1 | Page Art 2.0: Identity, Role Play and Performance in Virtual Worlds Georgie Roxby Smith Master of Fine Art (by Research) VCA Art The Faculty of the Victorian College of the Arts and Music The University of Melbourne November 2011
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Art 2.0: Identity, Role Play and Performance in Virtual Worlds
Georgie Roxby Smith
Master of Fine Art (by Research)
VCA Art The Faculty of the Victorian College of the Arts and Music
The University of Melbourne
November 2011
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Abstract
Art 2.0 – Identity, Role Play and Performance in Virtual Worlds is a studio based research
project positioned within the virtual world of Second Life. Focusing on identity as a key
provocation, the project explores new possibilities of the use of virtual reality software in
contemporary art through repositioning “in world” performances into physical installations
to create mixed reality video and installations. The key difference in methodology is my
approach to the work from an installation paradigm rather than code or script based models
used by new media artists. The work breaks with traditional forms of visual arts practice -
installation, new media art, video art, and performance - and attempts to bring them
together in one "event". This exploration not only questions the “bastard space”1 in which
this work exists but also the nature of identity in the virtual realm and how the image of
identity affects the nature of contemporary art and performance in this new frontier. The
project is supported by research on role play and identity and the work of artists and
theorists who utilise Second Life as a primary medium.
Beginning with an examination of how role play and identity have been explored by
contemporary artists such as Tracey Emin, Mariko Mori and Cindy Sherman and drawing on
virtual world theorists such as Patrick Lichty, the creative component of this project includes
installation, mixed reality performance and machinima.
Your Clothing is Still Downloading is a multi dimensional installation which includes a live
performance by the real life performers and Second Life avatar performers, pre-recorded
machinima and video, a live video stream into Second Life, a virtual build of the gallery in
Second Life and live projections within the gallery space. This work – which explores identity
and desire - is accessible both in the gallery and via a Second Life portal. The technical
demands of this work on the system often results in a major crash, negating the work in its
process.
/<exquisite corpse> dead daddy explores themes of identity and death in virtual worlds. The
work is a four video horizontal projection composed of Second Life and re-photographed
images of my dead father in a 21st Century “exquisite corpse.”
The final work iObject is a four video machinima where the identity of my Second Life self
portrait avatar is completely negated.
1 DOESINGER, S. 2007. Bastard/Alien Spaces and SL Based Art. Empyre - Missive 2 [Online]. Available
from: https://mail.cofa.unsw.edu.au/pipermail/empyre/2007-august/msg00034.html 2011].
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Certification
This is to certify that(i) the thesis comprises only my original work towards the Masters ,(ii)
due acknowledgement has been made in the text to all other material used,(iii) the thesis is
12,555 words In length, Inclusive of footnotes, but exclusive of tables, maps, bibliographies
and appendices.
…………………………………………………
Georgie Roxby Smith
/ /2011
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Acknowledgements
I would firstly like to acknowledge my supervisor Dr. Edward Colless for his invaluable
feedback and support.
Dr. Christiane Paul, Professor of Visual Arts at The New School and author of the seminal
book Digital Art for her generosity of time, knowledge and for sharing her expertise.
Robert Wilson, Sherry Dobbin, Nixon Beltran and staff at the Watermill Center, New York,
for providing creative support and guidance during my residency to develop the creative
component of this project and beyond.
Paula van Beek, Oberon Onmura and Fernando Ariel Gallardo for sharing their wonderful
creativity in collaborating on ‘Reality Bytes’ at the Watermill Center in 2010.
Daniel Mounsey AKA Pyewacket Kazyanenko for his for the generosity of his time given to
reading and offering insightful feedback on this thesis.
Dr. Sonja Pedell and Peter Benda for their support, feedback and for allowing me to present
my research to the Interaction Design Group, Department of Information Systems, University
of Melbourne.
Norbert Loeffler for his expertise and time.
Associate Professor Barbara Bolt, Dr. Stephen Haley and the staff at the Victorian College of
the Arts.
The American Australian Artists Alliance, Ian Potter Cultural Trust and The University of
Melbourne for their financial support.
Margie Mackay for her wisdom and advice.
Nettrice Gaskins for her interest in this project and inclusion on the Art21 blog.
My family and friends – Rosemary Smith, Dan Smith, Rebekah Burgess-Smith, Annie Helps,
Mo Smith and all at Blender Studios - for their ongoing support.
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Chapter Outline
Contents Abstract .......................................................................................................................................2
Certification.................................................................................................................................3
Acknowledgements .....................................................................................................................4
Chapter Outline ...........................................................................................................................5
Illustrations .............................................................................................................................6
Introduction: ........................................................................................................................ 10
Chapter 1 Why virtual art? ................................................................................................... 12
Chapter 2 - On Role Play ...................................................................................................... 14
Role Play in Contemporary Art ........................................................................................ 14
Role Play – Gender and the Self ....................................................................................... 18
Re-enactment................................................................................................................... 21
Chapter 3 - On Being Virtually Human ................................................................................. 22
The Avatar Self ................................................................................................................. 23
Digital Identity and Desire................................................................................................ 28
Digital Identity and Death ................................................................................................ 30
Chapter 4 - On Mixing Realities ........................................................................................... 31
Sculpture and Installation ................................................................................................ 32
Performance .................................................................................................................... 34
Chapter 5 – On Real and Virtual Audiences ......................................................................... 36
Conclusion Identity download – negating the self .............................................................. 40
Bibliography ......................................................................................................................... 42
APPENDIX 1 .......................................................................................................................... 46
APPENDIX 2 – Reality Bytes Narrative/Synopsis distributed to audience ........................... 49
APPENDIX 3 – Reality Bytes planning email examples indicating technical issues related to
the work ............................................................................................................................... 51
APPENDIX 4 ByteN Score ..................................................................................................... 55
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Illustrations
Fig 1
Screen shot from Eva and Franco Mattes aka 0100101110101101.ORG Re-enactment of Marina Abramovic and Ulay's Imponderabilia, Synthetic Performance, Second Life, 2007. Source: http://0100101110101101.org/home/reenactments/performance-abramovic.html
Fig 2
Kristine Schomaker and her avatar Gracie Kendal from The Grace Kendal Project, Second
Life screenshot, 2011. Source: http://graciekendal.wordpress.com/
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Fig 3
Reality Bytes Performance Still, Watermill Center New York, Georgie Roxby Smith, April 2010. Source: Personal documentation, image credit Paula van Beek
Fig 3
Byte<N> Installation Still, Georgie Roxby Smith, Rear View Gallery, Melbourne, 2010. Source: Personal documentation, image credit Georgie Roxby Smith
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Fig 4
Byte<N> Performance Still, Georgie Roxby Smith, Rear View Gallery, Melbourne, 2010. Source: Personal documentation, image credit Paula van Beek.
Fig 5
/<exquisite corpse> dead daddy Installation Still, Georgie Roxby Smith, 2011. Source: Personal documentation, image credit Georgie Roxby Smith
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Fig 6
iObject Video Still, Georgie Roxby Smith, 2011 Source: Personal documentation, image credit Georgie Roxby Smith
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Introduction
Free and available to anyone with an internet connection, the accessibility of the most
popular virtual world, Second Life, makes it a perfect vehicle for new media and
contemporary artists to explore and question virtuality whilst remaining relevant to the
contemporary audiences. As technology advances, this world and others like it will become
more commonplace. Most likely elements of these virtual worlds will make their way into
our everyday communication systems such as email and mobile devices. Artists have always
been the pioneers in pushing the boundaries of new technology and humankind has always
inhabited a conceptual universe that is every bit as important as the physical world. Justin
Clemens who, along with Adam Nash and Chistopher Dodds, received the inaugural Second
Life Residency Grant from the Australia Council of the Arts stated “Every era has a form that
exemplifies it: In Shakespeare’s time it was theatre, today it is Second Life. It’s a question of
trying to meet the new challenges of a new time – and the new space that it generates.
Second Life epitomises the innovations of contemporary technology and culture: an entirely
virtual world that has entirely real effects.”
I first explored Second Life in 2009 whilst investigating global and digital cities during my
Master of Visual Art (by Coursework) at the Victorian College of the Arts. The process of
creating an avatar – a digital representation of myself – was flawed from the beginning.
Being new to the software it was impossible to achieve the desired results to create a striking
avatar being amongst a sea of perfectly rendered avatar peers. Moving my virtual body
through this digital environment had a strange and unexpected physical effect. Immersing
myself in the screen by day, each I night I dreamt in a “Second Life” world – trees, people
and buildings streaming past me in a nauseous wave of dizziness. Secondly, when objects or
other avatars made digital contact with me, I noted an odd physical reaction in my own
body. I was quick to discover there was a “gut reaction ….there is reality in virtual reality.”2
The brain seemed somewhat confused between these two physical planes.
Exploring this notion, I set about creating what are termed “mixed reality” installations,
blurring the lines between the real and the virtual. My initial objectives were to question the
idea of materiality through the creation of objects and situations of indistinct form and
2 LICHTY, P. 2009c. She[s] Got A Hammer : Hammering the Void. Not Possible in Real Life [Online].
Available from: npirl.blogspot.com/2009/05/shes-got-hammer-hammering-void.html [Accessed 22/9 2009].
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reality, to explore the position of audience by creating a space where viewers are in multiple
realities at once and to break with traditional forms of visual arts practice, installation, new
media art, video art and performance to bring them together in one "event". By extracting
and re-injecting my Second Life avatar into physical space, the work existed on a
kaleidoscope of planes: in world, within a body of physical sculptures, as ephemeral
projections in space; and as recreated performances by both humans and avatars. My work
Reality Bytes attempted to bring these multiple realities together in the one event. Gallery
visitors were able to experience reality cross-overs in all elements of the installation –
whether in objects within the room or the way they could access the work, through virtual
reality, a physical reality or both simultaneously. The work was also a play on the
combination of utopian and dystopian characteristics, crossing over between the slum like
dystopia of the physical space and the excessive consumption and hyper sexuality of the
parallel world. In addition, the more I worked with Second Life the more it became apparent
that this work centred around identity. In Second Life “everything is there to play a role”3 –
including ourselves.
Beginning with an examination of how role play and identity have been explored by
contemporary artists such as Tracey Emin, Mariko Mori and Cindy Sherman and drawing on
virtual world theorists such as Patrick Lichty, the creative component of this project includes
installation, mixed reality performance and machinima.
Body of Works
Your Clothing is Still Downloading is a multi dimensional installation which includes a live
performance by the real life performers and Second Life avatar performers, pre-recorded
machinima and video, a live video stream into Second Life, a virtual build of the gallery in
Second Life and live projections within the gallery space. This work – which explores identity
and desire – is accessible both in the gallery and via a Second Life portal. The technical
demands of this work on the system often results in a major crash, negating the work in its
process.
/<exquisite corpse> dead daddy explores themes of identity and death in virtual worlds. The
work is a four video horizontal projection composed of Second Life and re-photographed
images of my dead father in a 21st Century “exquisite corpse.”
3 DOESINGER, S. 2008. Space Between People: How the Virtual Changes Physical Architecture, Prestel,
USA. p 14
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The final work iObject is a four video machinima where the identity of my Second Life self-
portrait avatar is completely negated.
Chapter 1 Why virtual art?
“From now on humankind will have to act in two worlds at once.”
Marie Louise Angerer, The Making of …Desire, Digital4
Since the rise of virtual reality in the 1990s and the early pioneering work of artists such as
Myron Krueger, contemporary artists have been exploring and extending the boundaries of
cyberspace and the virtual worlds that exist within it. Art 2.0 – Identity, Role Play and
Performance in Virtual Worlds is a studio based research project positioned within the virtual
world of Second Life. Chapter 1 introduces virtual reality and the emergence of the virtual
world of Second Life and affirms its selection for a creative research project.
Leading theorist Michael Heim defined virtual reality as “an immersive, interactive system
based on computable information” (Heim, 1998). Virtual worlds are defined as “a spatially
based depiction of a persistent virtual environment, which can be experienced by numerous
participants at once who are represented within the space by avatars.” 5 These virtual worlds
have three fundamental elements – they are i) places, ii) inhabited by persons and iii)
enabled by online technologies.6 Beginning with the hooded and gloved immersions of early
virtual environments, these technologies have developed through chat rooms, Multi- User
Domains (MUD) and MUD Object Orientated virtual rooms and online environments which
worked like collaboratively authored text books, evolving from games such as Dungeons and
Dragons.7 It was only a matter of time until technology advanced enough to allow high end
3D graphical forms of these virtual realities to be available on personal computers, accessible
to anyone with an internet connection.8 It was at this point that Second Life emerged.
