Hi Mike,
>I personally would like to see Museums at the forefront of this work
so we are in a position to help guide environments like SL rather than
following along behind, as is so often the way in our sectors...
Not sure what this means in practice. I don't think the museum sector is
actually in a position to lead in very much like this. There are lots of
big companies, and user/developer communities about, and we are very
small fry. Sometimes, we can be useful partners, but mainly we need to
be opportunistic about developments which we can use effectively. We do
need to understand these technologies though, even if only to understand
their limitations. And that does mean a bit of engagement.
By all means play with SL to learn, but I'd feel guilty doing it in work
time!
Cheers
john
-----Original Message-----
From: Museums Computer Group [mailto:[log in to unmask]] On Behalf Of
Ellis Mike
Sent: 06 December 2006 15:14
To: [log in to unmask]
Subject: Re: Second Life
Of course, you could write it as the Museums COMPUTER group...
Either which way, I don't think anyone is suggesting we change
priorities. I do believe, however, that there are opportunities for
Museums to engage with new and different audiences using these
technologies in ways which we don't yet fully understand.
Not to say I don't like an object or two, as well
Mike
_________________
Web Site Manager
Science Museum
Exhibition Road
London, SW7 2DD
07970 846 059
http://www.sciencemuseum.org.uk
http://www.danacentre.org.uk
http://www.ingenious.org.uk
http://www.makingthemodernworld.org.uk
-----Original Message-----
From: Museums Computer Group [mailto:[log in to unmask]] On Behalf Of
John Faithfull
Sent: 06 December 2006 14:52
To: [log in to unmask]
Subject: Re: Second Life
Curious how much interest this topic is arousing. Second Life is clearly
a spectacular example of a kind of activity which will undoubtedly
become more widespread.
However, I'm a bit concerned that this might be viewed as a priority
over the many other things we could be doing to help people access, use,
and enjoy physical objects. We are after all the MUSEUMS Computer Group,
and not, say, the Digital Curation Group.
Most museums are, and must continue to be about objects. Museums are
about object-based evidence, while libraries for example, are mostly
about book evidence. We undoubtedly have an interest in aspects of
digital and virtual activity, and even preservation. But it's not our
core role. By attempting to be omnipresent, and do everything, we are in
danger of diluting resource allocation and commitment to what we can do
best.
I think it's great that we play with technologies like this. But there
are lots of much more basic things most museums could usefully be doing
digitally. I'd love to see more of these done, simply, sustainably, and
well.
Long live physical displays and collections in real museums, and digital
methods of enhancing them!
Cheers
John
-----Original Message-----
From: Museums Computer Group [mailto:[log in to unmask]] On Behalf Of
Linda Spurdle
Sent: 06 December 2006 13:49
To: [log in to unmask]
Subject: Re: Second Life
There are a couple of interesting stories relating to Second Life in the
Register today - one is on a survey that shows that nearly half of
Americans who belong to online communities claim that the virtual world
that they inhabit is as important as the real world:
http://www.theregister.co.uk/2006/12/01/rise_of_virtual_world/
and there is a story about how an anti-poverty campaign has invaded
Second Life to remind people that children are dying in the real world
every 3
seconds:
http://www.theregister.co.uk/2006/12/01/second_life_poverty/
So it seems that the virtual is increasingly becoming real to people, so
much so that a real campaign has to get virtual in order to wake people
up to what is happening in the real world!
Linda
Birmingham Museums & Art Gallery
Please respond to Museums Computer Group <[log in to unmask]>
Sent by: Museums Computer Group <[log in to unmask]>
To: [log in to unmask]
cc:
Subject: Re: Second Life
I had been thinking along similar lines (artists in residence, museums
of SL). I've spent (quite) a few lost evenings in SL and decided the
time had come to set up a project that would make SL more compelling to
myself and others, otherwise I wouldn't go there anymore (too many
hellishly vacuous shopping malls). I had wanted to create a gallery and
invite proposals for interesting projects. But I realised that the
visual is really not SL's defining feature and there is no point trying
to recreate the aesthetics of real galleries and artefacts. It is more
about social interaction, and in particular about interactions between
people from all over the world. So, I'd been thinking that the ideal
museum in SL is about anthropology. A place to commission, explore and
archive projects, about:
- Trade and exchange
- Language
- Attraction
- Kinship and community
- Territories and boundaries
- Identity & appearance
- Beliefs (e.g. in other realities)
- Narratives
and so on, with all these explorations reflecting on both real life and
virtual worlds.
