reblogged: On Building the Unreal, a Memory

2007.08.10 (Friday, August 10)

My grandparents, the tired, the poor and the hungry of an Old, imploding Europe, immigrated to America between the 1880’s and the early 1920’s. Arriving on its shores with little more than the clothes on their backs and the energy of getting to work to re-build their lives, crafts and tradesmen, they literally started constructed the inner cities, then the suburbs, of their adopted country’s eastern seaboard.

What? & How? to build to build & organize the young cities and unbuilt territories of America, was based on their mental images, those of the land they left behind. An instinctive memory of the thousands of years of culture and architecture constructed by their ancestors’, a ghost-image that somehow they felt capable of reproducing, that would permit them to thrive in their new home. [continue>Metaverse Territories]


reblogged: A Reality of Presence States

2007.08.09 (Thursday, August 9)

Re-reading Vernor Vinge’s 2006 novel, Rainbow’s End, plunged me back into an insistent but unclear reverie concerning the What? & Why? & Where? of the convergence between mirror and virtual worlds. In the book’s first scene, four of the book’s protagonists, 3 government agents of the Indo-European commission and ‘Mr. Rabbit,’ a potential contractor, are meeting in avery real Barcelona. Of the scene’s 4 actors, 1 is actually present on the terrace of a busy Barcelona café, while the other 3 are represented by avatars. Mr. Rabbit is a brown haired hare in a top-hat, last seen provocatively hopping away through busy midday tourists, as the other 3 sat around discussing the meeting [Metaverse Territories] Read the rest of this entry »


reblogged: When Actual Materiality Surpasses Even Real Virtuality

2007.08.06 (Monday, August 6)

HypoSurface is a disruptive material technology. It’s been plenty blogged in the last week, so I won’t bother repeating what’s already been said, especially concerning How? and Why? this works. Anyway, what draws my attention, in reference to this blog, is when I see a real technology approaching, even surpassing, what can be done when creating space using immaterials.

[continue reading@ Metaverse Territories]

NMC Arts[Photo taken from the excellent inworld Second Life art installation, NMConnect on the NMC campus]

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reblogged: Visible And Invisible Forces Of The Singularity

2007.08.04 (Saturday, August 4)

from=>> metaverseterritories.com

The review by ngel Kalenberg of the book MediaArtHistories at network_performance elaborates on the subject of my post, What Can’t Be Seen, Must Be Shown:

Art’s mission, maintained Paul Klee, is to make the invisible visible. Rilke added that “we are the bees of the invisible.” Normally, art is composed of a material that an artist works, armed with a technique to achieve a form. Thus, Robert Klein held that Alberti, Brunelleschi, Leonardo, and Durer sought to render the idea intelligible in and through the palpable form.

Avair expo
continue reading=>> metaverseterritories.com

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New URL for Metaverse Territories dot com

2006.09.15 (Friday, September 15)

New site address–> METAVERSETERRITORIES.COM


Barcoding links between real and virtual worlds

2006.09.12 (Tuesday, September 12)

smartpox barcodeHere is a Smartpox representation of my email address. It could be any text based message, data-base or other encoded information. Print it and plaster them like graffiti all around town. Then, with a java-based camera equipped cell phone (and smartpox’s java app installed on the phone), point and click to decode its contents. [via read/write web]


links> Metaverseroadmap project

2006.09.11 (Monday, September 11)

Metaverse Roadmap Inputs Wiki & Roadmap Inputs and Feeds


Roadmap Event Questions

2006.08.14 (Monday, August 14)

The excellent Metaverse Roadmap Event that I attended earlier this week in NYC @ EYEBEAM has been briefly covered here, here & here. Due to a serious lack of time on my part (I’m waiting for a plane), I’m posting a couple of questions that I wanted to ask and that we didn’t get around to on Thursday evening.

