[NetBehaviour] OneAvatar
xDxD
xdxd.vs.xdxd at gmail.com
Thu Aug 14 15:17:59 CEST 2008
http://www.neorealismovirtuale.com
OneAvatar connects your body to your Avatar in virtual worlds.
You and your Avatar will be finally one, sharing the same experiences
even at physical level.
You get hurt, you Avatar gets hurt.
Your Avatar dies, you die.
(available for Second Life, World of Warcraft)
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Virtual Worlds such as Second Life and World of Warcraft address
people's perceptions and sensorial domains in specific ways. By using
(living) these worlds users experience emotions, sensations and
perceptions to which they are used to or of completely new kind. Both
types are "new" in the fact that they are created in the users by means
of technological devices and digital communications related practices.
This is a major trend of contemporary technology. Bridges across
information, architectures, prcesses and the body are constantly being
created at sensorial or even physical levels. Interactive systems,
wearable technologies, prosthetics, technologies that are embedded into
objects and locations, domotics, robots, artificial intelligences. All
of these things go towards eliminating the possible dualities
intercurring between what is organic and inorganic, of what is body and
what is architecture, what is thought or memory and what is external
information flow, what is a physical product and what is an immaterial
service.
This is a very complex subject for discussion, and it represents the
full 360 degrees of background that sits behind and at the base of
"OneAvatar".
The project starts off from taking into account these new sensorialities
and then brings them to an extreme to highlight frictions, possibilities
and, most of all, new spaces for dialogue.
We are all, more or less, influenced by the emotional and processual
practices connected to the use of networks and, specifically, by virtual
worlds. Checking for new emails every 10 seconds; clicking on the
"StumbleUpon" button to randomly see a new website for 3 seconds, then
passing to the next one; the way in which we scan texts instead of
reading them; the use of search engines; the ways in which we identify
people on the internet; the way in which we read news and blogs and
information. These are all things that are similar to other things that
we experienced in "life_without_the_internet", but this resemblance is
truly a partial one, as they can be characterized in ways that are
dramatically different, and studied specifically. So much that they are
being called "new tactilities", "digital senses", "augmented
sensoriality" etcetera.
This is obviously true with regards to Virtual Worlds like Second Life
and World of Warcraft. When we go to places, chat, interact, buy, visit,
dance, have sex in these worlds we have experiences that we define by
using names that are pertinent to the analog world, but that are totally
different.
Two clear differences lay in the areas of the perception of the physical
body and on the notion of identity.
We cannot get physically hurt in Second Life or on World of Warcraft,
nor can we physically feel the sensations that we feel when we touch
something/someone, when we lift things, move things, when we are hit,
caressed, when there is wind or direct sunlight, when we dive int the
water or when we fall down from the skateboard or get a papercut. These
missing degrees of sensoriality are one of the main distinctive
characteristics of the way we experience Virtual Worlds and centrally
define such experiences and the ways in which we perceive them. The fact
that it is not possible to get hurt and, eventually, die in a Virtual
World creates a physical and perceptive distance from that experience,
shaping social relations, interactions, world use, economics. This
missing body, this sense of being freed from the responsibility of
having a body that can get hurt, fall sick, break, die, suffer from
pollution, bring a whole plethora of concepts to low levels of attention.
The ways in whch we define our identities in digital and virtual worlds
enhances this scenario. To be able to freely define our identity
represents a form of freedom, that is for sure, but it also
"disconnects" us from the Avatar that we impersonate. Experience becomes
real (as it can bear real efefcts that are relational, economic,
political...) but theatrical, fictional. It is narrative, more than it
is real.
OneAvatar doesn't have a moral/ethical approach to these issues. The
project is aimed at establishing real connections running between the
virtual worlds and the physical body, to examine the possibilities
arising from these practices.
In the first production of OneAvatar, part of the NeRVi (Neo Realismo
Virtuale) theories, a video shows a person during a session in the
Second Life virtual world. The person wears a set of electrodes that are
connected to the USB port of hs laptop. The device is controlled by a
software that uses the libsecondlife software libraries to intercept and
interpret the status of his avatar's virtual body, trasforming it into
stimulations of the physical body.
When the user jumps off with his avatar beyond the edge of a tall
building in the virtual world without turning on the "fly" mode, the
software interprets this great fall as a traumatic event, and sends a
high voltage shock to the player, that is, to all effects, electrocuted.
While this is a fictional setup, as the actual device only uses low
voltage stimulations, such as the ones found in sport-related appliances
and massage machinery, it creates a shocking representation of what
could easily become reality: a deep connection running between analog
and virtual bodies. With all of its positive and negative sides.
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