New Media and the Museum

IAT 888 | Spring 2012 | SFU SIAT | Kate Hennessy

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March 28, 2012 by jeremy

Second Life Sneak Preview – My Neon-Sign Avatar Museum Performance at Gallery Xue…

 

For my museum performance in Second Life, my avatar has been composed entirely out of neon signs. These pics illustrate the signs with animations advertising the Museum of Vancouver’s “UGLY VANCOUVER NEON VANCOUVER” show and the IAT 888 class…

The neon words on the custom signs get scrambled before spelling out the full words…UPDATE: This avatar now has the Pepsi head aligned with the Coors Lite bikini body…I have taken some video footage and hope to upload them to youtube, with the Prof’s permission 🙂  I plan to perform at Gallery Xue’s various museum franchises within Second Life and may also set up an installation there (time permitting)…

Posted in Assignments, Class presentation, Commentary, Ephemera, Exhibits, MOV, News · Tagged avatar performance art, gallery xue, iat 888, jeremy owen turner, Museum of Vancouver, neon, Second Life, ugly · Leave a Reply ·

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March 27, 2012 by jeremy

AVATARA – An “ethnographic” documentary film about an early virtual world…

Hi Class,

I noticed after reviewing my interview with Dennis Moser that I did not mention to him that I had co-produced one of the first documentaries about an avatar community.

The virtual world we explored was Steve DiPaola’s “Digitalspace Traveler”.

Our documentary was from 2003 and was called AVATARA…

Here are some links (including the entire movie online)…

1. Our official website (includes the full feature movie online).

2.  A review by Christiane Paul (Whitney Curator).

3. A review by ethnographer, Max Forte.

 

Posted in Ephemera, Exhibits, News · Tagged avatara, digitalspace traveler, documentary, donato mancini, flick harrison, jeremy owen turner, machinima, museum, steve dipaola, Virtual worlds · Leave a Reply ·

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March 24, 2012 by jeremy

A SECOND SIGN OF THE TIMES: AN INTERVIEW WITH DENNIS MOSER…

A SECOND SIGN OF THE TIMES: AN INTERVIEW WITH DENNIS MOSER VIA EMAIL – MARCH 14, 2012

SUMMARY:  As part of a homework assignment for his “New Media and the Museum” class taught by Prof. Kate Hennessy; Jeremy Owen Turner interviews the virtual world librarian and music composer, Dennis Moser about heritage and conservation issues surrounding public and private signage in Second Life.  The purpose of this interview is to draw parallels between the contemporary treatment of signage in Second Life with the “Neon Vancouver – Ugly Vancouver” exhibition of historic neon signs – currently at the Museum of Vancouver (MOV).

JEREMY: As a resident of Second Life, what is your opinion of prominent advertising signage on the Mainland and immediately next to tranquil private islands?

DENNIS: Because the Mainland is governed by the Lindens and the private islands are not, I consider them an unfortunate necessary evil.  I think it reflects the general non-regard of the Lindens with the creative content providers both on the Mainland and those who develop the private islands. I’m not sure anyone would rush to accuse the Lindens of exercising or encouraging good taste. And unless the content is in violation of the Terms of Service, the Lindens are not usually going to get involved.

JEREMY: Are some signs more appropriate than others? Why/Why not?

DENNIS: I do feel that some signs are more appropriate than others. I hate to invoke terms like “discretion” or “aesthetics” but there is often a lack of both throughout Second Life. Bad design is bad design and I think that the pressures of community come into play more quickly on the private islands. That said, there continues to be a need for direction in the initial user experience.

First-time users of SL are invariably a little thrown off by the complexity of the interface and “experience.” Anything that can ease entry into the environment is good. I continue to hope that wiser heads will prevail when it comes to the design and implementation of those signs relating to this.

JEREMY: As an artist in Second Life, have you made any signs? If yes, what kind of signs would you like to make and why (for what purpose)?

DENNIS: Since my creative work in SL is performance (music, with some infrequent visual work), my “sign-making” has been largely related to that work. They have tended to be performance promotion posters that are shared with friends and venue owners. But like many, I’ve tried my hand at more general building, exploring the possibilities of textures and animation of objects, though these have never been used in “signs” proper.