4 ANGERER, M.-L. 2003. The Making of…Desire, Digital [Online]. Available:
http://www.medienkunstnetz.de/themes/cyborg_bodies/postsexual_bodies/3/ [Accessed 11/08 2011]. 5 KOSTER 2009 via MARK W. BELL, I. U. 2008. Toward a Definition of Virtual Worlds. Journal of Virtual
Worlds Research -Virtual Worlds Research: Past, Present & Future, 1, 5. 2009 p 2 6 BOELLSTORFF, T. 2009. Coming of Age in Second Life An Anthropologist Explores the Virtually Human,
Princeton, Princeton University Press. p 17 7 LUNENFELD, P. 2000. The digital dialectic : new essays on new media, Cambridge, Mass. ; London,
MIT., p 18 8 AU, W. J. 2008. The making of Second Life : notes from the new world, New York, Collins. p 8
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Launched in 2003 by Linden Lab, Second Life is accessible to users or “residents” by
downloading a free program called the Second Life Viewer. Residents create a fully
customised avatar which they operate as a virtual human to explore, meet other residents,
socialise, participate in individual or group activities, create and trade virtual property, or
travel throughout the world, which residents refer to as the grid. Central to Second Life’s
uniqueness is that 1) it is not a game and 2) the world is completely user driven. Second Life
is not defined as a game as there are no rules and no activities avatars must perform in order
to access special areas, own objects or advance to other levels. There is no overriding
infrastructure imposed by a master creator. All lands, buildings, clothing and every other
imaginable object are created through online scripts and building tools by the users
themselves (of which there are to date a staggering 24 million).9 These lands and objects are
often positioned as hyper utopias or anarchistic dystopias, the latter most often in role
playing sims. Second Life users spend a large amount of time online, with figures from 2009
showing 38% of users had been engaged with Second Life for over a year and 31% of users
spent 16 hours or more a week logged in to the virtual world.10
The fact that Second Life is not a game is a leading factor in its selection as a subject of
creative research. The software is based around a recreation of reality itself, with the main
aim of many users being social interaction – hence, whilst many of the issues of role and
identity play are relevant to other virtual worlds and online games, I have chosen to focus
solely on Second Life. Free and available to anyone with an internet connection, the
accessibility of Second Life makes it a perfect vehicle for new media and contemporary
artists to explore and question virtual worlds whilst remaining relevant to the contemporary
audiences. In the future, the virtual world of Second Life and others like it will become more
commonplace as they are increasingly accessed by mobile devices, rather than desk-bound
terminals. Most likely elements of these virtual worlds will make their way into our everyday
communication systems such as email and mobile devices. Arguably, artists have always
been the pioneers in pushing the boundaries of new technology and humankind has always
inhabited a conceptual universe that is every bit as important as the physical world.11 Justin
9 LINDEN, B. 2011. Q1 2011 Linden Dollar Economy Metrics Up, Users and Usage Unchanged [Online].
Available: http://community.secondlife.com/t5/Featured-News/Q1-2011-Linden-Dollar-Economy-Metrics-Up-Users-and-Usage/ba-p/856693 [Accessed 7/7/2011 2011]. 10
LOUREIRO, A., DEPT COMMUNICATION AND ART, UNIVERSITY OF AVEIRO, PORTUGUL 2010. Buidling Knowledge in the Virtual World - Influence of Real Life Relationships. Journal of Virtual Worlds Research - The Metaverse Assembled, 2, 12. 11
Myron Krueger Live, Jeremy Turner from Live in the Wires:the C Theory Reader, edited by Arthur & Marylouise Kroker, New World Perspectives, Canada, 1994. p 376
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Clemens who, along with Adam Nash and Christopher Dodds, received the inaugural Second
Life Residency Grant from the Australia Council for the Arts states, “Every era has a form that
exemplifies it: In Shakespeare’s time it was theatre, today it is Second Life. It’s a question of
trying to meet the new challenges of a new time – and the new space that it generates.
Second Life epitomises the innovations of contemporary technology and culture: an entirely
virtual world that has entirely real effects.”12
Where there is social currency, simultaneously a high value is placed on identity and
persona. Contemporary artists are embracing Second Life in increasing numbers not only to
explore new media art within the virtual realm, but also question what it means to be
virtually human and to explore materiality and the boundaries of the space itself. This project
is an augmentation to these investigations by exploring the nature of the performing self,
performing surrogates of itself through role play.
Chapter 2 - On Role Play
The malleable nature of digital identity within virtual worlds and the unique methods by
which users create and manipulate their avatars invites the question of role play – how much
of our virtual selves is pretence/play and how much of our true selves are we investing in our
online personas? Cyberspace being a multilayered material space – bringing “a physical
elsewhere into the physical presence of the user”13 - means our avatars simultaneously hide
and reveal aspects of the self. As this project explores these questions through the paradigm
of contemporary art, Chapter 2 will investigate the nature of identity of role play in the
history of art as a prelude to the discussion surrounding the different ways these roles are
questioned by artists with emphasis on of self, identity and how these concepts translate to
the current practice of artists working in virtual worlds.
Role Play in Contemporary Art
The term role play has many different connotations in contemporary art, from an artist’s role
in society, the conscious and subconscious roles artists undertake and the different
methodologies that contemporary artists embrace to explore the concept of role play within
their practice. The role of artists in society has a long and varied history, from the
Renaissance - when the role of artist changed from that of modest craftsman to the level of
12
Australia’s first Second Life arts residency, Australia Council Media Release. http://www.austrlaliacouncil.gov.au/the_arts/features Accessed 24/04/09 13
NUSSELDER, A. 2009a. Interface fantasy : a Lacanian cyborg ontology, Cambridge, Mass. ; London, MIT Press. p 50
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philosophers and poets - to today’s commonly defined role of contemporary artist as social
watchdog and commentator on cultural values. Many of these interpretations stem from
Rimbaud’s idea of the role of seer –one who must descend into madness and re-enter the
world with a new vision of experience. This idea is reflected in Herbert Read’s book Art and
Alienation – The Role of Artist in Society (1967). Read states that art is “eternally disturbing,
permanently revolutionary” because the artist “ always confronts the unknown, and what he
brings back from that confrontation is a novelty, a new symbol, a new vision of life, the outer
images of inward things, ”14 perhaps in the same way that artists are now exploring the new
digital frontier. Such an asocial if Messianic image of the artist has been criticised by artists
as well as by theorists since Read’s time. In Sculpture Projects (1987) 15 Kasper Koenig
investigated both the relationship between art and artists and the public as well as the social,
political and economic dimensions of this relationship.16 Artist, director and curator Pablo
Helguera challenged the preconceived roles of the artist in his address to the Apexpert
conference Inside Out: Reassessing International Cultural Influence held in 2001. Helguera
questioned the need to label artists as “outcasts, educators, missionaries, social workers,
political activists, or movie stars” 17 and stressed the need for artists to remain focussed on
their role as contributors to culture. The myth of the romanticised role of artist as
adventurer, as outcast and “untamed genius” has existed since Picasso, Pollock and - with
the emergence of the post war consumer culture - Warhol and his contemporaries.18 More
recently we have seen the increasing role of artist to that of star or celebrity. Since the art
boom of the later eighties and early nineties artists such as Damien Hirst, Jeff Koons,
Matthew Barney have become resonant brand names – with art collectors eager to buy into
the status surrounding these names at a staggering cost. Although perhaps evoked by
market savvy artists themselves, this new role of artist as superstar also reflects the mass
cultures embrace of celebrity culture19 and increasing focus on “the self” manifested by an
aggressive marketing culture and a digital generation seeking instant gratification.
14
READ, H. 1967. Art and Alienation: The Role of the Artist in Society, London, Thames and Hudson., London 1967 p 24 11 KÖNIG, C. T. I. C. K. 1997. Münster '97 Sculpture Projects : Carolee Thea Interviews Curator Kasper König. Sculpture Magazine, November 1997, GRAW, I. April 2008. Art and its Markets: A Round Table Discussion. Artforum International,. 16
SMOLIK, N. 1994. The show man - interview with artist Kasper Koenig. ArtForum, 1994. 17
HELGUERA, P. July 2001. Inside Out: Reassessing International Cultural Influence. Programmable Revolutions: A Binational Interpretration of the Modernist Dream. Rio de Janiero, Brazil. [Accessed 5 January 2011] 18
COLLINGS, M. 2000. This is modern art, New York, Watson-Guptill Publications. p 26 19
GRAW, I. April 2008. Art and its Markets: A Round Table Discussion. Artforum International,. p 294
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One artist who both embraces this new celebrity role and simultaneously turns the
traditional role of artist on its head is Tracey Emin. This hyper identity “all-singing, all-
dancing, all-crying”20 art star’s antics are constant fodder for the tabloids - polarising both art
critics and the general public. Playing with the traditional role of women, her sculpture My
Bed (1998) “turned the image of a woman-as-harlot into harlot-as-heroine.”21 Her
confessional style of art, often including themes such as abortion, depression and sex,
overflows into her day to day living and vice versa. Emin’s art is a direct reflection of the role
she has cast in her own persona – Emin literally is the art she creates. Is Emin’s work role
play or merely the act of the artist holding a mirror to her life, fascinating to outsiders in all
its drama, vulgarity and rawness? The context of the gallery is the crack in this mirror’s
reflection as the computer screen is to Second Life artists. As with today’s media savvy
reality show contestants, through the act of exhibiting her personal history she is at the same
time cleverly editing it for maximum impact, as we when we edit our digital selves –
constructing our own reality performances through Facebook, Myspace and YouTube videos.
And by simultaneously living her life through the media she is concurrently playing out
another role – that of emotionally disturbed artist and ‘party-hard’ celebrity playing to the
camera, with all the self-awareness that act entails.
Joseph Beuys famously appropriated Novalis quoting “everyone is an artist,” originating
from his concept of social sculpture in which society as a whole was to be regarded as one
great work of art, offers a strong framework for Emin’s work. Like Emin, Beuys performances
were framed within an emerging culture of the spectacle and were a direct play on the
“spectacularisation of the artist as ‘star’ and the social role ensuing from that.”22 Bruce
Nauman has also questioned the role of artist through works such as Art Make Up 1 – 4
(1967 – 1968), Performance Box and Walk with Contrapposto (1968). Nauman’s work
fluctuates between impressions of action and acting and questions whether the artist is actor
or performing self. The four video installation Art Make Up shows Nauman preparing his face
with makeup in the style of a stage actor. This action not only teases the audience with the
idea of artist as actor but also references more traditional art forms by implying painting (this
time of self) and the idea of “masking one’s identity”.23 Researchers findings show “that
20
GARGETT, A. October 2001. Going Down - The Art of Tracey Enim,. 3AM Magazine. 21
LEWIS, B. 28.05.09. Tracey Emin's really done it this time [Online]. Available: http://www.thisislondon.co.uk/arts/review-23700768-tracey-emins-really-done-it-this-time.doc [Accessed]. 22
FOSTER, H. 2005. Art since 1900 : modernism, antimodernism, postmodernism, London, Thames & Hudson. p 482 23
CROSS, S. 2003. Bruce Nauman Theatres of Experience. In: GUGGENHEIM, D. (ed.).p 15
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users in online worlds masqueraded or enjoyed playing roles that they did not have in
reality.”24 Artist Jeffrey Lipsky has built a painting practice on recreating virtual scenes in
real life works, painted “live” from the screen, commissioned for online friends and
celebrated at mixed reality art openings in his CounterPART gallery which exists in
Massachusetts and in Second Life. His alter ego as celebrity avatar artist “Filthy Fluno”
has made him an art star in Second Life and boosted his real life art sales and career
standing.25 Lipsky has since gone on to write a guide for other artists to succeed in
Second Life including how to ‘deck out’ your artist avatar, create a virtual promo book
and create your own scene.26 “Every SL artist is a budding Darko Maver – a “fictitious’
character waiting to be acknowledged as “real” confirms art critic and curator Domenico
Quaranta. 27 Role play as artist exists two fold in Second Life – the user as artist and the
avatar persona as artist. Many Second Life artists make a conceptual decision to do away
with the former altogether, existing only in Second Life, for example Gazira Babelli “a
deconstructed artist-construct”28
who will be discussed further in Chapter 3 – Being Virtually
Human.
The conceptual bridge between Emin and the avatar artist is Mariko Mori who also depicts
herself in her early work but rather than a flawed self, focuses on contemporary archetypes
of the feminine in Japanese culture including manga and anime. Most notably, Mori’s
depictions have a digital twist – she morphs and “reanimates”29 herself “as a post-human
cyborg girl, a stranger that seemed to have leapt into real life from a manga comic or a video
game thereby creating an irritation about the future” 30 . Mori’s constructed self contains
elements of shojo culture and cosplay – a reinterpretation of a virtual, comic book or manga
characters. Her embodied depictions are detached however – unlike the engaged role play of
many real life cosplayers. Her eyes stare out blankly, often disguised with mirrored contact
24
BANAKOU, D. C., K 2010. The Effects of Avatars' Gender and Appearance on Social Behaviour in Virtual Worlds. Journal of Virtual Worlds Research, 2.p 6 25
CORBETT, S. 2009. Portrait of an Artist as an Avatar. New York Times Magazine. New York. [http://www.nytimes.com/2009/03/08/magazine] Accessed 1/7/2010 26
LIPSKY, J. 2009. Streamline Your Time in Second Life - An Introductory Guide for Artists. Art Calendar - the business magazine for visual artists. Florida: David Trask. p 26 27
QUARANTA, D. 2007. Remediations. Art in Second Life. Hz, 11. 28
LICHTY, P. 2008. I Know Gaz Babelli [Online]. Available: http://gazirababeli.com/TEXTS.php?t=iknowgazbabeli [Accessed 3/8 2010]. 29
KUNI, V. 2004. Mythical Bodies II. Cyborg configurations as formations of (self-)creation in the imagination space of technological (re)production (II): The promises of monsters and posthuman anthropomorphisms [Online]. Available: http://www.medienkunstnetz.de/themes/cyborg_bodies/mythical_bodies_II/11/ [Accessed]. 30
VOLKART, Y. 2010. Media Art Net [Online]. Available: http://www.medienkunstnetz.de/works/play-with-me/ [Accessed 8/9 2011].
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lenses, whilst those in the scenes around her are seemingly oblivious to her presence. There
is isolation within the digital utopia. In her early Tokyo photos (for example Play With Me or
Subway) her re-presented gaming characters “lack agency—appearing to be controlled by an
unseen game player.”31 Like her virtual counterparts, her skin is smooth and unflawed, her
gaze vacant – yet she extrudes a kind of untouchable feminine power, particularly present in
her work “Love Hotel”. The work deconstructs reality by injecting elements of the unreal
within it. Mori herself states “I'm interested in the relationship between fantasy and reality,
and how they co-exist ... it's about fantasy created by technology which is turning into
reality.”32 Throughout Mori's work “the repetition of self-portraits, as well as the digital
insertion of the avatars and cyborgs, addresses these issues of how technology may be
utilized to locate, dislocate and relocate identity.”33In her later work Mori transcends body to
consciousness, perhaps embracing the true meaning of the word avatar as a manifested
spirit. In a commentary on global technological connectedness and ‘oneness’ Mori began
portraying herself as a digital Buddha-like character (Pureland 1996) perhaps transcending
her identity from the body, digital body and technology itself.
