theater Philip Rosedale was conjecturing about what it all means. “This is a game of ‘Can I interest you more in what I’m saying than what’s going on on the screen?’”

He showed how new arrivals go through the “gateway” experience of creating their own onscreen avatar, explaining that because intense creativity is so cheap, easy, and experimental, the online personas become strongly held. “You can have multiple avatars in ‘Second Life,’ but the overall average is 1.25 avatars per person.” The median age of users is 31, and the oldest users spend the most time in the world (over 80 hours per week for 10 percent of the residents). – The Long Now Foundation

HUMlabII

This is an image of the HUMlab II Island in Second Life which the students will be working with during the course. When we meet on Friday one of the things we will do is begin dividing up the land for each of the groups. Try and imagine what sort of shape and the location of the land you may like for your group. We will talk about it more on Friday.

From our first meeting a few ideas sprang up regarding Second Life, Virtual Worlds and Machinima Film. In this entry I am only going to deal with the first one, more on the others shortly.

Second Life
At this stage it is important for both groups to get to know Second Life. Explore the spaces and places of Second Life. In the presentations today the groups showed us:

Museologi
Classic Paintings Gallery Dottyback
Roma (SPQR) Ancient Rome
Birka Viking Village
Frank Lloyd Wright Museum
David Rumsey Map Museum
Dresden Gallery
Cultural Arts Museum (Tiffany Painter): Childhood Memories
StormEye (Douglas Story)
Pop Art Lab (PAL)
Native Lands (Red RocK Mesa)
Virtual Harlem/First Ethiopian Church/Train Station

Kulturanalys
Magic Mall
Isle of Lesbos
Gender Square: Gender Equality in First and Second Life (excellent collection of papers on gender related issues)
BLU Dancebar
Sadie’s Dyke Bar and Butch Store
Club Galaxy
Dragqueendom
Space, Ibiza
Buddha Centre
Shaolin Gardens
Ambrosia Dance Club

My suggestions
Bodily Beauty in Second Life
Zindra Official SL Adult Content Island
Furries

Avatar and Identity
Life Across Boundaries: Design, Identity, and Gender in Second Life
Review of Digitizing Race: Visual Cultures of the Internet
Lisa Nakamura, Cybertypes: Race, Ethnicity, and Identity on the Internet (NY: Routledge) 2002.
Shaowen Bardzell and Jeffrey Bardzell, Docile avatars: aesthetics, experience, and sexual interaction in Second Life
Rune Klevjer, Doctoral dissertation: What is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games (pdf). The public defence took place 9 February 2007, with 1. opponent Espen Aarseth and 2. opponent William Uricchio.
Avatars R Us? Discourses of Community and Embodiment in Intercultural Cyberspace by Paul McIlvenny
Judging yourself by appearances: hey say you can’t judge a book by its cover – an exhortation against judging the character of people based on factors they have no control over. Nonetheless, people do do it, and frequently. There are some interesting aspects to this. One is that we judge ourselves this way. The other comes when we can choose those covers – for example, our avatars.
Peachpit: The Three White Girls from YouTube: A Modern Day Fable > What It Is, Part Two: The Three White Girls from YouTube
What is real online? Does it matter? Author Mark Stephen Meadows explores the role of the avatar using the stories of three white girls from YouTube and the debate that resulted from their collective fame.

The Museologi Groups

Group 1:
Jani Pellikka
Peter Westling
Cecilia Douzette

Group 2:
Ellen Mägi Hurtis
Elenora Klingestam
Michelle Stensson Larsson
Johan Olasson

Group 3:
Victor Brog
Anu Kjäll
Stina Lindh

Group 4:
Lina Ingvarsson
Marcus Hammerstöm

Those people who were there for the presentations of inspirational areas and are not on the list should contact Jim as soon as possible:
jim.barrett(at)humlab.umu.se

Welcome to HUMlab and the new term. This is the administration blog for both the Museologi and Kulturanalys program courses that will be run in HUMlab this term. Much of our work together will take place in the online virtual world of Second Life. There are a million things I would like to tell you about virtual worlds and Second Life (I have been working with them since 2003) but I thought maybe we should just start with a simple introduction to Second Life (hereafter SL).

SL is an adults only, multi-user persistent (means that it does not go away when you log out, but continues on, like the world does when you are asleep – believe it or not) social online virtual world. Sometimes these sorts of things are called MMORPGs (Massive Multiplayer Online Role Playing Games) or to be more precise, as SL is not strictly speaking a game, a MUVE (Multi User Vitrual Environment). The most important feature I think that defines SL is that it is social. There is no goal or quest as part of being in SL, like there is in World of Warcraft or Starcraft and other such MMORPGs. The people who use SL make it what it is. It is for this reason that SL is perfect for a number of things that are useful in higher education:

* As a stimulative environment it is possible to replicate a lot of situations and behaviors in SL from the worlds of fashion, language, physics, sex, architecture, genders, religion and more. Often these situations and behaviors are just the users themselves as they communicate with each other and express themselves. Everything you see in SL (buildings, clothes, programmed behaviors) is made by the users, for better or worse. The population of SL is several million but no one is sure. Being able to access such large groups of people and their creations means it is easy to gather information and watch how people express themselves within the frame of ‘culture’ in the virtual world. It is important to remember that while the word ‘virtual’ does have some meaning in relation to SL, everything that happens in the world has a basis in what can be called ‘reality’.

