ARE 494 final power point Chrystalee Begody

Download ARE 494 final power point Chrystalee Begody

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  1. 1. RL Name: Chrystalee Begody SL Name: Star84 Lee
  2. 2. INTRODUCTION SecondLife was developed by Linden Lab on June 23, 2003. When I was first introduced to SecondLife, it was similar to the video game, Sims Life. A virtual world where a person can explore, build and socialize. With SecondLife, people or [residents] can explore the world, meet other residents, socialize, participate in individual and group activities, and create and trade virtual property and services with one another (Wikipedia, 2014). Compared to Sims Life, SecondLife is online, interactions with residents are real people that are located in the world, and places are built by actual people.
  3. 3. DEFINITION: Digital Ethnography: The term ethnography is defined as an inquiry process carried out by a person from a point of view based on experience and knowledge of prior research (Stokrocki 1997). Ethnography is telling about an effective social story that draws the audience into the life of the respondent. Digital ethnography is similar to traditional ethnography but participants communicate their experience via the Internet and other digital technologies. Digital ethnographers gather these details, whether theyre in the form of words, images, or audio files (Masten & Plowman 2003)
  4. 4. DEFINITION: Data Collection: Through the gathering of information through questionnaires, interviews, observation of activities or situations, communication or findings through electronic devices and/or pre-existing records shall a person be able to answer their own research question, test hypotheses, and evaluate an outcome.
  5. 5. DEFINITION: Content Analysis: a research tool used to determine the presence of certain words or concepts within texts or sets of texts. Researchers quantify and analyze the presence, meanings and relationships of such words and concepts, then make inferences about the messages within the texts, the writer(s) the audience, and even the culture and time of which these are a partTo conduct a content analysis on any such text, the text is coded, or broken down, into manageable categories on a variety of levels (Colorado State University, 2014).
  6. 6. DEFINITION: Comparative Analysis: Comparative analysis is the item-by-item comparison of two or more processes, qualifications and sets of data, system, products, comparable alternatives or the likes. The comparative analysis will compare all three avatars or people interviews into a single table.
  7. 7. RESEARCH QUESTION-INTRODUCTION: Tell me about yourself. Take a screen shot of artist near the work. Use few dif. Angles-- shots. What is your SecondLife name? Real name? Where are you from? Where do you live in real life? What do you do for a living? What kind of artist are you in real life? What is your ethnicity? Level of education completed? What is art? What art form is your specialty? Define it? What were you early childhood influences in art? What were your first memories of getting inspired into art? What is the history of Dryland? What is the purpose of Dryland? What influences inspired you in this work? Famous artist/work? Who are your favorite artists? Why? What else would you like to tell me?
  8. 8. RESEARCH QUESTION-ART CRITICISM: Description: What do you see? What is the subject matter? Analysis: how are parts arranged? Make relationships (repeated lines, shapes, colors, and patterns in exciting ways to make an artwork more interesting) How are shapes arranged (symmetrical or asymmetrical, triangle, vertical, circular, grid, other)? How is the space arranged (flat, overlapping, in perspective, other)? What color harmony did your use? Why? Mood? Technique: what methods of construction were used? How did you make this? Interpretation: what does this work mean to you? How do the colors make you feel? Whats happening? What symbols do you see? Judgment: Why is this work important?
  9. 9. CONTEXT AND ATMOSPHERE: The world, Dryland in Second Life does exist in Real Life. Dryland was inspired upon an event that happen to the fourth largest lake in the world in Kazakhstan/Uzbekistan, the Aral Sea. Originally the Aral Sea was 26,300 square miles and was named the Sea of Islands. But in 1960s, the water that ran into the Aral Sea was diverted by Soviet irrigation projects. This man-made disaster had destroyed the surrounding environments and community. Without the Sea, people have been dealing with economic hardships and environmental problems. In 2007, the Aral Sea had shrunk from its former sell to 10%, splitting into four lakesthe North Aral Sea and the South Aral Sea. But in 2009, the southeastern lake disappeared and the southwest lake has been reduced to a thin strip of water. This real-life even has been called one of the planets worst environmental disasters (Wikipedia, 2014). 1989-2008
  10. 10. CONTEXT AND ATMOSPHERE: The creator of Dryland is Anita Witt Photography; here she has exhibits multiple artists in different corners of the land. Dryland in Second Life is a barren desert terrain in the middle of parched dried out lake. It has an old pier that wasnt near or on any water. Off into the distance not far from the pier was a small pond with little vegetation all around it. The small pond was to represent the Aral Sea. The little pond being the only resource of water for the surrounding community and area is used to water the small amount of vegetation nearby. Not far, west of the port are two rusted ships that are now tilted into the dry cracked earth. Into the northeast is a decaying warehouse building that now holds galleries of Anita Witt Photography and other artists. Around the building are black crows and dead trees. The northwest corner is an art installation pieces by a group of people. Southwest corner is a small gypsy and trades people camp. Their area has an old cargo ship tilted to the side, and the cargo containers have become homes and shops. To the south is the art installation piece, Woops A Baby by Pallina60 Loon. Southeast is an old lighthouse that doesnt shine but sits as a former reminder of the Aral Sea.