Role Play – Gender and the Self
Mori’s portrayal of the digital self as a fetishised character reflects the nature of the
constructed avatar identities of Second Life users as “embodied self-portraits”.34
Researchers Domna Banakou and Konstantinos Chorianopoulos found “users with a more
elaborate avatar had a higher success rate in their social interactions than those with the
default avatar.”35 Attractive avatars interacted more frequently with others due to a carry
on effect between their appearance and the self-confidence of their operator. Research also
showed that avatars were mostly designed to reflect either their own appearance or
fantasised appearance.36 Appearance in online games does not advance a user’s position but
socially in Second Life, as in real life, attractiveness has currency.
31
HOLLAND, A. 2009. Mori Mariko and the Art of Global Connectedness. Intersections: Gender and Sexuality in Asia and the Pacific 32
SCHREIBER, R. 1999. Cyborgs, Avatars, Laa-laa and Po:Exhibitions of Mariko Mori. Afterimage, March April 1999. p 16 33
Ibid. p 14 34
HEINRICH, F. 2009. The Performative Portrait: Iconic Embodiment in Ubiquitous Computing. Embodiment and Context, Digital Arts and Culture 2009. Arts Computation Engineering, UC Irvine. p 3 35
BANAKOU, D. C., K 2010. The Effects of Avatars' Gender and Appearance on Social Behaviour in Virtual Worlds. Journal of Virtual Worlds Research, 2. p 1 36
Ibid. p 5
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In their paper “Knee High Boots and Six-Pack Abs: Auto ethnographic Reflections on Gender
and Technology in Second Life” researchers Dumitirica and Gaden - who immersed
themselves in the virtual world to explore the online performance of gender - diarised
feelings of self-doubt when not reflecting the standard body of perfection in Second Life, “I
didn’t belong in my free/mismatched/un-‘sexy’ clothes… I felt like such a loser. In a virtual
world.”37 Second Life’s purchasable gestures and body parts further entrench the signs of
man or woman on our digital selves by enforcing ‘giggles for the girls’ and ‘swaggers for the
men’. Gender roles in Second Life are easily transferable in a form of digital drag38 provoking
“a framework for experimentation – trying out various gender roles in specific social
contexts” 39 where “gender becomes a site of performance and play”. 40
Artists throughout history have been acting out the idealised gender roles of male and
female. The masculine identity was embraced by the Viennese Actionists who embodied the
role of shaman through the ritual elements of their work. Hermann Nitsch described the
group’s work as ‘an aesthetic form of praying’ and maintained that it could bring liberation
from violence through catharsis: ‘All torment and lust, combined in a single state of
unburdened intoxication, will pervade me and therefore YOU. The play-acting will be a
means of gaining access to the most “profound” and “holy” symbols through blasphemy and
desecration.’41 The notion of role play did not always take on such serious god-like
permutations however. The work of Fluxus artists put more emphasis on the word “play” in
this term. Seeing no distinction between art and life, the artists associated with the group
Fluxus combined theatre, music, sculpture and installation - playing with roles and
boundaries within and between the structures of the art world and the broader culture. The
Fluxus manifesto has been embraced by pioneering Second Life performance group Second
Front. Virtual world commentator Nettrice Gaskins referred to the Fluxus influence on
Second Life performance artists saying “Fluxus artists challenged audiences to think in new
37
GADEN, G. 2009. Knee High Boots and Six-Pack Abs:Autoethnographic Reflections on Gender and Technology in Second Life. Journal of Virtual Worlds Research - Cultures of Virtual Worlds, 1. p 11 38
KUNI, V. Mythical Bodies II - Cyborg configurations as formations of (self-) creation in the imagination space of technological (re) production (II): The promises of monsters and posthuman anthropomorphisms [Online]. Available: http://www.medienkunstnetz.de/themes/cyborg_bodies/mythical_bodies_II/ [Accessed 1/7 2011]. 39
JANINE FRON, T. F., JACQUELYN FORD MORI, CELIA PEARCE 2007. Playing Dress-Up: Costumes, roleplay and imagination. Philosophy of Computer Games. Department of Social, Quantitative and Cognitive Sciences, University of Modena and Reggio Emilia. p 13 40
Ibid. p 16 41
CHILVERS, I. 1998. A dictionary of twentieth-century art, Oxford, Oxford University Press.p 482
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and unconventional ways. In Second Life art continues to break down conventional ideas
about what art is.”42
But what of the gendered self? Alongside Mariko Mori, American photographer Cindy
Sherman subverts the self-portrait through role play by casting her own body in her work in a
form of analogue cosplay and, at the same time, negating her everyday objects, persona and
gestures. Much like the process of constructing an avatar, Sherman fractures the image of
the author and self by implicating the portrait and the construction of our individual
personas with a conglomeration of images from the mass media through employing
references to film, celebrity and pop culture.43 In her early series Untitled Film Stills (1977 –
1980), Sherman transforms herself into projected archetypes, primarily of society’s
preconceived roles of women - from prostitute to housewife – reflecting the gender roles
and symbols that transcend the physical world and cross over seamlessly, and seemingly
unquestioned, into the virtual. These works were directly informed by artist VALE EXPORT’s
earlier works, Identity Transfer 1 – 4 (1968) which were a gentler play on the androgynous
identities of the time. The Identity Transfer series were “self-portraits in different characters
... in which I communicate my identity.”44 Export’s identity role play was famously enacted in
a reclamation performance by the feminist artist in her 1969 work Aktionshose:Genitalpanik
(1969). A dishevelled Export wearing leathers, crotch-less pants and bearing a machine gun,
charged into a porn cinema in Germany, confronting the passive male gaze head on and
challenging the cinema goers to look at the ‘real thing’. EXPORT’s body was the unpackaged
version of Cindy Sherman’s constructed identities and, confrontingly, this version crashed
through the screen not only returning the gaze, but threatening it with deadly fire.
Interestingly EXPORT was also an early exponent of ‘artist as brand’, dropping both her
father’s and husband’s name to take on the VALE EXPORT identity from a packet of
cigarettes. EXPORT’s Aktionshose: Genitalpanik was re-enacted by Marina Abramovic at the
Guggenheim New York in 2000 in Seven Easy Pieces, a consecutive series of events in which
Abramovic restaged significant performance works, casting herself in the role of artist (two
of these works being her own).
42
GASKINS, N. 2009. Performative Interventions: The Progression of 4D Art in a Virtual 3D World. Art21 [Online]. Available from: http://blog.art21.org/2009/12/31/performative-interventions-the-progression-of-4d-art-in-a-virtual-3d-world/]. 43
FOSTER, H. 2005. Art since 1900 : modernism, antimodernism, postmodernism, London, Thames & Hudson. p 582 44
Quoted in Ob/De+Con(Struction), p.24). EXPORT, V. 2000. Ob/De+Con(Struction), exhibition catalogu [Online]. Available: http://www.tate.org.uk/servlet/ViewWork?cgroupid=999999961&workid=88980&searchid=10121&tabview=text [Accessed 03/03 2011].
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Re-enactment
There have been a number of exhibitions in the last ten years that have explored the idea of
artists role playing artists through the re-enactment of historical performance works. In 2001
Jens Hoffman curated A Little Bit of History Repeated (Berlin, Kunst-Werke 2001). This
exhibition featured performances by artists from across the world including John
Bock (Germany), Tania Bruguera (Cuba), Trisha Donnelly (USA), Ingar Drangset & Michael
Elmgreen (Denmark/Norway), Karl Holmqvist (Sweden) and Takehito Koganezawa (Japan).
The process of re-enactment poses interesting questions around authorship, originality and
the very nature of performance art. A Little Bit of History Repeated was staged in three
forms – painstakingly recreated events, interpretations of the original events and completely
new works that were based on the original conceptual idea of these performances.45
Interestingly these re-enactments are further dissipated through the employment of actors
to ‘role play’ Abramovic herself. Whitechapel Gallery has staged a series of annual exhibition
in this format since 2002 entitled “A Short History of Performance”, which began with
recreations of seminal works form the 1960’s and 70’s and has since explored “history,
politics feminism and art itself.”46
In Second Life we role play ourselves constantly. The work of Abramovic, who once decried
she was doomed to re-perform her work her whole life,47 leads us into the question of
re-enactment (or what Lichty terms remediation) in virtual worlds. Perhaps the most
interesting re-enactment piece in recent years was Synthetic Performances staged at
Performa 07 by Eva and Franco Mattes. The two artists ‘role played role playing’ by
recreating avatars based in their real life identities then using those avatars to recreate
performances by Abramovic, Acconci, Burden, Gilbert, EXPORT, Beuys and Gilbert & George.
In using Second Life as a medium the artists completely negated any spontaneity in the
performance itself as every movement had to be recreated in script prior to the event.48 This
re-enactment precluded a work by Second Front in which they performed a work by Fluxus
member Al Hansen Car Bibbe - an unrealised car symphony ‘not possible in real life’ due to
45
Wizya Video Art Action Archive [Online]. Available: http://www.wizya.net/info/berlin/alittlebit.htm [Accessed 02/03 2011]. 46
MATTES, E. A. F. A Short History of Performance Press Release [Online]. Available: http://www.undo.net/cgi-bin/undo/pressrelease/pressrelease.pl?id=1069092743&day=1069110000 [Accessed 1/5 2011]. 47
LICHTY, P. 2007a. Dancing in the minefield of virtual embodiment. CIAC's Electronic Magazine. 48
MATTES, E. A. F. 2007. Nothing is real, everything is possible - Excerpt from interview on Synthetic Performances with Eva and Franco Mattes aka 0100101110101101.ORG [Online]. Available: http://www.0100101110101101.org/home/performances/index.html [Accessed 16/11 2010].
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liability issues in the work.49 Interestingly, this was enacted by Hansen’s real life daughter
Bibbe Hansen’s avatar Bibbe Oh alongside other Second Front members.
Re-enactment can be seen as a regurgitation of art history but utilising these new virtual
media, which permeate more and more into our daily screen, it becomes “less a clinging to
the past, as perhaps paving the way for history.”50
Following in this line of thought, my own studio work for this project utilises re-enactment of
the self and spaces – both real and virtual). In my own practice I aim to fracture the self /
performer / avatar through multiple re-enactments including:
The real artist as performer;
The self-portrait avatar Diogenes Wylder;
Multiple representations of the avatar operated by Second Life performers, real life
performers and audience members in the Watermill space in avatar costume;
In this way, not only the self is fractured, but also the position and role of the audience who
are at once caught between realities, identities, and their roles as spectator or
performer/actor by interacting with a digital avatar and appearing within the work on a live
screen feed as themselves.
Chapter 3 - On Being Virtually Human
Before we can explore what it means to perform in virtual space we need to further examine
our role as virtual humans. Traversing the virtual land of Second Life, the first thing that
strikes a visitor is that ninety five percent of avatars represent an extreme model of 21st
century fantasised beauty. Tiny waists, large buoyant breasts, huge open eyes, flowing hair,
rippling muscles and staggeringly high cheekbones. Identity – age, race, sex – becomes
fluid.51 On questioning these virtual humans, the theory of the post-human is immediately
brought to the fore. Are these digitally constructed bodies an example of the emergence of
the post human, where finally the human being is displaced by another? Tom Boellstroff
who conducted an anthropological study of Second Life argues that real life has been virtual
49
LICHTY, P. 2009b. SF's Car Bibbe II [Online]. Available: http://www.voyd.com/bibbe.html [Accessed 23/07 2011]. 50
LICHTY, P. 2009a. Lightning Rod:Second Front, Reemergence of the Happening and the Integration of History. CIAC's Electronronic Magazine. 51
BOELLSTORFF, T. 2009. Coming of Age in Second Life An Anthropologist Explores the Virtually Human, Princeton, Princeton University Press. p 56
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life all along.52 There is no “post” relationship, where one form is replaced by another, but a
merging of the two. It is human nature to explore nature through culture; therefore we have
always been virtual. “Culture is our killer app”, he says, “we are all virtually human”.
Australian artist Stelarc has questioned the post human and obsolete body for decades.
Stelarc has embraced Second Life technologies, setting up The Virtual Stelarc Initiative on
RMIT Island, in collaboration with the Creative Media department at the university.
Constructed as a traditional gallery or museum, the initiative showcases a retrospective of
his previous work through performance stills and blueprints. Several works are also
recreated virtually such as Stel-Bot, which was shown at the Australian Centre for
Contemporary Art, and the Prosthetic Head, as well as several other interactive installations.
It is an ideal environment for Stelarc’s work, for as Stelarc states, “the body is not an object
of desire, but an object for designing53...the body needs to be repositioned from the psycho
realm of the biological to the cyber zone of the interface and extension.” 54 The digital body
is “only partly individual, it is also a collective body…a disassembled and reassembled,
postmodern collective and personal self.”55Like much of the work on Second Life, Stelarc’s
art is “post-convergent”, containing a range of media elements including sound, vision,
architecture, coding and networking56 where the final element is supplied by the interaction
of the user. In Second Life this user is not the real life gallery visitor found in installation work
we are more familiar with but the ‘avatar’ - the virtual human. Thus Stelarc forces his
audience to step into his realm as an equal to the work – the viewer’s body becomes
fractured as the work is experienced by a pixelated digital version of themselves.
