Reflexive Architecture, Second Life Machinima
Reflexive Architecture, by Keystone Bouchard, Jon Brouchoud. Installation on Architecture Island and exhibition on Info Island for artslib. Excellent SL build that demonstrates various adaptive play installations.
Reflexive Architecture: Active Glass, Columns, Sound
Another example of the work of Jon Brouchard in Second Life
Reflexive Architecture: Active Glass, Columns, Sound
Installation on Architecture Island and exhibition on Info Island for artslib, September 2007
S.O.N.A.R (Self Organizing Nebulous Architectural Response)
-A fluid virtual architecture that develops and responds to avatar presence and movement.
Wikitecture Tree Demo, Second Life Machinima
Interesting adaptive interface
Second Life First Life Dance
Interactive installation at the Royal school of architecture in Stockholm. Dancers interact with their virtual counterparts in second life.
Responsive Architecture Creating Spatial Experience
Another example of how architecture and 3d meshes can interact with avatars.
Reflexive Architecture; Avatar Trails - Visual Traces
More Jon Brouchoud
Reflexive Music Installation
More of Brouchouds series of experiments centered on reflexive music, within the percieved boundary between music and architecture in a virtual world.
I really admire the work of Brouchoud it is extremely original and I can see some interesting uses for education. Once I have begun to script in SL I would like to experiment with interactive pieces like this. I think my students would enjoy interacting and building such installations.
Thursday, 11 February 2010
Examples of adaptive play
Here is my initial look at how artists are using feedback loops to generate imagery and explore adaptive behaviours.
Interactive Mirror in the HK Coliseum.
Video demonstrating how a mirror generates light shows from how people interact with their reflections.
Guggenheim museum NY with Traxon's LED
Crazy LED floor in the Guggenheim museum of NY. Using LED boards with Sound to Light function with ecue lighting control.
Singapore Science Museum
This video demonstrates how the movement of people on a floor within Singapore Science Museum, generates a light show according to how people interact with the light.
Painting with Light - Live Video Feedback Session
This video shows a Painting With Light workshop, with dancer Ellen McCarthy and other participants experimenting and interacting with a video camera and projector in a feedback-loop.
Metaverse
This video demonstrates the results of artist Derek Lerner mixing of virtual and real realities, infinite space, multi-user online 3D collaborative environments, and time travel. This resulting video was prompted about his thoughts about the concept of virtual space and Second Life in general as well as blurring lines between simulation and real.
He was asked to contribute work to the NOKIA Trends Lab project and started to think about the level of connectivity and immersive experience handheld wireless hybridized multifunction devices offer, resulting in a type of virtual space. It reflects the sense he gets when walking down the street taking photos, listening to the radio, & then uploading images to a server is of a disjointed reality where his mind is in another place but body is walking down the street.
This inspired him to use a NOKIA N93 to film video feedback loops creating abstract video drawings as a metaphor for 3D immersive virtual space. Infinite syndicated regurgitated communicative white noise evoking feelings of becoming so intertwined with digital communications that the grayness of life as we currently know it is a blurry place of virtual and real.
How Educational Establishments are using SL
The following show examples of how Second Life is being used in various schools, colleges and universities.
The Skill Mastery Hyperdome
The Skill Mastery Hypodrome is a vitual environment in which students can learn, develop and practice interview skills. Designed for a Foundation Studies course as part of the Second Life Education New Zealand Project. Acitivites include: enhancing communication skills, especially those needed in an interview situation. Students can also select appropriate clothing,experience virtual interviews, take on the roles of both interviewer and interviewee, and develop confidence in Q & A sessions. They can also rehearse various interview scenarios in a variety of situations and environments.
Mindscape Project - Art Exhibition Centre in Second Life
In 2008 College students from Trento (Italy)created an art exhibition centre (inspired by futurist Fortunato Depero's work) in Second Life.
This video shows the tour of the finished work, guided by the students themselves.
[Italian spoken - english subtitles - shot on may 30 2008)
Nursing Simulation
A postpartum hemorrhage scenario conducted on second life for nursing students in New Zealand and Idaho.
Education and Professional Development: Classrooms without Borders
A machinima on the professional development opportunities that can be found in the virtual world of Second Life. Filmed at ISTE, Discovery Educator Network, Atlantis Seekers, and the Teacher Networking Center. Explores team building exercises, digital story telling, cultural exchange, teaching tools, online research skills and communication
Education in Second Life
Video shows various institutes researching the use of virtual worlds in education, in the States, Portugal and Brasil. It demonstrates how Second Life, and other virtual worlds are not just for entertainment, but also for serious research subjects in education etc.