* As a tool SL can be used to create films, build a three dimensional archive, hold meetings, teach classes, build communities, meet people, make art, advertise, do market research, hold religious services and worship, create online museums and probably a lot more.

* SL is used as a teaching and learning environment. For the rest of this term SL will be your environment for the course. An island has been created for the museologi students to experiment and create a project for each of the groups. The kulturanalys students, who will have a base in a re-creation of Umeå University’s Lindellhallen will be using SL as a type of research field and for the raw materials for a film.

For our first meeting Stefan Gelfgren and myself (Jim Barrett) will introduce ourselves and SL. We will show you around the HUMlab islands in world and speak about how we can help you and what is expected of you over the coming months. This is going to be an amazing experience for everyone concerned. Again welcome!

Once you have opened a SL account and created an avatar you can teleport to the HUMlab Island in Second Life by clicking or pasting this URL link: http://xrl.us/HUMlabSL

Virtual worlds such as Second Life have become an area of ever expanding interest for pedagogical and artistic experiments. Now, students from the museology program at Umeå University have engaged with the 3D virtual world platform.

A vernissage exhibition will take place on Tuesday 20 January at 7:00 PM at HUMlab at Umeå University, located one level below the University Library.

Second Life is a 3D virtual world accessible via the internet with users around the entire globe. Countless galleries, museums and artists are already engaged in worlds like Second Life. The museology program students at the Department of Culture and Media Studies are the latest example of how virtual online worlds can be used in education.

For several intensive weeks within the framework of their study program, the students have explored the possible opportunities that virtual worlds have as museological platforms. The result is four exhibitions that illustrate and adapt to themes such as gender/sexuality/disability, social stratification, place/region/nation, and ethnicity/religion.

Existing Second Life users can experience the exhibition from the 20th of January via: http://xrl.us/HUMlabSL

The 3D world of Second Life is a social arena that makes it possible to communicate and learn in new and different ways than previous digital platforms. A far as we know, the museology programme at Umeå University is the first in Sweden to use Second Life in this educational format.

Time: Tuesday 20 January, 7:00 PM
Place: HUMLab, Social Sciences Building
Web site: http://www.humlab.umu.se/about

For further information, please contact:
Susanne Lindström, Department of Culture and Media Studies
Phone: +46 (0) 90-786 69 79

These exhibits open at 3:30 p.m. slt on Sunday December the 28th. At 3:30 we will congregate at the sim of Ars Simulacra and tour the exhibit created by Glyph Graves. Glyph’s pieces are generally kinetic, sometimes reactive pieces of virtual art and prim manipulation. Light and color permeates each piece in such a way that you may be mesmerized for hours. A musician will be performing live for your listening pleasure during the opening.

At 5:00 p.m (SLT) we will meet at the Aho Museum. The Aho brings to you numerous works with a wide variety of unique Second Life art, including several one-of- a- kind pieces from various artists. The Museum is an amazing work of architectural art created by NMC’s CJ Carnot. While settings are on midnight, you will notice the subtle changes in hues on the building and will be awestruck by the beauty and design.

The two featured artists at this exhibit are Gwen Carillon and Gracie Kendal. Gracie’s art is located on the third floor of the museum and Gwen’s is outside in the west and southwest sculpture gardens.

Ars Simulacra Teleport

From the NMC Campus Community

Dear Jim

I’m sorry for taking some time to answer, it’s been a busy few weeks…

Your Second Life project seems interesting, and I’m sure it raises a few questions that the current legal structure in the higher education area is not equipped to deal with. However I will do my best to answer the questions you raise in your e-mail.

Firstly the university should not, and may not, encourage the students to use copyrighted material in violation of intellectual property laws. As I understand your e-mail the use of the particular materials has been primarily an initiative by the students? I do believe the university still has a responsibility to educate the students on the lawful use of such material and to – within reasonable limits – ensure that our students does comply with IP-laws when fulfilling their assignments. There is a certain room in the swedish intellectual property laws (Upphovsrättslagen) to use materials for scientific and artistic critique. This right does not however include the right to use movie-works such as the documentary from SVT. The Harry Potter photos could, depending on the context of their use be argued to fit within the artistic/scientific critique allowed by the law, but I’m afraid the law was not written with virtual museums in mind, and I think the outcome of a case trying that particular legal question would be hard to predict but likely not to include the right to use them in a virtual museum. My recommendation is therefore to ask the students to remove both the SVT documentary and the Harry Potter images.

The students could also contact SVT and ask for permission to use the movie, as well as the studio owning the Potter photos. As for the policy you requested, the university jurists has written a letter to Utbildningsdepartementet calling for a renegotiation of the copy-agreement which regulate our right to use copyrighted material in the educational context, to allow for a broader use of such material in the growing digital educational arena. As of today there has been no response, but with a little luck there will be a better agreement available in the future. In the meantime, if there are any specific questions that arise, don’t hesitate to contact us with questions.

Best regards

Markus Naarttijärvi
Bitr. Universitetsjurist
Umeå universitet
090 – 786 63 93

These are images from Maria Bäcke’s workshop on building in Second Life. If you missed her seminar the day before the stream is available from HERE.

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