The Avatar Self
What exactly is an avatar and how do we relate this to our own identity? How much is
invested in our virtual selves when “all it takes to disappear is a mouse click”57 – does this
encourage us to take more risk with our online personas? This project’s ‘mascot’ - Diogenes
Wylder - was “born” into Second Life some 2 years ago – a perfected recreation or self
52
Ibid.pg 29 53
STELARC 1998. From Psycho-Body to Cyber-Systems: Images as Post-Human Entities / London, Routledge. p 117 54
Ibid.p 116 55
HARAWAY, D. 1991. Simians, Cyborgs and Women: The Reinvention of Nature, New York, Routelage.p 163 56
NASH, A. 2007. Art Stops For Second Life Tour. Available from: Https://mail.cofa.unsw.edu.au/pipermail/empyre/2007-August/msg00161 [Accessed 24/4 2010]. 57
AAS, M., EMMELKAMP 2010. Who am I - and if so, where? A Study on Personality in Virtual Realities. journal of Virtual Worlds Research - The Metaverse Assembled, 2. p 4
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portrait of the author and artist. The name Diogenes was inspired by Ricardo Dominguez’s
paper Diogenes On-Line: Gestures against the Virtual Republic which positions Diogenes 2.0
as one who “refuses to be reduced to physiognomic silence before the endless onslaught of
digital perfection.”58 Diogenes’ flawless skin was at first a product of the software itself – as,
being a ‘noob’ and without any technical ‘know how’ in the system, I could not hack into the
plethora of polished, young identities available for selection. Despite many early efforts, I
found it almost impossible to age my avatar to reflect a true portrait of myself. Critic
Domenico Quaranta quotes G. H. Hovagimyan, one of the pioneers of Net art, "When you
allow an engineer to dictate how you are creative and what form that takes then you have
given up your artistic freedom. This is the case in SL."59 While this may be the case in terms
how we control how our avatar looks – it paves the way for ‘code breakers’ and other artists
to question this imposed ideal.
Artist Kristine Shomaker recently completed her thesis on digital identity in virtual worlds.
Shomaker created an avatar based on her own fantasised identity and explored the avatars’
relationship to herself and the media projected ideas of the ideal body. She describes her
project as a “close-up daily view of a personal, social and psychological co-existence with my
virtual persona…I project myself onto another form and confront my own imperfections”.
Through ‘The Gracie Kendal Project’ Shomaker “explores the “realism” of her physical
persona and the “romanticism” of her virtual self-identity”60 and at once reveals her own
intimate fears of inadequacy in a truly personal expose’ – much like an inverted Emin
persona. The most well known Second Life artist exploring what it means to be virtually
human is Gazira Babelli. Heralded as the ultimate glitch or “ghost in the machine” Gazira’s
work questions the body, identity, space and time. She uses very specific language around
her work such as “sculpture” performance” and “painting” to disassociate herself from new
media artists – a point she makes with one of her works called Don’t Say New Media. Gazira
references historical artists such as Duchamp, Warhol, Bruce Nauman, Vito Acconci and
Modernist art movements of Cubism and Dadaism. Gazira has termed herself a “code
performer” – she has an immense knowledge of SL scripting and uses this to create tongue-
in-cheek artistic interventions in Second Life, often at online events such as art openings to
disturb and question the values and of other avatars, their ownership, and the social
58
DOMINGUEZ, R. Diogenes On-line:Gestures against the Virtual Republic. S W I T C H Network Art, 4.p 2 59
QUARANTA, D. 2007. Remediations. Art in Second Life. Hz, 11. 60
SHOMAKER, K. 2010. MEDIA RELEASE: ARTIST GRACIE KENDAL AND THE VANEEESA BLAYLOCK COMPANY EXPLORE A WOMAN’S RELATIONSHIP WITH HER AVATAR [Online]. Available: http://graciekendal.wordpress.com/ [Accessed 1/8/11 2011].
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conventions61 of the virtual world they are living in. She explores “the limits of the machine,
as Nam June Paik did and as Dutch duo Jodi do.”62 By controlling and manipulating the
virtual body of herself and others, Gazira reminds us that although we may be connected to
our virtual selves we remain distinct and are not fully in control of our personal bundle of
pixels.
“ Gaz uses a recursive modernism, deconstructing her identity with every work like a
set of Matroshka dolls while making no illusions that there the last doll is ostensibly
empty; a dead end at the end of Carroll's rabbit hole. As such, I believe that she is a sort
of "critical readymade", slamming Duchamp through Nauman's lens of life-as-art, and
expressing it as a living, breathing body of code”(Lichty, 2008)
Although her real life persona remains anonymous, Gazira herself has succeeded in moving
‘beyond the pixels’. Thousands of real life gallery visitors experienced Gazira’s work in her
exhibition [Collateral Damage] in 2007. Gazira has also taken part in various festivals and
events outside Second Life, including: Peam2006 (Pescara), DEAF07 (Rotterdam), Fabio Paris
Art Gallery (Brescia and art fairs), iMAL (Brussels) and PERFORMA 07 NYC (with Second
Front). Her work has attracted the attention of publications such as El Pais, La Stampa,
Liberazione, SPIEGEL ONLINE, Exibart, Kunstzeitung, CIAC, Flash Art, eXtrart and FMR White
Edition.63
By creating an avatar or virtual self we create a strange balance between the level of
investment and exposure of ourselves and role play. I am compelled by the general use of
the “idealised body” by many users of virtual worlds and the desire to create utopian selves
and environments in their blandest possible form. A cerebral longing to create a perfect self
and life. My early forays into Second Life revolved around constructed utopias, fantasy lives
and hyper-real bodies. I was fascinated by the use of Second Life by the majority of users,
who - given the tools to create any world they desired – chose to build a romanticised
‘McMansion’ version of life. Testament to these strong ties to the mundane is the fact that,
despite given the ability to fly, users were creating flying machines within 3 hours of the
software being launched. Second Life executive John Lester commented, “When presented
61
QUARANTA, D. 2008. Gaz me two times, baby (Gaz me twice today) [Online]. Available: http://gazirababeli.com/TEXTS.php?t=gazmetwotimes [Accessed 1/8 2010]. 62
QUARANTA, D. February 2008. Gaz me two times, baby (Gaz me twice today) [Online]. Available: http://gazirababeli.com/TEXTS.php?t=gazmetwotimes [Accessed 4/3 2011]. 63
BABELLI, G. 2008. Biography [Online]. Available: www.gazirababelli.com [Accessed 8/6 2010].
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with new mediums, human beings tend to first replicate what is already known” 64 (before
pushing new boundaries). Having had explored digital glitches in many previous works, I
tackled this strange psychology – to highlight the inherent glitches evident in this imagined
life that were ignored by these users in their quest to ‘live the dream’.
Denise Doyle refers to the avatar as a “third body, neither human nor non-human, neither
here-body nor image-body.” 65 Wanting to explore the boundaries of the avatar self, its
representation and relationship with myself further , I allowed Diogenes to symbolically
break through the screen and into my world - recreating a disembodied virtual avatar by re-
performing her in real life as myself – a ‘fourth body’ as such. These live performances are
layered into subsequent installations through their reinjection back into the screen alongside
recreated live performances in the gallery. The performing “real life” Diogenes can never
live up to the perfect world of avatar Diogenes. She becomes clown-like, desperate – stuck
between two realities. My work also includes films and performances of the avatar – trying
as desperately to be real as her counterpart tries to be virtual. These elements – live
performance, virtual performance, mirroring, re-enactment, identity play and role play -
come together in a real world installation often alongside other performers who mimic both
my performance and the avatar’s on screen presence. Pre-determined personality traits
were imposed on both the performing real life Diogenes and avatar Diogenes, and
somewhere in between lays the self – the artist. In the process of developing this
performative avatar during a residency to develop my work Reality Bytes with actors and a
dramaturge the following characteristics were determined in order to give both the
performative and avatar Diogenes a “presence”:
Diogenes – The Avatar
Virtual Diogenes is empty
An LA blond – all smiles and tits and good times
Everything she needs is at her fingertips
Life is easy, carefree
She can add friends and delete them in a nano second
64
LESTER, J. 2009. Artistic Expression in Second Life: What can we learn from creative pioneers of new mediums? Journal of Virtual Worlds Research, 1, 5. 65
DOYLE, D. 2009. Embodied Presence: The Imaginary in Virtual Worlds. Embodiment and Performativity, Digital Arts and Culture. Arts Computation Engineering, UC Irvine. p 2
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Love is always there or just around the corner
Her bed is made
She is eternal
The grass is green green and the trees sway the same way in the same wind every day. The
sun rises and sets every 4 hours – her days are short and joyful.
But she is empty. Hollow. She is the scarecrow, the lion and the tinman all rolled into one. If
she could feel envy, then it would be there as she waits silently in the darkness of the
powered down computer, for RL DW, her heart, her brain, to reactivate her very special life.
Diogenes in Real Life
Real Life Diogenes has no beauty
Real Life Diogenes is desperate
She is clown like. Laughable. So wrongtown, she’s funny.
She is stuck between realities.
She has put everything she has into buying her lifestyle – apartment, clothes - to try to keep
up with the life avatar DW is living. She prostituted herself to get there. Brain fucked.
She can’t keep up. Everything she buys disintegrates eventually and cannot be afforded to be
replaced. She is washed up. No one would fuck her for money now –no one would fuck her at
all.
She is disease ridden.
She is absurd.
Grotesque.
Distorted.
Deformed in her obsession with trying to replicate the life that DW is living.
She doesn’t realise DW is empty – a bunch of pixels.
She has bought into the Second Life dream completely.
She is lost between what is real and what isn’t.
She scrubs herself clean.
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She is obsessive compulsive.
She had botched backyard surgery to replicate Diogenes’ looks.
She damns her own ageing, her mortality.
She calls out to her virtual self nightly, lamenting – she knows though, that she is only a
mouse click away but sometimes - when she won’t answer - and her love turns to hate. Real
Diogenes does not realise she is talking to herself.
She is confused, dazed – her relationship between her body and the objects around her is
glitched – she fucks the chair, stands on the bed, and cleans her body with her toothbrush,
her hair brush in her mouth. There are moments of clarity – when her and her digital self-
sync / connect– it is in these moments only when a slight fleeting beauty can be seen in her
movements. When she is still, contemplating lost – we feel empathy towards her. We see
her humanity.
Digital Identity and Desire
The interfaces that lead us into cyberspace prove that one cannot detach technology from
desire. Digital technologies promise to transcend familiar reality and to connect us to the
paradise that reality has taken from us. Down with the detours and delays of reality: let us
have instant gratification! What we cannot have in reality, we can have via the fantasy
screen. As a “consensual hallucination” cyberspace would be the utopic, new ideal world.
Interface Fantasy: A Lananian Cyborg Ontology – Andre Nusselder66
In a world where “status is…often accrued by having the best collection of sexually appealing
avatars,”,67desire and- its ultimate physical endpoint – sex, or in this case cybersex, prevail.
Cybersex is “more than role play it is the creation of a shared fantasy.”68 Avatars are hollow –
avatars are pure, avatars are clean, avatars have no orifices. They do not leak, shit, sweat,
rot – there is no inconvenience to their bodies. And if an avatar has no orifices then sex in
Second Life is safer than in real life – the user is “freed from the burden of the body.”69
66
NUSSELDER, A. 2009b. Interface Fantasy : A Lacanian Cyborg Ontology, Cambridge, MIT Press. p 11 67
GADEN, G. 2009. Knee High Boots and Six-Pack Abs:Autoethnographic Reflections on Gender and Technology in Second Life. Journal of Virtual Worlds Research - Cultures of Virtual Worlds, 1. p 13 68
SIXMA, T. 2009. The Gorean Community in Second Life - Rules of Sexual Inspired Role Play. journal of Virtual Worlds Research - Cultures of Virtual Worlds, 1. p 5 69
MATVIYENKO, S. 2009. Sensuous Extimacy: Sexuation and Virtual Reality. Taking on a Gender Identity in Second Life. Sex and Sexuality, Digital Arts and Culture 2009. Arts Computation Engineering, UC Irvine. p 2
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Many criticisms have been levelled at Second Life for its high number of sex, porn and exotic
dance Sims. Contemporary art critic and curator Domenico Quaranta said of in world
existence, “life revolves around the banal repetition of real-life rituals (having sex, going
dancing, and attending parties, openings and conferences) and the same principles: private
property, wealth and consumption.”70 As the promotional video for dedicated cybersex
virtual world “The Red Light Center” attests, “Be who you want to be…without the hassle”.
Cybersex or getting off online, in Second Life is a form of immersive role play – a mixed
reality happening in that it more often than not, one could imagine, elicits physical action in
its users offline.
My work Byte<N> 2010 (Fig.2 & 3) explored digital desire and cybersex through a
performative installation at RearView Gallery, Melbourne. The work encompassed the
sexuality and identity of both myself as artist and performer and as an avatar self. In the
performative installation, situated on a stylised bed, I perform as both myself and my avatar
whilst operating my on screen avatar simultaneously, walking her around a mirrored
environment created in Second Life. Projected upon me is a never-ending loop of two virtual
bodies, one my own, having sex in endless positions. A seemingly random male from the
gallery audience, situates himself on the bed within the performance space and begins
operating a second laptop controlling a male avatar. The two avatars then proceed to fuck in
the virtual world as the human operators remain back to back, completely disengaged and
seemingly unaware of each other – despite the object of their digital desire being physically
present. This mirrors the sometime disengagement experienced when enacting cyber-sex –
one may be getting carnal on one window, whilst checking their emails on another…or even
wandering off to get a cup of tea before returning to the act unbeknown to their virtual
partner. The performing artist finally becomes aware of her physical partner and proceeds
to undress him seductively – only to promptly re-dress him in her avatar costume of red
heels, black jeans and blonde wig. Seemingly satisfied that the real object of her virtual
desire – her idealised avatar self - has been materialised and, unlike Lynn Herhman’s “Lorna”,
she departs, freed. Whilst filming the “sex-scene” for this work my mind flickered between
the ridiculousness of two digital bodies’ glitching against each other and the surreal feeling
that behind that bunch of pixels a real person is operating and text chatting and perhaps
even masturbating. In the end I created two avatars – one Diogenes and one idealised male
and operated them both simultaneously using two computers to create the desired film
70
QUARANTA, D. 2007. Remediations. Art in Second Life. Hz, 11.