Second Life: Open Education and Virtual Worlds
Charles Nesson and Rebecca Nesson at Harvard University examine Second Life and the opportunities and problems that this virtual environment confronts.
Second Life: NC State Classes Go Virtual!
This video describes the use of Second Life in two College Management courses. Part of NC State University's LITRE (Learning in a Technology Rich Environment) program and a part of VOLT: Virtual Online Learning and Teaching, a comprehensive, collaborative project on online learning. Examining creating thinking, analytical skills, 3d expression and research methodolgy. Also delves into cultural diversity and social issues with a project to develop an environment to get perspective employers etc used to foreign environments (virtual cultural training centre).
Infolit iSchool in Second Life® with Sheila Webber / Sheila Yoshikawa in SL
Explores the use of Second Life to encourage research and enquiry, with the use of Libraries. Looks at enquiry based learning models and the creation of research posters.
International Society for Technology in Education -- ISTE Second Life
ISTE Island is a virtual online space that allows educators to meet up and swap thoughts and learn new ideas and technology to improve education. The video has a few testimonials highlighting how ITSE has changed their lives.
Second Life Loyalist College Canadian Border Simulation
Loyalist College Border Service students participate in a simulated Canadian border crossing using Second Life - created by the Virtual World Design Centre, Loyalist College, Belleville, Ontario.
RIT on TV News: Second Life
WROC-TV (Channel 8) reports on how RIT is using the virtual world of Second Life to enhance educational opportunities. Examples of class projects, math problems meetings, Second Life build projects (objects you would not normally be able to navigate around). Eg a street that is half communist and half capitalist.
Second-Life Student exhibition (Temple University Japan)
A short documentary about an exhibition organized by two classes of the School of Communications and Theatre, Temple University, Japan Campus. One is on "Second-Life and the Future of Music Industry", Also explores the use of the term Cybermedia!
Second Life and the Future of the Music Industry, (nd), Projects (WWW), available from: http://www.sl-music.info./projects.html, viewed 5/2/10
This page within the website provides access to the student projects within SL. Each documents and researches one aspect of the new economy of music in Second-Life. Each project takes the form of a poster displayed during the final exhibition, as well as possibly supplemental material such as interview files.
The Edge Eden Project in Second Life
It was created by Coventry University second lifers for the Eden Project's bid for the people's £50 million. Inside the building there are a number of features that let the user interact with other applications such as Facebook and links to The Edge's site. It has been built by Second Life creators in Coventry University's Serious Games Institute.
Second Life for the University
Pod cast tour of the Nottingham University's new campus in Second Life. Demonstrates how they are using SL to improve the delivery of education and to aid in research, as well as provide a support sturcture for their students. How to reference etc! Also mentions students using SL to research the use of wind farms and the best places to put them. (Experiential learning)
Murdoch University Island in Second Life
Video explaining how the University is using it’s Island within SL. Has four main uses: Library workshop, safe space (for building), Best practice within Education and student projects within IT. Such as job interview situations, murder role play for forensics students, independent study etc
Interactive Mirror in the HK Coliseum.
Video demonstrating how a mirror generates light shows from how people interact with their reflections.
Guggenheim museum NY with Traxon's LED
Crazy LED floor in the Guggenheim museum of NY. Using LED boards with Sound to Light function with ecue lighting control.
Singapore Science Museum
This video demonstrates how the movement of people on a floor within Singapore Science Museum, generates a light show according to how people interact with the light.
Painting with Light - Live Video Feedback Session
This video shows a Painting With Light workshop, with dancer Ellen McCarthy and other participants experimenting and interacting with a video camera and projector in a feedback-loop.
Metaverse
This video demonstrates the results of artist Derek Lerner mixing of virtual and real realities, infinite space, multi-user online 3D collaborative environments, and time travel. This resulting video was prompted about his thoughts about the concept of virtual space and Second Life in general as well as blurring lines between simulation and real.
He was asked to contribute work to the NOKIA Trends Lab project and started to think about the level of connectivity and immersive experience handheld wireless hybridized multifunction devices offer, resulting in a type of virtual space. It reflects the sense he gets when walking down the street taking photos, listening to the radio, & then uploading images to a server is of a disjointed reality where his mind is in another place but body is walking down the street.
This inspired him to use a NOKIA N93 to film video feedback loops creating abstract video drawings as a metaphor for 3D immersive virtual space. Infinite syndicated regurgitated communicative white noise evoking feelings of becoming so intertwined with digital communications that the grayness of life as we currently know it is a blurry place of virtual and real.