I don't quite have the resources to do it myself though, as I'm not sure
what the returns would be.
I'll watch this artist residency with interest...
Bridget
Director, Flow Associates
441 New Cross Road, SE14
07890 540178
----- Original Message -----
From: "Linda Spurdle" <[log in to unmask]>
To: <[log in to unmask]>
Sent: Tuesday, December 05, 2006 5:26 PM
Subject: Re: Second Life
> Personally the sort of museum in Second Life that I would want to
> visit would be a museum of Second Life - i.e. that the "objects" and
exhibitions
> relate to the the early stages and development of Second Life and
> it's culture. And there's probably room for a few museums covering
> different aspects of this, especially as it is develops so quickly. I
> think it is difficult for us to think "virtually" -it seems that
> artists are at
least
> a couple of steps ahead of us. The following call for an artist in
> residence in Second Life is now closed but I think it might be of
interest
> given the current discussion.
>
> Ars Virtua Gallery and New Media Center in Second Life is soliciting
> proposals for its artist-in-residence program. The deadline for
> submissions is November 21, 2006. Established and emerging artists
> will work within the 3d rendered environment of Second Life. Each 11-
> week residency will culminate in an exhibition and a community-based
> event. Residents will also receive a $400 stipend, training and
> mentorship.
>
> Ars Virtua Artist-in-Residence (AVAIR) is an extended performance that
> examines what it means to reside in a place that has no physical
> location.
>
> Ars Virtua presents artists with a radical alternative to "real life"
> galleries: 1) Since it does not physically exist artists are not
> limited by physics, material budgets, building codes or landlords.
> Their only constraints are social conventions and (malleable-
> extensible) software. 2) The gallery is accessible 24 hours a day to a
> potentially infinite number of people in every part of the world
> simultaneously. 3) Because of the ever evolving, flexible nature of
> Second Life the "audience" is a far less predictable variable than one
> might find in a Real Life gallery. Residents will be encouraged to
> explore, experiment with and challenge traditional conventions of art
> making and distribution, value and the art market, artist and
> audience, space and place.
>
> Application Process: Artists are encouraged to log in to Second Life
> and create an avatar BEFORE applying. Download the application
> requirements here: http://arsvirtua.com/residence. Finalists will be
> contacted for an interview. Interviews will take place from November
> 28-30.
>
> About Ars Virtua: Ars Virtua is a new media center and gallery located
> entirely in the synthetic world of Second Life. It is a new type of
> space that leverages the tension between 3D rendered game space and
> terrestrial reality, between simulated and simulation. Ars Virtua is a
> venue for new genres; it is also a platform for showcasing traditional
> artists creating still and moving images, for instance, who apply
> scripts to extend these into the synthetic game environment. Ars
> Virtua maintains a close relationship with the underlying animation
> engine that enables Second Life architecture and 3D rendered
> "sculpture." Ars Virtua brings the art audience into "new media"
> rather than new media to the museum or gallery, and calls upon its
> audience to interact with the art and one another via their avatars
> within the space.
>
> About Second Life: Second Life is a 3D online persistent space totally
> created and evolved by its users. Within this vast and rapidly
> expanding place, you can do, create or become just about anything you
> can imagine. Built-in content creation tools let you make almost
> anything you can imagine, in real time and in collaboration with
> others. An incredibly detailed digital body
> ('Avatar') allows a rich and customizable identity.
>
> URLS:
> http://arsvirtua.com/
> http://arsvirtua.com/residence/
> http://slurl.com/secondlife/dowden/42/59/52/?title=Ars%20Virtua
> http://secondlife.com
>
> Linda
>
> Birmingham Museums & Art Gallery
>
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