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output for projection – it was quite fitting as in the end, playing dolls, are we not just
virtually fucking ourselves anyway? Can we really create intimacy in this manufactured
space?
Digital Identity and Death
In working through these ideas of identity and desire I began thinking about Second Life and
the people who utilise the technology as being in some kind of perpetual movement away
from death: a denial as such. In Second Life, there is no ageing, no rotting of the flesh.
Secondarily there exists an eternal life in these new technologies – from forever live
Facebook memorials frozen in time to the gravesites, the dead celebrity avatars that still
walk this virtual land and the pun of the program name itself. Despite this, every time I log
out of Second Life my avatar dies – dissolution of pixels disappearing into the black – only to
be reborn, unchanged, at the click of a button. When I die, or kill my Second Life, she will
remain a cyber-ghost, forever condemned to the black. Statistics show 85% of Second Life
users have abandoned their avatars to the virtual world.71 Thirdly, when using digital
identities we are somehow detached, separated by the false sense of security the safety of
the screen gives us. The studio explorations of these provocations began with the stimulus of
the death of hyper celebrity Michael Jackson. Time Magazine opened their tribute to the star
in their July 2009 edition:
“Michael Jackson kept his most stunning performance for the very end. Always
able to command an audience, he knew how to bring whole arenas to fits of
exultation with his moves and then silence them to the point of tears with his
poetry. He was brilliant, excessive, maudlin, tacky and possibly criminal, but you
could never ignore him. So it was fitting that in death, he momentarily silenced
the largest arena humanity has ever known, the Internet.”72
My ensuing work Forever Michael the Revolution will not be Televised 2010 was designed
around the spontaneous memorials that are erected around key sites at the time of celebrity
deaths, and both pays tribute to and comments in the mass digital hysteria surrounding
Michael Jackson’s passing. First reported on celebrity gossip site TMZ.com, Michael’s death
sparked an unprecedented internet frenzy, with Twitter recording over 5000 Jackson Tweets
a minute. Over 11 million people watched his memorial live on the web and tributes,
71
ROSE, F qted in DREYFUS, H. 2008. On the Internet, London, Routeledge. p 90 72
CLOUD, J. 2009. With a Dramatic Pause, the World Mourned the Death of a Brilliant but Troubling Idol. TIME. p 10
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traditionally found on the street, were springing up all over Second Life. The work
reconfigured the traditional tribute memorial combining both the physical and virtual with a
7 minute video touring some of the hundreds of Second Life tributes to Michael Jackson.
Streaming along the bottom of the screen were the sensationalised headlines that appeared,
and continue to appear, onTMZ.com. Ending with YouTube sourced paparazzi footage of
Michael in the last month of his life, we are both voyeur and sympathiser as we watch a
lonely figure being hunted and trapped by a mob of ever-persistent cameramen who feed
the frenzy that surrounded him in life, and now in death. Whilst exploring the Second Life
tributes to Michael I came across numerous “walking dead” Jackson avatars, role playing the
celebrity through dances and vocal mimicry using sound embedded gestures. Turning on my
video screen capture software I filmed the ever increasing number of ‘Michaels’ – dancing
and cajoling with them in front of in world streams of real life Michael video clips. The hours
of footage were worked into a playful video clip of my own “Michael and Me” to the
soundtrack “Rock With You” by Jackson. Like the recreation of actors who have died mid
film, with digital technology, death is no barrier.
Bringing the idea of resurrecting the dead in virtual worlds to a more personal space, I began
creating an intimate 3D rebuild of my own dead father on Second Life. My own self portrait
avatar then tried to recreate lived experiences or dreamed experiences with my father. Like
the avatars themselves though, these experiences were hollow, as it was always me
operating my father’s avatar – making him speak and move like some sad puppet. Humorous
and horrific at once. The work was complemented with a reworking of Ron Mueck’s
installation Dead Dad but instead of a figurative body, the work is constructed from four LED
screens laid face up each with the animated Second Life and static re-photographed real life
body parts of my father interchanging in a 21st Century technological “exquisite corpse” (Fig
4). Installed in a gallery space, the exposure of the work in the “real world” evokes the
question of materiality and where this work actually exists – in cyberspace, in real space or in
a merged reality of the two.
Chapter 4 - On Mixing Realities
Mixed reality is the merging of real and virtual worlds “to produce new environments where
physical and digital objects co-exist and interact in real time” (Gaskins 2009) in a “doubled
environment.”73 Chapter 4 explores mixed reality art works and happenings and the
73
DOESINGER, S. 2007. Bastard/Alien Spaces and SL Based Art. Empyre - Missive 2 [Online]. Available from: https://mail.cofa.unsw.edu.au/pipermail/empyre/2007-august/msg00034.html 2011].
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implications these new works have on the materiality and position of installation and
performance. James Morgan (avatar name Rubaiyat Shatner), a lecturer at CADRE -
Laboratory for New Media at San Jose State University (Silicon Valley USA) and Director of
Ars Virtua New Media Centre in Second Life - “The first show that we did in Ars Virtua was
titled "The Real." I curated this show and was deep in the process of patting myself on the
back for coming up with something so clever as a “real" show in a “virtual" environment
when in the process of collecting the work and laying out the gallery I realized that despite
my desire to see the work as "virtual" it was in fact as real as any other art that I had
experienced. That is to say that the experience was real, the objects had reality, and the
engagement and writing about the work were also real. The simulation had become the
simulated…. when the human perceptual frame gets its supports knocked out from under it,
leaving a sort of existential limbo.”74 When much of the work relies on the physical
interaction of the avatar through the computer keyboard and cannot even translate to a
present viewer who witnesses the interaction but does not operate the avatar - how material
is this work and what is its value when extracted from the “ in world” environment of
Second Life?
Sculpture and Installation
In 2007 an international exhibition called “Mixed Realities” was curated by Net Art group
Turbulence in Boston to explore these issues and to challenge viewer’s conceptions of what
constitutes reality in these virtual worlds. Artists created environments that invited
participants to perform in multiple spaces, blurring the boundaries between real and virtual
space. Melbourne artist Pierre Proske contributed with his work Caber WAUL – a mixed
reality installation in Huret & Spector Gallery in Boston - a wailing wall on which members of
the public could vent their lament of the departure of their human community who have
crossed over into virtual worlds. The wall is reproduced in virtual scale in Second Life gallery
Ars Virtua, but it is a one way portal. It gives voice to those left in the material, with no right
of reply from their virtual counterparts. In his proposal for the work the artist asks how
those of us too firmly rooted on the physical world can join those who have sought refuge in
the imagined utopia of Second Life - “How shall we communicate with them? In what way
shall we lament their departure? It is a wailing wall through which to mourn the loss of our
74
MORGAN, J. 2007. Welcome to the Bastard Space! Empyre [Online]. Available from: https://mail.cofa.unsw.edu.au/pipermail/empyre/2007-August/msg00039.html [Accessed 5/6 2010].
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humanity to the virtual network.”75 By both rejecting and exploiting modern techno-utopian
trends Proske exposes the unspoken relationship we have with technology.
Another work in the show entitled “No Matter” by Scott Kildall & Victoria Scott explodes the
virtual economy in Second Life of dematerialised products that are bought and sold for
artificial currency. The work questions the crossover of virtual currency into the real
economy through the Second Life exchange where Linden dollars are traded into real dollars
and sites such as EBay. The work involved commissioning the creation of imaginary objects
in Second Life, inviting viewers to re-construct these immaterial 3D objects in physical space.
The ‘workers’ were paid Second Life wages (which are a fraction of real life money) and the
‘works’ or replica objects were resold on eBay. The work also questioned the nature of
commodity, labour and production. The Second Life viewers of the objects in Ars Virtua must
consider their worth as physical manifestations and the gallery visitors become artisans or
labourers, producing the replica objects.
There are several gallery projects where real life crosses over with virtual life. This blurring
between real and virtual life is known as “boundary” or “bleed through” work. The now
closed Jack the Pelican Presents in Brooklyn had a virtual space called Brooklyn is Watching
which streamed live into the gallery 24 hours a day. Second Life artists flocked to the space
to build virtual installation works and create performances which are viewed by gallery
visitors and critiqued by artists and curators on the Jack the Pelican website. Founder Jay
Van Buren commented, “There are things that people are clearly just randomly putting there
— like hey, what would those art critics think of this? And then there are things where the
craftsmanship is very high, where someone has great command of the techniques of building
things in Second Life, but they have no conceptual depth. And then there’s stuff that is both
incredibly beautifully created in terms of techniques and skill and they’re incredibly deep
conceptually. That’s what tends to excite us.” 76 Another Ars Virtua show, “@”, specifically
examined the nature of space, place and the observer, the interplay between the observer
and the observed. Exploring the way location and ‘placeness’ defines experience, the work
occupied three ‘vantage points’: the material/physical, the digital/virtual, and the hybrid,
where physical and virtual overlap or intersect.77 Visitors to the real life gallery and Second
Life gallery were able to see each other through an aquarium like screen but were not able to
75
http://transition.turbulence.org/Works/caterwaul/description.html 76
CORBETT, S. 2009. Portrait of an Artist as an Avatar. New York Times Magazine. New York.p 22 77
2009. Ars Virtua Location, place, position, @ [Online]. Available: http://arsvirtua.com/more.php?p=115 [Accessed 5/8 2010].
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interact through the digital/material divide. Playing with the notion of observer and
observed, the show was created to always give the privileged view to the weightier reality of
the physical space. On 30 April 2009 the DSL Collection of Contemporary Chinese Art
teamed up with new media artists from Beijing to open the DSL Cyber Museum of
Contemporary Art in Second Life. Representing over 90 of the leading Chinese avant-garde
artists, DSL’s MoCA provides access to a large collection of works from these artists as well as
original multimedia pieces created specifically for this virtual environment. They follow in the
steps of artist Cao Fei who represented China in the 2007 Venice Biennale with her Second
Life work “The China Tracy Pavilion”78 which operated as a mirror between the real world
and the virtual world.79 Even the users of Second Life are existing in two worlds. New media
artist Adam Nash refers to the exacerbated complexities of space in his paper accompanying
Babelstorm, the Ozco funded Second Life Project. “Whenever one enters an environment
such as Second Life, one is simultaneously in: ‘first life’, at a keyboard, probably in a room of
some kind, in some kind of urban space, and in a particular ‘space’ in Second Life itself’.”80 It
is a virtual hall of mirrors.
Performance
All of my Second Life work contains elements of performance whether it is “she” performing,
the avatar, which is me really, or myself performing her as a re-enacted work. With
customizable avatars, adjustable camera positions and easily accessible video capturing
software, much of Second Life’s art is performance based. The pioneering performance art
group in Second Life is Second Front. Founded in 2006, Second Front is associated with real
life artist run initiative Western Front in Canada. Taking their influences from numerous
sources, including Dada, Fluxus, Futurist Syntesi, the Situationist International and
contemporary performance artists like Laurie Anderson and Guillermo Gomez-Pena, Second
Front creates theatres of the absurd that challenge notions of virtual embodiment, online
performance and the formation of virtual narrative.81 Their performances are both
interventionist and based around more traditional theatre forms. Founding member and
academic Patrick Lichty identifies three main issues of performance in Second Life – context,
history and embodiment and the “ironic tension between the physical and the virtual.”82 He
78
Rhizome at The New Museum, http://rhizome.org/editorial/tag.php?tag=secondlife 79
http://virtualartistsalliance.blogspot.com/2007/06/cao-fei-china-tracy-at-52nd-venice.html 80
Babel storm, Adam Nash, Christopher Dodd, Justin Clemens. Sourced from Ozco website. 81
Inworld reference from Odyssey director, Helfe Inhen, during a discussion with the authors’ avatar Diogenes Wylder. Second Life 21/04/09. 82
LICHTY, P. 2007b. The Issue of Remediation. Empyre - Missive 3 [Online]. Available from: https://mail.cofa.unsw.edu.au/pipermail/empyre/2007-August/msg35.html [Accessed 5/6 2011].
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argues that while the form is recreated it could be seen as wholly symbolic. The Mattes
re-performances for example negate risk and pain as “each work is stripped of its original
context (moving to the virtual), of its identity (by their adoption of their own avatars) and of
risk (by distancing the body from physicality).”83 Does Second Life performance lose the
sense of ritual in Real Life performance art? What engages the viewer through mediated
embodiment? Lichty states that art in virtual worlds is “less object- or event - driven and
resembles the type of process art epitomized by the Happening.”84 The original meaning of
the performance itself is reconceptualised, Mattes recreation of Beuys’ 7000 Oaks turned
the work into a “conceptual virus” for example rather than an environmental piece.
My performances extract and re-inject my Second Life avatar into physical space so that the
work exists on a kaleidoscope of planes: “in world”, within a body of physical sculptures, as
ephemeral projections in space; and as recreated performances by both humans and
avatars. My work Reality Bytes attempted to bring multiple realities together in the one
event. Gallery visitors were able to experience reality cross-overs in all elements of this
installation - whether it be in objects within the room or the way they could access the work,
through virtual reality, a physical reality or both simultaneously. The work was also a play on
the utopian / dystopian duality crossing over between the slum like dystopia of the physical
space and the excessive consumption and hyper sexuality of the parallel world.
As part of my research I took part in a residency at Robert Wilson’s Watermill Center New
York which positions itself as a laboratory for performance. Interestingly, in this collaboration
I was working with a Second Life artist who I had never met in real life, avatar Oberon
Onmura. Recommended to me by Brooklyn gallery Jack the Pelican Presents, Oberon and I
spent months meeting in up in the virtual world to discuss the work and commence the build
of a 3D interactive version of the Watermill Center. On arriving in New York we met and paid
a site visit to the centre, where he introduced himself to the staff by his avatar name –
Oberon. It was at the end of the residency that I learnt his real name – which he gave to me
with much reluctance, and only because I had to pay him an artist’s fee. Like many Second
Life artists, he chose only to exist in the virtual world. Two other artists joined me to push
this work into a more performative space, performer Fernando Ariel Gallardo and
dramaturge Paula Van Beek, both of whom I had worked with in real life on a collaboration
called Navigators for the Melbourne International Arts Festival. As an installation artist the
act of applying a time based narrative to my work was challenging. We slogged it out daily, 83
LICHTY, P. 2007a. Dancing in the minefield of virtual embodiment. CIAC's Electronic Magazine. 84
LICHTY, P. 2009a. Lightning Rod:Second Front, Reemergence of the Happening and the Integration of History. CIAC's Electronronic Magazine.