  11. 11. DATA COLLECTION: Anita Witt-Dryland Creator Palina60 Loon-Art Installation Quiyote-Dryland Visitor None
  12. 12. DATA COLLECTION-INTERNAL COMPARATIVE ANALYSIS: Anita Witt Norway Pallina60 Loon Rome, Italy Quiyote Northwest Coast What is your Real Name? Anita Witt Marina Fred What do you do for a living? Retired Photographer but still does some for RL and SL. Housewife Real Estate What kind of artist are you in real life? Imaginative and creative person that is artistic on SL. Exploring-hiking What is your ethnicity? Caucasian Caucasian Caucasian Level of education completed? Degree in Photography Middle school diploma 1 year of college What is art? Communication and expression of thoughts, ideas and visions. Art is the expression of a thought, an idea, a dream, a desire, a memory expression of thought thru a painting or motion picture or even a creation of an avi here on SL What art form is your specialty? Feel not an artist, photographer in documentary projects. SL gives opportunity to explore other types of photography. Digital art, machinima and photography in SL. Dont have an art specialty, unless playing games is an art form. What were you early childhood influences in art? None Childhood Kindergarten
  13. 13. ARTIST-PALINA60 LOON The installation piece WoopsA Baby was created by Pallina60 Loon. This piece was shown at a Burn 2 event for 2 years, where Anita Witt had discovered it. Anita invited Pallina60 to show her work at Dryland. The theme of this is about fertility. Pallina60 had gotten her idea for the piece by her real life experience. She had written that her mother at the age of 16 had informed her that she was an unplanned pregnancy and that she didnt want her. But she commented back, Ok, so you didnt want me? Fine, but Im here and Ill do my best. This piece was created to give people a positive message.
  14. 14. ART ORIENTATION-ART CRITICISM: Art Criticism is process of discovering the dimensions of a work of art Describing, Analyzing, Technique, Interpreting and Judgment.
  15. 15. ART ORIENTATION-INTERNAL COMPARATIVE ANALYSI Anita Pallina60 Loon-Rome, Italy Quiyote -Northwest Coast Description What do you see? NotParticipatingintoTable2-ArtCriticismInterview Representation of Mother Nature in circus viewpoint a ramp, a kind of hill, a wagon, a tent in the distance, some kind of arch, a couple signs. A little vendor stand and I like that little pond too. The balloon in the middle of the hills. I also the big form of a person laying on the ground tossing numerous balls, which I don't really understand. What is the subject matter? Fertility A Gypsy Town or maybe a carnival Analysis How is the space arranged (flat, overlapping, in perspective, other)? Random any way the arrangement. flat and spread out...no real order What color harmony did your use? Why? Mood? Random No motions, no mood, everything just sits. Techni que How did you make this? Imported it in Blender and I separated the parts I needed to build Mother Nature in Second Life from the rest of the body.. it's well made, but it's just for looks....nothing to do here....just like a 3-D picture, except you can walk thru this one Interpretation How do the colors make you feel? Colors found in a traditional circus: red and white. The colors don't change how I feel. What symbols do you see? Kokopelli=fertility in Native American. Water=amniotic fluid. Red nose=destiny. Trapeze and acrobat rope=difficulties of given to birth by mistake by parents. Indians dancing around possibly a symbol in the way of dance...... it might show other people what is going on Judgment: Why is this work important? Because it gave me the possibility of showing other peoples a piece of me. Because I had the opportunity of making that sad episode of my adolescence less dramatic by telling it in a circus way. In this way I succeeded in eliminating all the drama and the negativity that I felt after that revelation. If people will read the notecard like I just did, they will learn a lot and understand, but only if they take a notecard......i didn't understand any of it till i took a card
  16. 16. COMMUNITY: Anita Witt main hobby and former job was photographer, she wanted to create Dryland and for its unique backgrounds. She had always been fascinated by the Aral Sea in Kazakhstan/Uzbekistan ban of the man-made disaster of humans screw over nature and other humans for profit. She described that she wanted Dryland to be used by photographers for the uniqueness of the environment. Other places were too dense, so [she] wanted to make something more minimalistic.
  17. 17. EXTERNAL COMPARATIVE ANALYSIS: With the ending of the interviewing with the creator of Dryland, WoopsA Baby art installation artist and a visitor I still had some questions that were unanswered about their own lives on Second Life and Dryland. Such as, what is the history of Second Life and how popular is Second Life, and the effect of Second Life onto a person Real Life. Second Life is defined to a digital representation of the real world, but where people or humans control avatars in the digital world. What makes Second Life so interesting is the virtual environment where you can meet, play, trade, and contribute to the development of the virtual environment (Varvello, Ferrari, Biersack & Diot, 2011). Second Life wouldnt be described as a video game but virtual life. Where with video games a person would be in control of a character or avatar but they would have specific objectives to carry out within the game. With Second Life there is no objective or goals to be carried out except to develop and evolved through social and interactive activities. A concerning matter and raised question with Second Life or any virtual environment is the motives behind or usefulness it has to an individual real life. They become engrossed upon entering the imaginative world of Second Life that they get caught up in a spectacle of symbols and alienated from their own needsAs the virtual products are not necessary for the survival of the avatar or the person controlling the avatar (Rosenberg, 2011).