JEREMY: As a curator, what kinds of signs would you want to preserve from Second Life and why? Is the content or type of these signs important?

DENNIS: This is more about the significance of the content and context of the signs than the signs-as-objects. If signage relates to an event — especially a non-recurrent one — the preservation of that signage becomes part of the context of the event. These “markers” are important, especially for things such as performances that might otherwise pass unmarked. I am too familiar with builds that had signage about the objects and events taking place there that subsequently disappeared with no record of their having been in existence. I think it is important to consider that the signage is but one element of a totality of the experience within Second Life and, as such, needs to be included as a part of a whole.

JEREMY: What would the act of preserving these signs tell future generations about Second Life’s cultural heritage?

DENNIS: What does the act of preserving them tell future generations or what would the signs themselves tell future generations? Two distinctly different, yet related, questions there. The second first: the signs themselves help to document this environment we call Second Life. By providing additional details about the place and/or the event, they can glimpse a bit of what was happening in there at that moment of time. It would, of course, be an incomplete picture since the signs are only a small part of the totality of the ecology.

The first question: to me, this is the more important question. WHY are we preserving these signs? To what end? Is it just vanity, a saying “We were here” to future generations? A “Look at what we could do” thumbing of noses? Maybe all of that or none. If we are willing to recognize the value of the creative impetus behind the signs’ creation — or their “significance” in relation to an event or objects — then we are saying that these things we found of value and feel that they need be shared with the unborn yet to come. The fact that they exist in such a fragile and fugitive environment makes this latter gesture all the more poignant.

JEREMY: If Second Life were to disappear in the coming years, what would be the best strategy to archive signs, entities and other virtual objects from Second Life?

DENNIS: Lowood, et alia, included Second Life in their “Preserving Virtual Worlds” project and devoted an entire chapter in their report documenting the failure of their approach for “archiving” Second Life. This may have more to do with their strategy, which was heavily reliant on scripted, automated processes, than anything else. One serious factor was that they — like many others — continue to think of Second Life as a “game.” A better approach, which I have staunchly advocated for some time now, is to take a more ethnographic approach for virtual environments. If we consider the information ecology that such places comprise, to “archive” them requires nothing less than approach that would be used in an analogue environment. And because we are talking about entire “culture” we must avail ourselves of the very same approaches, in this case every ethnographic tool that exist for documenting human cultures in the analog environment. This means the use of interview, oral histories, ethnographic visual documentation (in this case, ethnographic machinima*), and so on. This is, of course, a large part of my argument in the paper from DRHA 2010  (http://people.brunel.ac.uk/bst/vol1001/cover.html), addressing the difficulties of documenting  performance practices in Second Life, specifically.

The fact that the environment in which all of this takes place is digital or “virtual” simply means that we must utilize digital application of methodologies that are already extant and, in some cases, highly refined and effective.

One thing that was clear from the “Preserving Virtual Worlds” report: the proprietary nature of Second Life is the single greatest hindrance to its long-term preservation (this was an inherent flaw in the project’s methodology and the application of scripted or automated processes for gathering materials together for preservation purposes!).

JEREMY: What would it mean to “restore” or “conserve” signage in Second Life? Would re-constructing or emulating a new sign from your memory of what the signs looked like represent an “authentic” artifact from Second Life’s signage history? Why/why not?

DENNIS: “Restoration” and “conservation” in this context are two distinct activities, and this leads to your second question — the reconstruction, especially from memory, is particularly problematic from an strictly-defined archival perspective: the “reconstruction” from memory is NOT a “trusted” document. That is, because it is NOT the actual object, or a replication of that object from a “trusted” source, the provenance of the object being instantiated is suspect. You cannot verify, unequivocally, that it is what it purports to be, and therefore authenticity is suspect. This could represent a major problem, especially with regards to creative content of significant financial value. “Emulation” is predicated upon having a trustworthy source for the materials being emulated, so it might be less problematic — a documented provenance could be ascribed to the source material, making the issue of authenticity much more manageable.