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often sitting in the real life Watermill talking to Oberon in Second Life who was sitting in the
same room in virtual Watermill. Realities were starting to mash even before the
performance had started.
Appendix 1 shows the final score for this performance and demonstrates the complexity,
simultaneous multi-layering required to achieve a fully immersive mixed reality work.
Chapter 5 – On Real and Virtual Audiences
Chapter 5 explores the experiences and reactions of real and virtual audiences in these new
mixed reality spaces. If the artists and users simultaneously exist in several realities where
does this leave the audience? Artist Jill Scott speaks of wanting to shift the somatic and
interactive roles of the audience in new ways….”to try to re-define the body by immersing
the audience inside hybrid environments, where they can in turn, interact with questions
about body transformation.”85
Theatre and performance art are transitory and ephemeral by nature. Due to server
restrictions on Second Life, only a maximum of 100 people86 can be in one place at one time,
therefore restricting the audience exposure of these events two-fold – not only to those
within Second Life, but those who are aware of the event and are fortunate enough to
witness it. An interesting paradox is created. Although the majority of Second Life art work
relies on the interactivity of the user to fully experience its affects, the majority of users are
only able to experience this work through a multi-tiered documentation. You Tube clips,
projections, Flickr photos, blogs and websites serve as the main avenue for interaction with
this work. Second Front founder Patrick Lichty states that the art makers in Second Life need
to consider their primary audiences when planning or creating work – if the work created for
Second Life users alone or whether the documentation will be the work itself and, if so, what
form will this documentation take? 87 Artists need to consider how the work in this form will
engage audience outside of Second Life. It is impossible to recreate the dynamic, multi
viewpoint and interactive nature of this work when it is represented in the “real world.” In
85
VOLKART, Y. 2004. Interview with media artist and theorist Jill Scott about fantasies of the extensive body as a morphological and relational body [Online]. Available: http://www.medienkunstnetz.de/themes/cyborg_bodies/extensive_bodies%20/ [Accessed 3/7 2011]. 86
LICHTY, P. 2009d. The Translationof Art in Virtual Worlds. Leonardo Electronic Almanac, 16, 12. p 4 87
Empyre
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Second Life artwork the audience is no longer passive, “a pair of eyes staring in the dark.”88
The viewer breaks through the screen, becoming at once spectator and part of the action
within time and space as both character and narrator.89 The ‘fourth wall’ of the theatre is
truly demolished. As a long established performance group (in the Second Life timeline),
Second Front are perhaps the most adept at recreating engaging documentation of their
performances to expose their work to “multiple audiences from the viral/machinima,
blogosphere and Second Life art cultures.”90 A combination of carefully re-edited video,
filmed by 2 – 3 participants of the original event, is re-contextualised within the Second Front
blog which narrates and gives body to the work. It is still though, a much poorer experience
than being involved in the work itself – much like real life witnesses to the performance work
of contemporary artists such as Timothy Kendell Esther might lament to others who were
not present. As always, it’s a case of “you just had to be there,” even if ‘there’ does not exist
in the physical world. The spatial and material problems being these performances are
“perceived by those who operate in them as settings for real action, and by those who
merely passively observe them as a flow of moving images on a screen.” 91
In describing the reaction to the recreated Abramovic/Ulay work Imponderabilia critic Rachel
Wolfe said, “Some avatars stripped naked before squeezing between Eva and Franco Mattes,
while others, who didn’t understand the interaction mechanism, took up position in front of
the door, and still others exploited the situation to give rise to new performances of their
own.”92 This heightened role of audience reinforces Bourriaud’s idea of transitivity, without
it, he says “the work is nothing other than a dead object, crushed by contemplation.”93
In my work Reality Bytes the idea was to create a happening where both audience and
performer were in multiple realities at once. We would have a real life performance and
audience at the Watermill Center, a virtual performance and audience in the Second Life
rebuild of Watermill (which also included a live video stream of the real life performance), a
real life audience in Melbourne watching a live stream of the Second Life performance and a
global audience of Second Life avatars. Further complicating the collaboration, we were
88
The Lord and the New Creatures, Jim Morrison 89
Nature Morte: Landscapes and Narratives in Virtual Environments Margaret Morese from Immersed in Technology:Art and Virtual Environments, Edited by Mary Anne Moser, MIT Press, Massachusetts, 1996. p 199 90
LICHTY, P. 2009d. The Translationof Art in Virtual Worlds. Leonardo Electronic Almanac, 16, 12. p 10 91
LICHTY, P. 2011. Lichty & Babeli’s “7UP” at BGSU 100×100 Alumni show. patrick lichty's art, research, and polemics [Online]. Available from: http://patricklichty.wordpress.com/page/3/ [Accessed 23/9 2011]. 92
All the Web’s a Stage Rachel Wolff http://www.artnewsonline.com/issues/article.asp?art_id=2443 93
BOURRIAUD, N. 2002. Relational aesthetics, [France], Les presses du réel., p 27
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directing two Second Life performers through virtual cues and trying to simultaneously
engage three separate audiences. The unpredictability was transferred to the Second Life
avatar audience, who would comment and interrupt these performances.
As I began to fracture out identity and realities – the logistics became almost overwhelming.
Reality cross-overs were created using the following methods:
1. Real life (RL) performance space at The Watermill Center
2. Mirrored virtual performance set built in Second Life (SL)
3. Multiple audience access points
a. Real life audience in Watermill (live physical)
b. Second Life audience
c. Melbourne event audience
d. Infinite global audience accessing Second Life
4. Real life performers
a. Georgie Roxby Smith as herself, operating her SL avatar
b. Georgie Roxby Smith re-enacting live avatar onscreen action
c. Georgie Roxby Smith as a real life person obsessed with being a “perfect” avatar
d. Georgie Roxby Smith re-enacting and watching pre-recorded mixed realty
performances of herself and her avatar
e. Fernando Ariel Gallardo further fracturing out the avatar and RL performer by
performing as a glitched Diogenes in drag
5. Second Life performers
6. Live access to Second Life space from Watermill accessed by RL Watermill audience and RL
performers
7. Live access to Second Life space for remote audiences (Melbourne and global)
8. Mixed reality real life and Second Life pre-recorded and live footage in both RL and SL spaces
9. Multi layered real time interaction between real life performers, Second Life performers, real
life audience and Second Life audience
10. Fractured self/performer through multiple reproductions of the artist in both spaces
11. The artist – Georgie Roxby Smith – as RL performer in avatar costume
12. Georgie Roxby Smith’s avatar Diogenes Wylder as SL performer
13. Multiple representations of her avatar Diogenes (glitched doppelgangers) operated by
Second Life performers, real life performers in the Watermill space and audience members in
the Watermill space and Melbourne event space
a. Diogenes Warrhol - oversized boobs
b. Diogenes Windstorm - wearing a real life mask - half her face is a real photo of the
artist Georgie Roxby Smith
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c. Diogenes Werefox - original SL prototype (Linden Labs Ruth avatar) with Diogenes
Wylder wig - an in joke for SL users
d. Diogenes Wizardly - a walking blonde Diogenes wig
e. Diogenes Waddington - zombie Diogenes
f. Diogenes Wendel - obese Diogenes
14. Real Life performer in Diogenes Wylder avatar costume (played by a male performer –
grotesque/fractured)
15. All Second Life avatar audience given a Diogenes Wylder avatar skin and outfit to be worn
during the performance
16. All real life audience members offered Diogenes wigs and masks
17. A mannequin representation of the avatar in the real life performance space replicated in
Second Life space as a ‘bot”
18. Life size projections of animated avatar onto real life objects/furniture in the Watermill
performance space
19. Mixed reality objects within the performance space constructed from print outs of SL objects
and made functional where possible (eg operating radio)
20. Multiple control and operation points of the avatars within the physical performance space
PC Where Operator Function
1 Watermill - Bed and desk GS then audience SL to projector and access point
2 Watermill - On desk Audience Ustream and access point
3 Watermill - Floor Audience SL access point
4 Watermill - Make up desk Audience SL access point
5 Watermill - Entrance room Audience Ustream live from perf room
6 Watermill - bedside table NA Playing SL machinima
7 Watermill - Entrance room Audience SL access point
8 Melbourne Audience 2 SL access point
The number of cross reality moments attempted in this performative installation and the
new nature of the piece made it difficult for the audience to fully comprehend the multiple
layering at work. The imposition of a narrative also pushed the work into a more theatrical
space than originally desired (see Appendix 3 for narrative). An hour-long audience
discussion and Q & A was held post performance and the audience (mainly 50+) were both
embracing and intrigued – although without the post-performance session, many elements
would have been left uncomprehended. These discoveries assisted in refining the piece
when this work was reconfigured for Byte<N> at RearView Gallery (see Chapter 3 – Digital
Identity and Desire and Appendix 4). The performative elements were stripped back to four
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main actions and positioned with more focus on the installation and interactive elements.
After the performance I was able to again reconfigure the work into a standalone
installation, which – more refined in its elements – was able to achieve similar objectives to
the previous versions. The final project to be submitted draws on this experience. Elements
of live performance and re-enactment will remain – as the dispersed identity of the artist as
real life persona, role playing as real life performer and Second Life performer sits as a key
component of the research. To minimise confusion Second Life access points will be reduced
to two, one for the performer/s and one for the audience. Pre-recorded mixed reality videos
and a live UStream feed into Second Life will remain. In a further fracturing of the self and of
enactment, I will no longer perform as my avatar, instead employing an actor who I will
direct by operating my Second Life avatar which she is forced to mimic.
These new spaces for audiences are still being comprehended by both artist and viewer and
as Fee Plumley from the Australia Council points out, perhaps some re-education is required,
“You can’t just throw out a web cast and expect people to know how to access it…there is a
need to produce the framework so that audiences are equipped to engage with the
performances.”94
Conclusion - Identity download – negating the self
Each of the main studio works in this research project – Reality Bytes, Byten I –III, Exquisite
Corpse, iObject and the Jackson works teased out the nature of identity, role play, desire and
death through performance, installation, machinima and re-enactment in Second Life. In the
process of performing or displaying these works, the relationship of these new virtual worlds
and mixed realities to an art audience was examined and refined. By commencing with the
most complex work, Reality Bytes, I was able to test the limits of technology and audience
comprehension and engagement and then work backwards to strip down the work to its key
elements. The final work in the research project iObject removes the live element completely
and explores my digital identity through the negation of self in a virtual world. By completely
stripping my self-portrait avatar of all identifiable features and symbols of desire and ego,
she is voided and challenges the position of identity in this hyper real world. This
deconstructed avatar staged a number of sit ins as a three dimensional shadow in the
consumer, social and sexual constructions of Second Life – provoking reactions of scorn,
threat and complete disregard by observing avatars. Silent in her commodified
94
Author. 2010. Digital Stage is No Geek Tragedy. The Australian, LICHTY, P. 2001. Incident Bodies: Virtual Humans, Avatars, and Popular Culture. Arion Institute for media and performance studies.
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surroundings, the death of her virtual ego and loss of virtual currency is underscored by the
evocative sounds of a Buddhist chant – creating a blur between an act of holiness or menace.
It is the artist role playing herself into a ghost in the machine. This work, shown on public
screens at Melbourne’s Propaganda Window, annuls the need for audience knowledge of its
medium as the image of a shadow self within a rich virtual environment speaks clearly in its
symbols across the void between the real and the virtual. Whilst works like iObject challenge
the notion of digital identity, the multi-planed mixed reality performances challenge
audiences further via their forced interaction across platforms and into worlds and screens
that they may be unfamiliar with. Each time these mixed reality performances have been
undertaken in this project – the limitations of the system have been tested to its extremities.
Internet connection, computer graphic capabilities, institutional blocks on Second Life,
multiple avatars in the space affecting rezzing and lag (transforming avatars into faceless
jerking grey beings) – the act of the performance breaks the technology itself – hence
negating not only the self and the avatar self but also the system we are channelling them
through. A catastrophe of digital proportions. This disruption becomes the measure of the
limits of data flow and real time. In an over populated virtual world, the real art of Second
Life exists when the world or its limitations are approached critically by its real life
provocateurs.
As technology advances and elements of these virtual worlds work their way into our
everyday interfaces, the barriers to entry will be streamlined and, for artists and audiences
alike, role play will extend into new realms, identities will blur and we will ultimately be
“relegated to the flesh dump as our data bodies live in the digital ether.”95
95
LICHTY, P. 2001. Incident Bodies: Virtual Humans, Avatars, and Popular Culture. Arion Institute for media and performance studies. www.voyd.com/texts/PLichtyEssayIncidentBodies.doc
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NOTES
46 | P a g e
APPENDIX 1 Reality Bytes Performance Score Version 26A 4.30pm SLT 29 April 2010 TIME
STILL ACTION Action to Still to Action
STILL ACTION
ACTION ACTION ACTION TO NOTHINGNESS
Duration 5 - 10 mins 5 - 10 mins 5 mins 5 mins 2 - 5mins??? 5 mins
Performance point
Intro/Arrival
Installaton Connection
Changeover
Loss of RL control
audience interaction
Desire Distortion Fracture
Isolation
The Grotesque
Desperation Death/escape
RL Audience in RL Watermill
Staff or Paula to lead thru Watermill to room 1 (table room)
Explore table room, randoms may move into main performance -look at installation, play on laptops
Looking, interacting with laptops connected to DW wrongtown dopelgangers
invited (how??) to go to costume box and put on wigs
If activating DW then effecting Ferns
encrouged to control DW and Dwarhol
Possibly flabbergasted!