How Educational Establishments are using SL
The following show examples of how Second Life is being used in various schools, colleges and universities.
The Skill Mastery Hyperdome
The Skill Mastery Hypodrome is a vitual environment in which students can learn, develop and practice interview skills. Designed for a Foundation Studies course as part of the Second Life Education New Zealand Project. Acitivites include: enhancing communication skills, especially those needed in an interview situation. Students can also select appropriate clothing,experience virtual interviews, take on the roles of both interviewer and interviewee, and develop confidence in Q & A sessions. They can also rehearse various interview scenarios in a variety of situations and environments.
Mindscape Project - Art Exhibition Centre in Second Life
In 2008 College students from Trento (Italy)created an art exhibition centre (inspired by futurist Fortunato Depero's work) in Second Life.
This video shows the tour of the finished work, guided by the students themselves.
[Italian spoken - english subtitles - shot on may 30 2008)
Nursing Simulation
A postpartum hemorrhage scenario conducted on second life for nursing students in New Zealand and Idaho.
Education and Professional Development: Classrooms without Borders
A machinima on the professional development opportunities that can be found in the virtual world of Second Life. Filmed at ISTE, Discovery Educator Network, Atlantis Seekers, and the Teacher Networking Center. Explores team building exercises, digital story telling, cultural exchange, teaching tools, online research skills and communication
Education in Second Life
Video shows various institutes researching the use of virtual worlds in education, in the States, Portugal and Brasil. It demonstrates how Second Life, and other virtual worlds are not just for entertainment, but also for serious research subjects in education etc.
Second Life: Open Education and Virtual Worlds
Charles Nesson and Rebecca Nesson at Harvard University examine Second Life and the opportunities and problems that this virtual environment confronts.
Second Life: NC State Classes Go Virtual!
This video describes the use of Second Life in two College Management courses. Part of NC State University's LITRE (Learning in a Technology Rich Environment) program and a part of VOLT: Virtual Online Learning and Teaching, a comprehensive, collaborative project on online learning. Examining creating thinking, analytical skills, 3d expression and research methodolgy. Also delves into cultural diversity and social issues with a project to develop an environment to get perspective employers etc used to foreign environments (virtual cultural training centre).
Infolit iSchool in Second Life® with Sheila Webber / Sheila Yoshikawa in SL
Explores the use of Second Life to encourage research and enquiry, with the use of Libraries. Looks at enquiry based learning models and the creation of research posters.
International Society for Technology in Education -- ISTE Second Life
ISTE Island is a virtual online space that allows educators to meet up and swap thoughts and learn new ideas and technology to improve education. The video has a few testimonials highlighting how ITSE has changed their lives.
Second Life Loyalist College Canadian Border Simulation
Loyalist College Border Service students participate in a simulated Canadian border crossing using Second Life - created by the Virtual World Design Centre, Loyalist College, Belleville, Ontario.
RIT on TV News: Second Life
WROC-TV (Channel 8) reports on how RIT is using the virtual world of Second Life to enhance educational opportunities. Examples of class projects, math problems meetings, Second Life build projects (objects you would not normally be able to navigate around). Eg a street that is half communist and half capitalist.
Second-Life Student exhibition (Temple University Japan)
A short documentary about an exhibition organized by two classes of the School of Communications and Theatre, Temple University, Japan Campus. One is on "Second-Life and the Future of Music Industry", Also explores the use of the term Cybermedia!
Second Life and the Future of the Music Industry, (nd), Projects (WWW), available from: http://www.sl-music.info./projects.html, viewed 5/2/10
This page within the website provides access to the student projects within SL. Each documents and researches one aspect of the new economy of music in Second-Life. Each project takes the form of a poster displayed during the final exhibition, as well as possibly supplemental material such as interview files.
The Edge Eden Project in Second Life
It was created by Coventry University second lifers for the Eden Project's bid for the people's £50 million. Inside the building there are a number of features that let the user interact with other applications such as Facebook and links to The Edge's site. It has been built by Second Life creators in Coventry University's Serious Games Institute.