Of course, “restoration” could easily be accomplished by the loading of the source code on to an appropriate platform, though this might entail keeping hardware (and operating systems) on hand that would support these endeavors. I’m not sure that “conservation” in this context is even possible, since there is no “treatment” option available … I suspect that “preservation” is a more apt choice.

* The growth of machinima-makers in Second Life is an excellent example of the failure of much of the academic community to come to terms with the realities — pardon the pun — of Second Life. The concept of “ethnographic” or “documentary” machinima is almost entirely absent. To the best of my knowledge, to date there have been no serious attempts to utilize ethnographic methods for documenting Second Life communities. “

JEREMY: I would like to add to this that Tom Boellstorff wrote a book about ethnographic research in Second Life called “Coming of Age in Second Life” (2008).

 

BIOS:

DENNIS MOSER is part of the Library faculty at the William R. Coe Library of the University of Wyoming, serving as the Digital Resources Librarian.  Moser’s research includes the preservation of digital cultural heritage materials.

 JEREMY OWEN TURNER is a PhD student at Simon Fraser University’s School of Interactive Arts and Technology (SIAT) in Vancouver (Surrey),Canada. Turner has also been an avatar performance artist and music composer in Second Life since 2006.

Posted in Assignments, Ephemera, Exhibits, MOV · Tagged Conservation, Dennis Moser, Emulation, Heritage, jeremy owen turner, Museum of Vancouver, Second Life, Signs, Virtual worlds · 2 Replies ·

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February 19, 2012 by kristin

Neon Signs Made with Bacteria

Image from Hasty Lab, UC San Diego from: http://futureoftech.msnbc.msn.com/_news/2011/12/19/9565060-neon-signs-made-with-bacteria

Tyler – I thought of you while searching for explorations with neon signs. This article describes research from UC San Diego that is exploring the use of fluorescent bacteria as bio-pixels for screens.

http://futureoftech.msnbc.msn.com/_news/2011/12/19/9565060-neon-signs-made-with-bacteria

Posted in Ephemera · Tagged bacteria, bio-pixels, neon signs · 4 Replies ·

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January 31, 2012 by jeremy

Must-Have Narratives!: The Museum and Proprietary Cultural Heritage…

1980s - I felt I needed to buy this action figure to activate proprietary access into Dr. Fate's imaginary narrative...Here, the official narrative (the comic book) is included with the action-figure.

Finally, here is my chance to purchase access to direct narrative agency as Dr. Fate

This blog post is based on:

Malpas, J. 2008. “Cultural Heritage in the Age of New Media” in New Heritage.New York: Routledge, pp. 13-26.

Srinivasan, R. et al. 2010. “Diverse Knowledges and Contact Zones within the Digital Museum. Science, Technology & Human Values 35(5), pp. 735-768 (pp. 1-36 on the PDF).

Using Walter Benjamin’s authorial aura again as inspiration for extending a treatment of cultural artifacts towards issues of  cultural heritage, we see more authors state that material objects are still valued but that we have a new heritage paradigm where the narrative context allows us to now magically transcend the fetish of the collected object (Malpas 2008:15). If we have access to the narrative (through agonizing negotiation at our local “contact zone”), then we feel that we can complicate the traces of ownership and be gained access into another culture’s proprietary heritage (Ibid).   But, this would depend on which cultural paradigm being referred to.  In our Western Consumer Capitalist society, we require the purchase and collection of the commodity representation just to get permission to include the collected entity into our imagined personal narratives.    In my opinion, this situation reinforces the fetish of collecting by making the narrative cultural experience fully contingent on the collected proprietary artifact.  As noted by Srinivasan et al (2010), museum collections until the mid-20th century “continuously discuss, study, and reorder the world in miniature” (Bennett 2005 in Srinivasan 2010:4) and I would say that such worlds are still being re-ordered in miniature through the purchasing and collection of fetish-representations of the desired narrative.

As a kid, my imagination was stifled by this paradigm.  I felt an ontological disconnection from relating to a specific super-hero or villain in my head unless I owned the action-figure representation of that character.  I could not even imagine a suitable narrative without purchasing and collecting the commodity fetish version first.  I would imagine that the museum works in a similar fashion.  They cannot embody their idea of someone else’s narrative without owning the fetish-object first.  Museums also need the object for ritual activation of cultural heritage as a proprietary narrative.