Possibly still flabbergasted!!!
Watching - WM staff to start clapping to signify end at finish off actions
RL TVscreens Static noise all on (expect 'real' apartment TV)
"" RL/SL mash up screen on
SL porn projection on - projected onto RL bed
Off
RL PC screens SL SL SL SL SL SL SL SL SL SL SL SL SL SL SL SL SL Off
RL sound Discordant tech sounds - silent moments
tech sounds and typing
tech sounds and typing
Breath - Human sounds distorted - Action sounds
White noise builds. Density builds
Breathing, gorging,
Starts to peak - porn sounds, white noise, machine hum
Distorting - uncomfortable for audience, chaos
Silence
RL Fernando (male performer playing DW)
On metal walkway
on walkway. Moves to table room - lie on table between laptops
Model AO in table room
Moving around table room
Moving down corridor to main performance space
Ferns enters and starts AO model girl loop x 3
loop, in main performance space
if/ when audience control DW - Ferns reacts: choice to follow movemnt or gestures
if activated or bumped try to follow on screen movemnts, if DW av out of room - return to loop
Start Food loop Glitching plastic food, , eat plastic, rub with apple
Glitching Put on DW mask Glitching - Sex loop
Fucking, convulsing, on the bed, breath, extreme
Ferns off bed - glitch agaist wall / window
Stillness stillness after GS - leave the room. Lights on
RL Georgie - playing a desperate RL DW wanna be.
On bed (main performance space)
On Bed G wakes up. Gasp, Breath, restless, can't sleep
activates laptop. Telports DW home -Walk thru WM Set 'home to here'
Off bed. Wander stretch, look out windows - put laptop on 'desk' table
go to 'costume bo'x in the room - put wig on
Turns on TV in space showing RL/SL mash up footage. Alternates between watching and away mode
Away / watching
watching Goes to Ustream camera - eats an apple
Eat food - real but rotten .- start to distort. Find bood around bed - stand on bed eat. Stare at SL projection
Off bed - look at yourself in the SL mirror - put on DW mask
show mask in Ustream feed - desperate walk around room, frantic cleaning, escape - breathing heavily
Shower in full DW costume and wig
Splays on bed Gasps- wakes up from the nightmare
has a moment in the projection screen - wig and mask off
goes to desk - sleep whole computer - disengage, leave the room
SL DW - this laptop is connected to the projector in the main performance space
On bed in SL performance space - in Chill mode
On Bed On Bed DW 'home' walks through WaterMIill - end by sitting at desk - open SL
Walk to window. Sit at desk w\ laptop. Turn av viewpoint to face live
waiting until activated by audience
activated by audience
Oberon gains control?!?! Eating
Eating Fucking Fucking Fucking Paula or Oberon to op laptop - spinning screen
Spinning screen
Spinning screen
BLANK
A
C
T
I
O
N
47 | P a g e
laptop Set 'home to here'
screen
SL performer MAB in Mab av
Outside virtual Watermill Intro and Instructional - lead SL audience into SL table room. Boss em round! LOL!
Activating objects in SL performance space (table room and main performance space) chatting with audience
""""" Try to interact with RL audience " SHOUTS"
Interact with SL audience. Mimic DW
open costume box - put on DW skin - encrouge all SL audience to put on DW skin
Interact with DW - text to RL audience to encrouge them to opp the laptop
can 'bump' DW and Dwarhol if audience aren’t interacting
Invites everyone to a feast on the bed - Rez
Eating Invite everyone for a 4some on the bed
Fucking raining roses (command /3) - repeat several times
Pushing audience, glitch, dance - move manically around space
quit 'poof'
SL performer MAYA performing as Diogenes Windstorm (password Melbourne)
Waiting on metal walkway in SL Watermill
On walkway """" waiting on walkway , follow DW as she passes
walk around apartment room. Mimic DW
Mimic same pathways as RL Fernando (loops)
loops of apartment and table room -
can 'bump' DW and her "clones" if RL audience aren’t interacting
Feast - gives DW food
Eating. join in! Fucking End raining roses - throw giant rose on bed
Glitching or running through all emotion gestures AKA Gazira work (ref).
Start throwing DW wigs every where
quit 'poof'
SL Sound Streamed live.
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
Live from RL performance space and SL voice chat
""""" (audience clapping then silence)
SL Text Intro and Instructional -Mab
SL audience chat
SL performer 1 - repetive
Text to audience to activate DW -
Something indicating they are in control temporarily???
EAT EAT EAT EAT EAT
FUCK FUCK FUCK FUCK
Whatver feels appropriate! LOL!
LOVE LOVE LOVE LOVE LOVE (FUCK!)
END END END END END END END
END END END END END END END
END END END END END END END
Interactive SL audience
Following Mab through WaterMill
Enter table room then follow Mab to main performance space
Randoming around space, interacting with objects, chatting
put skins on Something indicating they are in control temporarily???
Feast Fasting joining the sex party on the bed
Left abandoned in space
Mob of distorted Diogene Wylder clone avs .....SL Diogenes Warrhol (boobs), Windstorm (mask) Werefox (ruth) Wizardly (hair) Waddington (zombie) Wendel (fat) all logged on to laptops at Melbourne
All in SL table room
All in SL table room. Wendel lying on table as per Fernando
Audience - or Paula, Oberon - start to move into perf room
Operated by RL audience
Operated by RL audience
Operated by RL audience
Operated by RL audience
Operated by RL audience
Operated by RL audience
Operated by RL audience
Operated by RL audience
Operated by RL audience
Operated by RL audience
Operated by RL audience
Operated by RL audience
Operated by RL audience
Operated by RL audience
48 | P a g e
event or RL Watermill
SL Media Screen on wall in SL performance space showing live stream of RL performance space
Streaming - Mac angled to show bed only
Ustream live
Ustream live
Ustream live Ustream live
Ustream live
Ustream live
Ustream live Ustream live Ustream live
Ustream live Ustream live
Ustream live
Ustream live
Ustream live Ustream live Ustream live
Leave on to indicate perforers out and space clearing for Mel audience
Screen table space,projector 3
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
Ustream live from main performance room
SL TV screen SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
SL advertising / DW images / RL images cycle
REAL LIFE - operation OO
REAL LIFE - operation PVB
PVB to reposition MAC to now show projection (hall of mirrors)
Playing with another PC to cue audience that they can keep exploring
Porn projection on -
Spinning screen
49 | P a g e
APPENDIX 2 – Reality Bytes Narrative/Synopsis distributed to
audience
Starting with calm and ending in chaos, Reality Bytes moves through moments of stillness (installation)
and movement (performance).
The narrative is expressed through an accumulation of ideas and images that will be experienced and
interpreted differently depending on each individual audience member’s point of view and interaction
with the work.
The thematic pulse of the work centres around a real life person (the artist, Georgie Roxby Smith) who
is obsessed with her Second Life avatar Diogenes Wylder.
Her obsession with the avatar’s idealised body and utopian life style drives her to desperately try to
recreate Diogenes’ perfect life in the real world. She is having some kind of waking nightmare and is
losing touch between the two realities and identities.
In Second Life Diogenes’ bed is always made. The grass is always green and the trees sway the same
way, in the same wind, every day. The sun rises and sets every four hours – her days are short and
joyful.
In the real world, casting herself as A Real Life Diogenes Wylder, everything has been invested into
buying the lifestyle – the apartment, the clothes – buying into the Second Life dream, this consumer’s
paradise. Yet everything she buys disintegrates and she cannot afford to replace it. Food rots, her face
wrinkles. She has prostituted herself to get there... but can’t keep up.
In acting out the pleasures of everyday human existence, the physical sensations of food and sex, both
Diogenes’; ‘in world’ and in the real world strive for satisfaction, for love, the desire for human
connection, to feel, feel real.
Avatars are pure, avatars have no organs, no orifices. They are clean, they do not leak, sweat, or smell
– there is no inconvenience to their bodies nor consequences to their actions.
But avatars are hollow. For this Second Life Diogenes food and sex bring her no taste or pleasure, no
sensations. But the real life body becomes deformed and diseased in her obsession with trying to
replicate the uncontaminated life that her avatar is living.
This fractured and grotesque new reality bleeds between desperation and isolation, connection and
loss of control. What is the escape when you don’t know who or where you are?
Calling out to her virtual self nightly, lamenting, – she knows she is only a mouse click away but
sometimes - when she won’t answer - and her love turns to hate. Real Diogenes does not realise she
is talking to herself.
50 | P a g e
Concept
Diogenes Wylder AKA Georgie Roxby-Smith (in real life) is an Australian artist currently in New York to
complete a residency and mixed reality performance at the Watermill Center. Roxby Smith uses the
virtual reality program Second Life to deconstruct layers of reality and fragment identity through both
in-world work and through recreations in real life.
By creating an avatar – self-portrait or otherwise – Second Life users create a strange balance
between the level of investment and exposure of themselves and role-play. Roxby Smith is compelled
by the general use of the “idealised body” by many users of Second Life and the desire to create
utopian selves and environments in their blandest possible form. Avatars are hollow – avatars are
pure, avatars are clean, avatars have no orifices. They do not leak, sweat, smell – there is no
inconvenience to their bodies. In exploring these ideas, Roxby Smith extracts her self-portrait avatar,
Diogenes Wylder, from the screen, re-enacting her movements, wants, and needs in a distorted and
grotesque version of herself (in what has been referred to as eccentric figuration).
Diogenes/Georgie aims to fracture the self / performer / avatar through multiple reproductions
including:
The real artist as performer;
The self-portrait avatar Diogenes Wylder;
Multiple representations of the avatar operated by Second Life performers, real life performers and audience members in the Watermill space in avatar costume;
Second Life avatars (in-world) to be given a Diogenes Wylder avatar skin; and
A mannequin representation of the avatar in the material performance space also replicated in the Second Life as a “bot.”
In this way, not only the self will be fractured but also the position and role of the audience who are at
once caught between realities, identities and their roles as spectator or performer/actor.
The main objectives in developing Reality Bytes are:-
To explore new possibilities of virtual reality media in contemporary art practice, focusing on the use of the program ‘Second Life’
To question the notions of materiality through the creation of objects and situations of indistinct form and reality
To explore the position of audience, artist and performer by creating a space where viewers are in multiple realities at once
To break with traditional forms of visual arts practice, installation, new media art, video art, theatre and performance to bring them together in one "event"
51 | P a g e
APPENDIX 3 – Reality Bytes planning email examples indicating
technical issues related to the work
On 27/4/10 08:07, "Georgie Roxby Smith" <[email protected]> wrote:
Hello fabulous SL performers!
Once again - sorry for the delay. I knew this was ambitious project - yet I still didn't really fathom
how intensely difficult it would be to entertain three different audiences at once (static audience at a live event in
Australia, SL audience and RL audience at Watermill) and to coordinate simultaneous SL and RL performances!
Jees!
Anyway we have divided the performance "score" into segments - starting with calm and ending in chaos. The
performance moves through moments of stillness (installation) and movement (proper performance!). There is
no story as such - more a set of ideas and images. It is based on the fact that a real life person is obsessed with
her SL avatar (Diogenes Wylder) and tries desperately to recreate DW's life in RL - which of course is unachievable
- particularly the physical sensations of food, sex etc (which is why we feature them in the piece). She is having
some kind of waking nightmare and is losing touch between the two realities and identities (hence all the
fracturing of DW's you will see).
I have attached our score and I hope it makes some kind of sense. Things may change a wee bit tomorrow but the
majority is locked in - we had a really successful rehearsal today led by our awesome dramaturg Paula Van Beek!
Let me know if you would like to do a run through. It would defeinately be worth meeting on line to walk through
the space etc at least. I know it looks tight on the score but we can be loose! There will be a few cues but - really
it is about what happens when we open up all these performer / audience / reality blurs - which may well be
chaos. LOL!
I wouldn't dream of not warming your virtual pockets for your generosity in being Reality Bytes stars, especially at
such short notice - without you two it really wouldn't work! I hope you will accept a fee of $10,000 lindens each
to use towards your SL practices or new clothes!!!! - I only wish it could be $10,000 RL dollars!
Please feel free to email me if you have any questions and look forward to chatting tomorrow some time
Thanks again
:-)
from Georgie Roxby Smith [email protected] to Sherry Dobbin <[email protected]>
cc Paula van Beek <[email protected]>
date 29 April 2010 18:41
subject Second Life grid down mailed-by gmail.com
Hi Sherry,
Just to give you a heads up, the Second Life servers are currently down for the first time. I assume hacked as there
has been an "SL outrage" over the new viewer which was launched 2 weeks ago and a protest meeting was
planned for tomorrow. This has never happened before to such an extent. See current updates below (4.30am
NYT - we are all up doing final touches for the show).
Obviously Linden Labs (who run Second Life) will have a team of people on this and it will be fixed by the time we
wake up. Fingers crossed.
52 | P a g e
Just thought I would let you know in case we need to have a last minute brainstorm on the event if this issue
continues.
Grid status can be checked at http://status.secondlifegrid.net/
Cheers
G
[UPDATED] Logins and other services disabled
Posted by Status Desk on April 28th, 2010 at 11:23 pm PDT
[1:23am PDT] [UPDATE] We are continuing our work to bring our services back online and will keep you updated
here.
[29th April 2010 - 12:30am PDT] [UPDATE] We are continuing to investigate current issues and will post updates
here as we have them.
[11:23pm PDT] [UPDATE] Logins, the Land Store, the LindeX, XstreetSL.com and registrations have been disabled
as we continue to work on these issues.
[10:45pm PDT] [UPDATE] Logins are currently still down. The website and support portal have come back online,
though they may be slow to load or experience errors. XstreetSL.com is inaccessible as well. We’re working to
resolve this as quickly as we can - please continue to check back for updates.