Second Life for the University
Pod cast tour of the Nottingham University's new campus in Second Life. Demonstrates how they are using SL to improve the delivery of education and to aid in research, as well as provide a support sturcture for their students. How to reference etc! Also mentions students using SL to research the use of wind farms and the best places to put them. (Experiential learning)
Murdoch University Island in Second Life
Video explaining how the University is using it’s Island within SL. Has four main uses: Library workshop, safe space (for building), Best practice within Education and student projects within IT. Such as job interview situations, murder role play for forensics students, independent study etc
Saturday, 16 January 2010
Cybernetics
I have started researching Cybernetics and how it relates to my adaptive play model. I thought it best to first define Cybernetics and look at some of the main authorites on the subject. Below I have pasted extracts from various sites to help me understand the subject matter.
Cybernetics is the science that studies the abstract principles of organization in complex systems. It is concerned not so much with what systems consist of, but how they function. Cybernetics focuses on how systems use information, models, and control actions to steertowards and maintain their goals, while counteracting various disturbances. Being inherently transdisciplinary, cybernetic reasoning can be applied to understand, model and design systems of any kind: physical, technological, biological, ecological, psychological, social, or any combination of those. Second-order cybernetics in particular studies the role of the
(human) observer in the construction of models of systems and other observers.
FIRST-ORDER CYBERNETICS
The cybernetics of systemS that are observed from the outside as opposed to the cybernetics of systems involving their observers (von Foerster). First-order cybernetics is concerned with circular causal processes, e.g., control, negative feedback, computing, adaptation. (Krippendorff)
Second-order cybernetics
Second-order cybernetics, also known as the cybernetics of cybernetics, investigates the construction of models of cybernetic systems. It investigates cybernetics with awareness that the investigators are part of the system, and of the importance of self-referentiality, self-organizing, the subject-object problem, etc.
In effect, those involved in second order cybernetics have turned the principles of cybernetics upon the field of cybernetics itself. In order to qualify as second-order cybernetics, the observer of a system must be described and explained -- the explanation can not be based purely on the system observed as if the observer did not exist
http://pcp.vub.ac.be/SECORCYB.html 16/1/10
An engineer, scientist, or "first-order" cyberneticist, will study a system as if it were a passive, objectively given "thing", that can be freely observed, manipulated, and taken apart. A second-order cyberneticist working with an organism or social system, on the other hand, recognizes that system as an agent in its own right, interacting with another agent, the observer. As quantum mechanics has taught us, observer and observed cannot be separated, and the result of observations will depend on their interaction. The observer too is a cybernetic system, trying to construct a model of another cybernetic system (see constructivism). To understand this process, we need a "cybernetics of cybernetics", i.e. a "meta" or "second-order" cybernetics.
History of the word "cybernetics"
Cybernetics is the discipline that studies communication and control in living beings and the machines built by man. A more philosophical definition, suggested by Louis Couffignal in 1958, considers cybernetics as "the art of assuring efficiency of action. " The word cybernetics was reinvented by Norbert Wiener in 1948 from the Greek kubernetes, pilot, or rudder. The word was first used by Plato in the sense of "the art of steering" or "the art of government ". Ampère used the word cybernetics to denote "the study of ways of governing." One of the very first cybernetics mechanisms to control the speed of the steam engine, invented by James Watt and Matthew Boulton in 1788, was called a governor, or a ball regulator. Cybernetics has in fact the same root as government: the art of managing and directing highly complex systems.
Impressed by this disease of the machine, Wiener asked Rosenblueth whether such behavior was found in man. The response was affirmative: in the event of certain injuries to the cerebellum, the patient cannot lift a glass of water to his mouth; the movements are amplified until the contents of the glass spill on the ground. From this Wiener inferred that in order to control a finalized action (an action with a purpose) the circulation of information needed for control must form "a closed loop allowing the evaluation of the effects of one's actions and the adaptation of future conduct based on past performances." This is typical of the guidance system of the antiaircraft gun, and it is equally characteristic of the nervous system when it orders the muscles to make a movement whose effects are then detected by the senses and fed back to the brain.
References
http://en.wikipedia.org/wiki/Cybernetics 16/1/10
http://www.angelfire.com/co/1x137/cyber.html 16/1/10
http://pcp.vub.ac.be/SECORCYB.html 16/1/10
http://en.wikipedia.org/wiki/Second-order_cybernetics#External_links 16/1/10
http://en.wikipedia.org/wiki/Heinz_von_Foerster 16/1/10
ftp://wwwc3.lanl.gov/pub/users/joslyn/heylighen6.pdf 16/1/10
http://ru.vlab.wikia.com/wiki/Heinz_von_Foerster_%22Cybernetics_of_Cybernetics%22_(1979) 16/1/10
http://www.univie.ac.at/constructivism/HvF.htm 16/1/10
http://www.livinginternet.com/i/ii_wiener.htm 16/1/10
http://pespmc1.vub.ac.be/CYBSWHAT.html 16/1/10
I will be looking at the works of Nurbert Wiener, Heinz von Foerster and Katherine Hayles for more information on the subject.