  1. Jerry Paffendorf showed a web app that created links between a build in Second Life (SL) and a real world, mapped location on which it is based. Why do this? Is there anything actually being created by doing this? Even though it was just another feature of the metaverse space Jerry was showing off, I think the details and implications of this is essential, and deserves much more attention. In fact, it was alluded to several times in other presentations without enough elaboration.
  2. The discussion between Prokofy Neva and Mark Wallace provided the sound byte of the evening. Prokofy identified “World” as the “force” fighting the integration of virtual & WWW spaces. World, she explained, is a “time machine” whose role is to provide the context for shared experience through the creation of succinct atmospheres. (It was actually a quite poetic moment). Wouldn’t we have been better served, if the equivocal nature of world was replaced by space? World is a potentiallity, whereby space is a tangible, modifiable material, a medium.
  3. Sibley Verbeck of Electric Sheep described a recent event in SL for baseball’s All Star Game, created for Major League Baseball. But beyond the ostensible entrepreneurial and marketing ploy, how will the simultaneous representations of an original event actually change our experience of it? Or, sticking with the example of baseball, we know how its media space representations (TV, radio, press…) augment and intensify the game. How will virtual worlds play out as trans-media simulacrum?
  4. The great Tony Parisi produced the best graphic-byte of the evening, showing his vision of the metaverse that seems to thrive on a multiplicity of local, discontinuous worlds connecting through the existing infrastructure of the web itself (web 2.0, that is). But for me, Second Life’s global physics, consistent atmosphere and spatial continuity was a revelation. It showed me that coherent space can lead to persistent shared experience. Space is the fabric and the medium of consensual experience. Can this be sustained throughout Parisi’s discontinuous spaces?

Between the thunder storm and torrential rains that leaked through the Chelsea warehouse roof on a warm New York night, and the enthusiastic exchanges that animated the event, much more deserves to be said. I’m not doing it justice here, what I’ve written is incomplete. I’ll try to support my questions by filling in the cracks with my notes of the event. But my plane was just called, so I’ve gotta run. Thanks Jerry, and to everyone involved.


The map just might be the Territory

2006.08.05 (Saturday, August 5)

The excellent Terre Nova asks a non-rhetorical question, “Where am I?” and gets lots of very geometrical, topological geeky-types of responses. As elegant and as beautiful as some of these representations are, I’m not so sure that they actually help to answer the original question. In other words, I don’t feel any more there by looking at these maps of networks. Granted, the amounts of information required to make a mapping of the metaverse are copious, and the diverse types of data imply from the onset, they will be documents of extreme spatial complexity. Creating a coherent visual representation of different worlds whose scale, protocols and topologies are considerably different, is not a simple matter.

While I’m sure that the solution will somehow be based on a topologically complex structure that is inherently related to the worlds it is trying to represent, I have a hunch that ultimately, it will be a multi-sensory experience that will be closer to art than to cartography.

Although this may, in some way, imply the use of a map as we know it, the end result will hardly be a mere graphic abstraction, but rather an experience where space and mapping will converge. And while we’ve been told that “the map is not the territory,” I think this adage will be reversed in our attempt to be oriented when we jack into a metaverse –the map and the territory will become reversible.


Avatar pupeteering by on-screen manipulation

2006.08.03 (Thursday, August 3)

More on the “Puppeteering to Second Life” anouncement,that tells us about the “ability to add movement through the expressive puppeteering technology … allowing residents … to enhance their interaction without having to access dedicated animation software…” Soon, we’ll be able to “simply grab an avatar’s body part and move it in the desired way.”

Computer World elaborates on this after a first hand demo @ Siggraph 2006:

“Apparently, players will soon be able to pose their online avatars by moving and manipulating body parts through a very intuitive, point-and-click interface. Not long afterwards, they’ll be able to create personalized animations using the technology, saving them for hotkey-use in future sessions. While it’s certainly not the most original technology being shown off at the show — and there is sure to be an uproar in congressional districts when folks realize that groping will be as easy to do in game as swinging a mouse to and fro — it’s sure to have a lot of impact on the hordes of people and companies that make real money off of the virtual world.”