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In Three Dimensions: Art, Machinima and the Virtual University


Affiliations
1 University of Rochester, New York, United States
2 University of Western Australia, Western Australia, Australia
     

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Frank Popper's 2007 book "From Technological to Virtual Art" makes an important distinction between modern and postmodern technical art and "virtual" art. The latter, he insists, invites participation, and both celebrates and "humanizes" technology. He examines holography, computer art and the Internet, but ignores the socially engaged three-dimensional art made in Second Life, which has slipped below the radar of academic scrutiny. This article attempts to remedy that omission by drawing attention to three communities that come together by means of the University of Western Australia and its virtual art gallery: 3D artists, the filmmakers that take their art as inspiration for their films, and the outside sponsors and judges of the regular challenges the UWA offers. Machinima (film made in "real time" in games and virtual worlds) is emerging as a hot critical topic, but almost nothing has been said about the mutual dependence of Second Life filmmaker and artist that is fast becoming a genre of its own. We explore the combination of play, aesthetic, representation, and virtuality as these are fostered in a participatory environment meant for users to experience together as "avatars." We also address the ephemeral nature of art in a digital era, and how machinima films preserve and re-present its impact on outsiders. Finally, we address the relevance of this phenomenon to external study and the importance (and difficulty) of making it known to those who regard Second Life as a playground only and not a site for artistic experimentation and participation.

Keywords

Machinima, Virtual Worlds, Film Theory, 3D Digital Design, Second Life, Participatory Culture, Youtube, New Media.
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  • Au, Wagner James. 2008. The Making of Second Life: Notes from the New World. New York: Harper Collins Publishers.
  • Auerbach, Eric. 1953, 2003. Mimesis: The Representation of Reality in Western Literature. Fiftieth Anniversary Edition. Trans. Willard Trask. Princeton, Princeton University Press.
  • Bardzell, Jeffrey. 2011. "Machinimatic Realism: Capturing and Presenting the 'Real World' of Video Games." The Machinima Reader. Ed. Henry Lowood and Michael Nitsche. Cambridge, MA: Massachusetts Institute of Technology Press, 195-218.
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  • Benjamin, Walter. 1968. "The Work of Art in the Age of Mechanical Reproduction." In Illuminations. Trans. Harry Zohn, ed. Hannah Arendt. New York: Schocken Books, 217-242.
  • Boellstorff, Tom. 2008. Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton, NJ: Princeton University Press.
  • Fosk, Kate 2011. "Machinima is Growing Up." Journal of Visual Culture, 10:1, 25-30. http://vcu.sagepub.com/content/10/1/25
  • Greenaway, Peter. 2011. Interview conducted by "Jay Jay Zifanwe" in the blog for The University of Western Australia in Second Life. May 17. http://uwainsl.blogspot.com/2011/05/peter-greenaway-interview-following.html
  • Hayles, N. Katherine. 1999. How We Became Posthuman: Virtual Bodies in Cybernetics, Literature and Informatics. Chicago, London: The University of Chicago Press.
  • Higley, Sarah L. 2007. Hildegard of Bingen's Unknown Language: An Edition, Translation and Discussion. New York: Palgrave-Macmillan.
  • Higley, Sarah L. 2013 (forthcoming). "Dangerous Sim Crossings: Framing the Second Life Art Machinima." Understanding Machinima, ed. Jenna Ng. London: Continuum.
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  • Kirschner, Friedrich. 2011. "Machinima's Promise." Journal of Visual Culture Vol 10.1, 19-24. http://vcu.sagepub.com/content/10/1/19.
  • Landay, Lori. 2009. "Virtual KinoEye: Kinetic Camera, Machinima, and Virtual Subjectivity in Second Life." E-Media Studies, 2.1. http://journals.dartmouth.edu/cgi-bin/WebObjects/Journals.woa/xmlpage/4/article/340.
  • Marino, Paul. 2005. "Machinima From the Inside Out." Blog: Thinking Machinima. October 9. http://www.machinima.org/paul_blog/2005/10/machinima-from-inside-out.html.
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  • Machinima and Other Films Cited:
  • Art of the Artists. 2011. Dir. Fuschia Nightfire. http://www.youtube.com/watch?v=p2 Nj5ivMTX8.
  • Beginning of Knowledge and Sorrow. 2011. Dir. Laslopantomik Yao. http://www.youtube.com/watch?v=KnvDO5r2CY0.
  • Life 2.0. 2010. Dir. Jason Spingarn-Koff.
  • No Tomb for the Arts. 2011. Dir. Laurina Hawks. https://vimeo.com/23078765.
  • Petrovsky Flux. 2009. Dir. Toxic Menges. https://vimeo.com/16555138.
  • Rusted Gears. 2011. Dir. Bryn Oh. http://www.youtube.com/watch?v=3t2FQpNY0ck.
  • Seek. 2009. Dir. Cisko Vandeverre. http://www.youtube.com/watch?v=H6zbFx3Dxws.
  • The Journey. 2004. Dir. Friedrich Kirschner. https://vimeo.com/1110082.
  • Transformation: Virtual Art on the Brink. 2011. Dir. Lori Landay ("L1aura Loire") http://www.youtube.com/watch?feature=player_embedded&v=6mCrjkzzDJk#!.
  • Utopia Islands: No Color. 2010. Dir. Tutsy Navarathna. http://www.youtube.com/watch?v=tSPl-YaDIvI.
  • Why is There Something? 2010. Dir. Saskia Boddeke ("Rose Borchovski"). http://www.youtube.com/watch?v=jdvPOy4vW9I&feature=watch_response.
  • Yesterday's News. 2007. Dir. by Sedrin, Prod. by SlashDance. http://www.youtube.com/watch?v=sJESm-assss.

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  • In Three Dimensions: Art, Machinima and the Virtual University

Abstract Views: 207  |  PDF Views: 4

Authors

Sarah Higley
University of Rochester, New York, United States
Jegatheva (Jay Jay) Jegathesan
University of Western Australia, Western Australia, Australia

Abstract


Frank Popper's 2007 book "From Technological to Virtual Art" makes an important distinction between modern and postmodern technical art and "virtual" art. The latter, he insists, invites participation, and both celebrates and "humanizes" technology. He examines holography, computer art and the Internet, but ignores the socially engaged three-dimensional art made in Second Life, which has slipped below the radar of academic scrutiny. This article attempts to remedy that omission by drawing attention to three communities that come together by means of the University of Western Australia and its virtual art gallery: 3D artists, the filmmakers that take their art as inspiration for their films, and the outside sponsors and judges of the regular challenges the UWA offers. Machinima (film made in "real time" in games and virtual worlds) is emerging as a hot critical topic, but almost nothing has been said about the mutual dependence of Second Life filmmaker and artist that is fast becoming a genre of its own. We explore the combination of play, aesthetic, representation, and virtuality as these are fostered in a participatory environment meant for users to experience together as "avatars." We also address the ephemeral nature of art in a digital era, and how machinima films preserve and re-present its impact on outsiders. Finally, we address the relevance of this phenomenon to external study and the importance (and difficulty) of making it known to those who regard Second Life as a playground only and not a site for artistic experimentation and participation.

Keywords


Machinima, Virtual Worlds, Film Theory, 3D Digital Design, Second Life, Participatory Culture, Youtube, New Media.

References