  18. 18. CONCLUSION: Im not a huge fan of video or online gaming, other than Candy Crush on my iPhone but at the beginning of the semester I knew I would have to get onto Second Life as a class requirement. From personal experience video games are wasteless and dont serve any purpose other than entertainment. But there should be a line drawn of when it should be too much. There comes an obsession to be within the fantasy world that any attempt to taken from it, causes a displeasure. Being part of Second Life for a class assignment wasnt very ideal for me but I knew I had to do it. Communicating with three different people from three different areas was interesting, especially people from Norway and Italy. What I had found interesting about, Anita Witt the creator of Dryland and Palina60 Loon, WoopsA Baby art installation, commented they dont consider themselves artists, when what they do is a form of art. Anita Witt is a retired documentary photographer that now does Second Life photography this is why she created Dryland; for photography backdrops. Palina60 Loon is a housewife and a mother, she doesnt do much art except when she gets onto Second Life where she creates and develops photographs and videos. She informed me she enjoys this quite well. And Quiyote doesnt have any experience in art and doesnt consider himself an artist. What I had wished the Second Life interviewees would have done better was to take the Art Criticism more seriously. Anita Witt felt very uncomfortable criticizing her own or another person art work that she didnt participate into the criticism. And Quiyote didnt know how to answer the questions that he answered right from the top of his head. Only Palina60 Loon took the questions seriously since it was about her work and it was very informative. I had found out later through Dr. Stokrocki and Anita Witt that Dryland is to be shut down sometime soon this year. The reason werent discussed between Anita and me, and through Second Life blogs was there much information as well. I am only sorry Dryland wouldnt be continuing for this is a wonderful world, with such great artists and history.
  19. 19. WORK CITED: Content Analysis. (2014, April 18). Writing@CSU Writing Guide. Retrieved April 18, 2014, from http://writing.colostate.edu/guides/pdfs/guide61.pdf Linden Research. (2014). Second life. Retrieved from http://secondlife.com/?lang=en-US LoriOstergaard. (Producer) (2011). Digital ethnography explained [Web]. Retrieved from http://youtu.be/yzFBUi0HcOA Masten, D. L., & Plowman, T. M. P. (2003). Digital ethnography: The next wave in understanding the consumer experience. Design Management Journal, 14(2), 75-81. Meir, A. (2007, August 17). Virtual ethics. fantasy worlds struggle to establish norms. The Jerusalem Post, p. 17. Murthy, D. (2008). Digital ethnography: An examination of the use of new technologies for social research. Sociology, 42(5), 837-855. Reference, M.D. (2012, June 6). Date collection (definition). Retrieved from http://www.reference.md/files/D003/mD003625.html Rosenberg, A. (2011). Second Life. Encyclopedia of Consumer Culture, Retrieved from http://literati.credoreference.com/content/entry/sagecc/second_life/0. School of Media & Communication. (2012). Digital ethnography research centre. Retrieved from http://digital-ethnography.net/ Shepherd, T. (2014, April 9). Second life grid survey. Retrieved from http://gridsurvey.com/ Stokrocki, M. (1997). Qualitative forms of research methods. In S. La Pierre & E. Zimmerman (Eds.), Research Methods and Methodologies for Art Education (pp. 33-55). Reston, Virginia: The National Art Education Association. Varvello, M., Ferrari, S., Biersack, E., & Diot, C. (2011). Exploring Second Life. IEEE/ACM Transactions on Networking, 19(1), 80-91. Voyager, D. (2013, April 2). Second life statistic 2013 spring update. Retrieved from http://danielvoyager.wordpress.com/2013/04/02/second-life-statistics-2013-spring-update/ Wandt, H. (2007). Opinion piece. second life, second identity?. Journal of Targeting, Measurement and Analysis for Marketing, 15, 195- 197. doi: 10.1057/palgrave.jt.5750046 Wikipedia. (2013, April 27). Blender. Wikipedia. Retrieved April 24, 2014, from http://wiki.secondlife.com/wiki/Blender Wikipedia. (2014, April 1). Linden lab. Retrieved from http://en.wikipedia.org/wiki/Linden_Lab Wikipedia. (2014, April 3). Aral sea. Retrieved from http://en.wikipedia.org/wiki/Aral_sea Wikipedia. (2014, March 18). Data collection. Retrieved from http://en.wikipedia.org/wiki/Data_collection Wikipedia. (2014, March 28). Second life. Retrieved from http://en.wikipedia.org/wiki/Second_Life