Cybernetics is the science that studies the abstract principles of organization in complex systems. It is concerned not so much with what systems consist of, but how they function. Cybernetics focuses on how systems use information, models, and control actions to steertowards and maintain their goals, while counteracting various disturbances. Being inherently transdisciplinary, cybernetic reasoning can be applied to understand, model and design systems of any kind: physical, technological, biological, ecological, psychological, social, or any combination of those. Second-order cybernetics in particular studies the role of the
(human) observer in the construction of models of systems and other observers.
FIRST-ORDER CYBERNETICS
The cybernetics of systemS that are observed from the outside as opposed to the cybernetics of systems involving their observers (von Foerster). First-order cybernetics is concerned with circular causal processes, e.g., control, negative feedback, computing, adaptation. (Krippendorff)
Second-order cybernetics
Second-order cybernetics, also known as the cybernetics of cybernetics, investigates the construction of models of cybernetic systems. It investigates cybernetics with awareness that the investigators are part of the system, and of the importance of self-referentiality, self-organizing, the subject-object problem, etc.
In effect, those involved in second order cybernetics have turned the principles of cybernetics upon the field of cybernetics itself. In order to qualify as second-order cybernetics, the observer of a system must be described and explained -- the explanation can not be based purely on the system observed as if the observer did not exist
http://pcp.vub.ac.be/SECORCYB.html 16/1/10
An engineer, scientist, or "first-order" cyberneticist, will study a system as if it were a passive, objectively given "thing", that can be freely observed, manipulated, and taken apart. A second-order cyberneticist working with an organism or social system, on the other hand, recognizes that system as an agent in its own right, interacting with another agent, the observer. As quantum mechanics has taught us, observer and observed cannot be separated, and the result of observations will depend on their interaction. The observer too is a cybernetic system, trying to construct a model of another cybernetic system (see constructivism). To understand this process, we need a "cybernetics of cybernetics", i.e. a "meta" or "second-order" cybernetics.
History of the word "cybernetics"
Cybernetics is the discipline that studies communication and control in living beings and the machines built by man. A more philosophical definition, suggested by Louis Couffignal in 1958, considers cybernetics as "the art of assuring efficiency of action. " The word cybernetics was reinvented by Norbert Wiener in 1948 from the Greek kubernetes, pilot, or rudder. The word was first used by Plato in the sense of "the art of steering" or "the art of government ". Ampère used the word cybernetics to denote "the study of ways of governing." One of the very first cybernetics mechanisms to control the speed of the steam engine, invented by James Watt and Matthew Boulton in 1788, was called a governor, or a ball regulator. Cybernetics has in fact the same root as government: the art of managing and directing highly complex systems.
Impressed by this disease of the machine, Wiener asked Rosenblueth whether such behavior was found in man. The response was affirmative: in the event of certain injuries to the cerebellum, the patient cannot lift a glass of water to his mouth; the movements are amplified until the contents of the glass spill on the ground. From this Wiener inferred that in order to control a finalized action (an action with a purpose) the circulation of information needed for control must form "a closed loop allowing the evaluation of the effects of one's actions and the adaptation of future conduct based on past performances." This is typical of the guidance system of the antiaircraft gun, and it is equally characteristic of the nervous system when it orders the muscles to make a movement whose effects are then detected by the senses and fed back to the brain.
References
http://en.wikipedia.org/wiki/Cybernetics 16/1/10
http://www.angelfire.com/co/1x137/cyber.html 16/1/10
http://pcp.vub.ac.be/SECORCYB.html 16/1/10
http://en.wikipedia.org/wiki/Second-order_cybernetics#External_links 16/1/10
http://en.wikipedia.org/wiki/Heinz_von_Foerster 16/1/10
ftp://wwwc3.lanl.gov/pub/users/joslyn/heylighen6.pdf 16/1/10
http://ru.vlab.wikia.com/wiki/Heinz_von_Foerster_%22Cybernetics_of_Cybernetics%22_(1979) 16/1/10
http://www.univie.ac.at/constructivism/HvF.htm 16/1/10
http://www.livinginternet.com/i/ii_wiener.htm 16/1/10
http://pespmc1.vub.ac.be/CYBSWHAT.html 16/1/10
I will be looking at the works of Nurbert Wiener, Heinz von Foerster and Katherine Hayles for more information on the subject.
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