In fact, without gift-shop ready representations of each fetish object, museums may feel that these narratives are out of their grasp and truly located within the authoritative domains of other cultures.  If the museum had a certain reproduction of their mask in their gift-shop, is it then ok to have the mask repatriated back to the originating culture?

Being “neither distant nor close” (Malpas 2008:22), the non-material narrative (i.e. stories and rituals) blends in through the residual process of capitalist consumption (another incentive to visit the Museum’s gift shop).

Is it any surprise then to know that video game companies see the value in owning an end-user’s own emergent cultural heritage?  With Malpas’ “Virtualism” (17, 20), the company can restrict proprietary access to BOTH the “autonomous” artifact (including the user’s own self-representation) and the corresponding narrative or personal ritual.  This paradigm goes beyond Benjamin’s notions of mechanics implying digital reproduction – proprietary access consumes living cultural heritage as well – whether it be the private rituals of First Nations cultures or the public expressions of avatars and agents in video games and virtual worlds.

As Malpas notes,  the current notion of “heritage interpretation” (20) helps determine one’s own heritage manifestation.  And now, we not only hold up a mirror of culture to see ourselves in it, we have social networking sites like Facebook beginning to shape how we access and mediate our reflected image.

I would say that the Consumer-Capitalist paradigm works as a counter-balance to those “multiple-ontologies” offered by an object or fact (i.e. Bruno Latour’s “immutable mobiles”, Srinivasan 2010:5). With the Zuni example (Srinivasan 2010:7), narratives were shared but were not included in the museum’s catalog.  This omission reverses consumer capitalism’s collection drive. Without the Zuni narrative, there is no permission to access the fetishistic power of the object.  In consumer capitalism, without first possessing the fetish-object, there is no permission to access the narrative. This re-contextualizes Appadurai’s assumption (1986 in Srinivasan 2010:9)  that an object is “inert and mute” without narrative as the activation agent.  In our culture, possession of such an object becomes the key to activating the narrative.  How much of this activation is attributed to human agency or narrative is in the mind of the beholder.

One final thought…here was what was going through my head when Malpas considered language itself to be an artifact…

“The Weirding Way” – Dune (David Lynch, 1984 based on Frank Herbert’s book)

 

Posted in Assignments, Case Studies, Commentary, Ephemera · Tagged action figures, collection, Dr. Fate, dune, fetish, malpas, museums, proprietary narrative, srinivasan, Walter Benjamin · 7 Replies ·

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January 28, 2012 by kristin

In Time Vancouver IPhone App

I found a neat iphone app that gives catchy news headlines from Vancouver’s history called In Time. Its a simple interface (just a list of headlines) that leads into short articles that are fun reading with photos of ‘then and now’ that give a little context within the city. I’ve been addicted to it for a few days (until I ran out of stories).

(photo from the Ontario Augmented Reality Network)

http://www.oarn.net/2011/12/vancouver-in-time/

http://itunes.apple.com/us/app/vancouver-in-time/id480547811?ls=1&mt=8

Posted in Ephemera · Tagged iphone app, vancouver history · 2 Replies ·

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January 18, 2012 by kristin

BBC Article Regarding Findings in Museum Storage

After our visit to the Museum of Vancouver’s Neon Vancouver | Ugly Vancouver exhibit and walk through of the museum’s storage, I ran across this article on my commute home:

“Fossils Discovered in Museum Storage including Some of Charles Darwin’s Plant Specimens”

http://www.bbc.co.uk/news/science-environment-16578330

I can now understand why so many resources are needed to manage these vast museum collections, and how some objects could be overlooked. However it would be really exciting to find that some of the overlooked objects are so famous!

 

Posted in Ephemera · Tagged museum collections, news, point of interest · Leave a Reply ·

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December 27, 2011 by kate

National Filmboard of Canada–the making of a neon city

This is the NFB’s animated holiday greeting–part of a resurgence of interest in the neon city? Beyond this piece, the NFB’s archive of Canadian film and media is a great (and entertaining) place to think through the changing nature of the archive in the digital age.

Posted in Ephemera · Tagged neon · Leave a Reply ·

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