[9:45pm PDT] [UPDATE] Logins and secondlife.com, including the support portal, continue to be inaccessible as
we work to resolve this issue. Please check back here for updates.
[9:15pm PDT] [UPDATE] Secondlife.com and access to live chat and support tickets are also currently affected,
and unavailable for the time being.
*9pm PDT+ We’re currently experiencing login and inworld issues. We’re investigating the cause and scope of this
issue and will post here when we have more information. Please do not rez no-copy objects or make transactions
from Georgie Roxby Smith [email protected]
to Sonja Pedell <[email protected]>
cc Paula van Beek <[email protected]>
date 29 April 2010 03:57
subject Re: Tomorrow and Friday
Hi Sonja
Thanks heaps - and a big thanks to Pete for sorting that out last night.
Two computers would be great - one running Second Life off prepaid, or hopefully network (macs seem to run SL
Viewer 2 better than PC's if you have one) and one running a just the ustream (fullscreen)
from www.ustream.tv/channel/gstst
53 | P a g e
The sound will only come out of the Ustream computer.
I can do a test run tonight anytime from 1.00am here (we have a dress rehearsal before incl SL performers) which
is 3pm your time - is this OK?
Name of your supervisor
Dr Stephen Haley, Graduate Research Coordinator (MFA)
Dr Edward Colless, Senior Lecturer, Critical and Theoretical Studies
Any idea about numbers?
No - not really - sorry. Stephen has asked that the MFA cohort come - but any art event in the morning is not very
popular! I wuld assume a few VCA staff and a few friends/fellow artists. I am going to say 10 -15 but it is a guess
Press confirmed or unsure - if yes who?
All I know is it has been through UniNews and VCA - here in New York it is through the local press
How sexual or violent will content be (just incase there are kids or so I have to say beforehand or make a sign)
There will be virtual sex and simulated sex. I have attached our script for you. There will also be language but no
violence. I would suggest a sign saying "This performance may contain material that is offensive to some viewers"
What will the content be (or is this a secret?)
See attached script
What time do you want to set up on Friday for pretest (we want to try to avoid that the advertising is running
in the show time)?
I will sign up for Ustream today which will hopefully block the advertising. We can do a test at 6.30pm (so 8.30am
your time)
Is it a probelm if people go in and out and don't stay for the whole hour (won't be able to really prevent
anyway)?
Please encourage people to come and go as they please and to interact with the laptop
Length -
7.30pm - 7.45pm
Guests arrive NY - intro from Watermill program director. Lead to space 7.40pm. Performance commences
Melbourne audience arrives. Talk by Dr Sonja Pedell. (volume off on both screens). After talk - turn on volume Ustream. Performance commences.
Second Life audience arrives. Intro from SL performer Mab (text chat). SL audience will already be all over the virtual Watermill
7.45pm Performance approx 30 minutes
Is there anything specifically re interactions that should be performed with the avatar that helps you (I have to
check on Warrhal as I didn't try that login yet) - I will hope fully have a few people who are a bit better with the
interacitons in SL as I am?
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No that's fine. Just wander around and look at things. Inteact if you can with whatever is in the room. and any
audience member is encouraged to get up and play with the laptop (so perhaps it is in a position where it is
accessible )
Can you do a brief test Thursday 12.45 pm (midday) Melbourne time - shoudl be 10.45 pm your time.
3pm would be perfect
What shall I do with questions? Maybe you can give me simple heads up on the overall concept (just 2-3
sentences). For the more complex questions I will refer back to you - or your supervisor if he is there?
Yes if Ted or Edward come - I will ask them to introduce themselves to you when they arrive. It would be great if I
could do a skype but I can't as I am answering questions in real life! Feel free to give out my email/we address
Am I meant to say anything at the beginning - is there a distinct starting point?
Yes - I will send you notes shortly. 7.45pm we will start the performance proper.
Shall I take photographs?
That would be great and some video would be even better! (as I will be putting an edited video together of all the
event)
I assume both projections need sound?
Just Ustream (but keep it ff while you are talking as we may be making set up sounds in the space)
Anything else?
Please use Diogenes Warrhol (PASSWORD ********* ) to log in and start her standing outside the Watermill
building. At 7.40pm walk her through to the performance space we were in last night. Walk them via the room on
the right before youtake them into the main space and pause to look at the images on the wall.
Yay - think that is all for now ! lol!
Next email will be talk / intro notes
XXXXXX
G
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APPENDIX 4 ByteN Score
Synopsis – Chapter 2 Despite a near breakdown in the Hamptons, RLDW continues to desperately live as her virtual counterpart SLDW. She has a new apartment in Melbourne – in uptown Collingwood. She spends her days lamenting at images she has recorded of herself as RL and SL DW – trying to perfect herself to match up to her virtual counterpart. At night she pours herself a drink and goes to bed. But she cannot keep herself away from her utopic virtual world. Sleepless, she amuses herself touring virtual destinations and having virtual sex. She is totally disengaged with any RL partner that may be in her life. They simple cannot live up to her virtual ideals. One night (or is it every night?), a man joins her in bed – is it her lover, husband or stranger? No one would know. While she has him virtually, physically he doesn’t exist to her. After her virtual partner terminates their fucking sesson prematurely, RL DW turns to see a RL man beside her. She lights a cigarette and examines him. An idea strikes her – perhaps HE could be the physical manifestation of SLDW. Slowly she dresses him as he sleeps – transforming him into her real life Diogenes ideal. He wakes and is embodied. Rising from the bed he responds to RLDW’s controls as if there was an umbilical cord between him and the computer she operates. From cautious baby steps he begins to imitate SLDW perfectly. But to RLDW, it isn’t good enough. If she can’t be her – why would someone else be able to? She becomes bored, rips out his umbilical cord, switches off SL and leaves. With his creator gone, this new DW goes wild running from screen to screen, trying to find and re engage with his creator. He glitches out, exhausted, and collapses on the bed END DRAFT SCORE 6.00pm G on floor in front of screens (full mask etc) 6.20pm G to walk to bed, take off mask, wig etc. Pour drink, light cigarette, go to bed and start playing on SL (PC) walk around virtual Rearview...then to mac ...explore SL world(alternate). (PC is on projector) <Fernando and other clued up audience members playing on live SL, walking around virtual Rearview> 6.40pm (when other performer finishes) Fernando to bed – ignores G – starts fucking on SL, removes RL clothes G‘s av to join ferns avatar on bed – virtually fuck each other while disengaged physically. Do we use porn text??? 6.55pm ish (whenever we “feel it”) Fern stops SL fucking (SL Stand) Sleeps G to notice Ferns once he has disengaged Lights post virtual coital smoke Investigates Ferns Starts to dress Ferns Mask ferns Wig ferns 7.10pm ish As soon as Ferns wigged up, he activates Moves to front of projector screen Does some DW imitations. G moves DW around and watches Ferns. F starts off awkwardly then starts really embodying the perfect DW – struttin it out ! 7.20pm G becomes bored. Or is she jealous?? Changes audio track? Or silence???? Turns off SL (this shows on projector) Picks up smokes, drink Leaves room Fern WIGS OUT! His creator is gone – SL is down....manic, out of control. Glitches and runs between screens in space looking for his life line Finally collapses on bed, replacing his creators position END disengage . leave space.
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Appendix 5 – Gallery Sheet
Masters Exhibition, Margaret Lawrence Gallery, VCA School of Art 6-11 December 2011
</Your Clothing is Still Downloading>
The interfaces that lead us into cyberspace prove that one cannot detach technology from desire. Digital technologies promise to transcend familiar reality and to connect us to the paradise that reality has taken from us. Down with the detours and delays of reality: let us have instant gratification! What we cannot have in reality, we can have via the fantasy screen. As a “consensual hallucination” cyberspace would be the utopic, new ideal world.
Interface Fantasy: A Lacanian Cyborg Ontology – Andre Nusselder
In the virtual world of Second Life, where status is often accrued by having the best collection of sexually appealing avatars, desire and its ultimate physical endpoint, sex (or in this case cybersex), prevails. Cybersex is “more than role play it is the creation of a shared fantasy.” Avatars are hollow – avatars are pure, avatars are clean, avatars have no orifices. They do not leak, shit, sweat, rot – there is no inconvenience to their bodies. And if an avatar has no orifices then sex in Second Life is safer than in real life – the user is “freed from the burden of the body.” Many criticisms have been levelled at Second Life for its high number of sex, porn and exotic dance Sims. Contemporary art critic and curator Domenico Quaranta said of in world existence, “life revolves around the banal repetition of real-life rituals (having sex, going dancing, and attending parties, openings and conferences) and the same principles: private property, wealth and consumption.” As the promotional video for dedicated cybersex virtual world “The Red Light Center” attests, “Be who you want to be…without the hassle”. Cybersex or ‘getting off online’, in Second Life is a form of immersive role play – a mixed reality happening in that it more often than not, one could imagine, elicits physical action in its users offline. Whilst filming the “sex-scene” for this work my mind flickered between the ridiculousness of two digital bodies’ glitching against each other and the surreal feeling that behind that bunch of pixels a real person is operating and text chatting or, somewhat disturbingly, perhaps even masturbating. In the end I created two avatars – one my own and one an idealised male – and operated them both simultaneously using two computers to create the desired film output for projection. It was quite fitting as in the end, playing dolls, are we not just virtually fucking ourselves anyway? Can we really create intimacy in these new manufactured spaces?
</exquisite corpse> dead daddy
av•a•tar/ˈavəˌtär/ Noun: A manifestation of a deity in bodily form on earth An incarnation, embodiment, or manifestation of a person In computing, an avatar is the graphical representation of the user In exploring digital identity and desire, I began thinking about Second Life and the people who utilise the technology as being in some kind of perpetual movement away from death: a denial as such. In Second Life, there is no ageing, no rotting of the flesh. Secondarily there exists an eternal life in these new technologies – from forever live Facebook memorials frozen in time, the gravesites and dead celebrity avatars that still walk this virtual land and the pun of the program name itself. Despite this, every time I log out of Second Life my avatar dies – dissolution of pixels disappearing into the black – only to be reborn, unchanged, at the click of a button. When I die, or kill my Second Life, she will remain a cyber-ghost, forever condemned to the black. Thirdly, when using digital identities we are somehow detached, separated by the false sense of security the safety of the screen gives us. After working with a number of deceased doppelganger avatars roaming Second Life, </exquisite corpse>dead daddy brings the idea of resurrecting the dead into a more personal space. Commencing with an intimate 3D rebuild of my own dead father, I used my self-portrait avatar to recreate lived or dreamed experiences from my childhood alongside him. Like the avatars themselves though, these experiences were hollow – it was always me operating my father’s avatar, making him speak and move like some sad puppet. Humorous and horrific at once. Merging rephotographed real life images and Second Life footage of my father’s avatar in a 21st Century ‘exquisite corpse’, this work plays on death, desire, memory, loss and the materiality of the body.
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iObject iObject explores my digital identity through the negation of self in a virtual world. By completely stripping my self-portrait avatar of all identifiable features and symbols of desire and ego, she is voided – challenging the position of identity in this hyper real world. This deconstructed avatar staged a number of sit ins as a three dimensional shadow in the consumer, social and sexual constructions of Second Life – provoking reactions of scorn, threat and complete disregard by observing avatars. Silent in her commodified surroundings, the death of her virtual ego and loss of virtual currency is underscored by the evocative sounds of a Buddhist chant – creating a blur between an act of holiness or menace. It is the artist role playing herself into a ghost in the machine.
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Appendix 6 – Technical Specifications
Masters Exhibition, Margaret Lawrence Gallery, VCA School of Art 6-11 December 2011
</Your Clothing is Still Downloading> Margaret Lawrence Rear Gallery
Live Second Life feed, live webcam feed, 4 eMacs, 3 SL machinima, 2 webcam videos, projection, laptop
Materials Bed base 1.6m x 2.3m min One white plinth Projector mounts AV 4 white eMacs playing DVDS Two DVD players Two projectors roof mounted (one to project on bed from DVD– one to project on entire rear wall from laptop) Two laptops Speakers Three prerecorded Second Life machinima DVDS IT Melbourne Uni IT department to unblock access to Second Life and UStream/live video streaming 28 November to 12 December Main operating computer to preferably be cabled into ML gallery office as it is streaming video and SL and can crash easily on wireless Software Second Life, Ustream, Fraps, Photoshop, Adobe Sound Booth CS5, Adobe Premiere CS5
</exquisite Corpse> dead daddy Margaret Lawrence Video Space
Materials
One black plinth/platform 1.2m H x 0.6m W x 1.75m L approx Top painted grey
Projection onto plinth top or 4 TV screens laid flat
AV
DVD player
Projector, roof mounted
One DVD of four vertically aligned videos of Second Life machinima and rephotographed family snapshots with
soundscape
Speakers
Software
Second Life, Fraps, Photoshop, Adobe Premiere CS5, Adobe Sound Booth CS5
iObject Margaret Lawrence Gallery stairwell
One projector, one DVD player, Second Life performance machinima with soundscape, speakers
Software
Second Life, Fraps, Photoshop, Adobe Premiere CS5, Adobe Sound Booth CS5
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</Your Clothing is Still Downloading> Flowchart
Live Second Life stream 1, virtual rebuild of
installation and gallery
One avatar
Laptop 1
Audience Virtual Interaction Point
Live Webcam (Ustream) of audience operating
laptop
Live Second Life stream 2, virtual rebuild of
installation and gallery
Two avatars
Laptop 2
Locked / hidden from view
Projector to rear wall
Pre-filmed SL machinima (cybersex aerial view)
on DVD
Mounted projector, projecting down to white
"bed" plinth
Two pre-filmed SL machinima (female and
male). Two pre-recorded webcam videos (male and female. On 4 DVD's with
soundscape
4 white e-macs placed on white bed plinth