OneAvatar

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.

Comments

, Michael Szpakowski

What's new?
People have suffered real world pain (& much worse) for virtual world 'actions' since at least the Inquisition - well, actually a moment's thought says - 'for the whole of human history'. It's not just religion - but power and politics too & then there's play-acting, storytelling, reverie (the site of many transgressions which go unpunished & many where of course the dreamer may punish themselves). Or losing your dole money on a single bet in a game of poker. Gambling in general - there's a virtual/real correspondence! ( The game rules are the software, the cards, or dice or horses or the revolver loaded in one of the six chambers the hardware)
Saying, writing, thinking, betting, painting…all sorts of symbolic behaviours have always carried real world consequences.
Virtual worlds are not new but stand in a long and unbroken line of human cultural practice - who made Second Life? Human beings, with all their previous cultural baggage.
michael

, Salvatore Iaconesi

hello there!
while i agree a lot with what you say, i must add a bit to that. And, actually, i add to it something that goes in the same direction.
As it seems that i keep on having the same debate over and over. :)
no, nothing changes at all. It just gets systematized, and more tools are available to perpetrate the detachment from the body.
While all of the things you say about the past are true, there always was a "physical human" behind all of that. One that had to do a whole bunch of things to "act": physically go to a place, eye contact, touch, and so on. And the consequences of doing things were quite different, too. Being looked at, touched, hit, imprisoned, takn to places, tortured, pulled off a gambling table by guards because you are out of money, or burnt because you are heretic (to stick to some of your examples) are things that all have several levels of "connectedness" more than anything that you can experience in a virtual world (computers, networks, polygons, textures…). well, at least for now.
this is simply clear when we talk about an environment such as second life, but itis something that is happening, in many different ways, in other contexts of the contemporary world.
media creates virtual realities in which we get disconnected from wars, brutalities, murders, financial issues, ecological issues because of the way in which we are presented with them (a show) and by repetition.
bureocracy turns "real things" into sheets of papers (or data) that go through procedures.
the way we work is going through such a change, as well: just go o a corporate office of some kind and you'll see people that are not people at all at the workplace, but little blocks fitting inside a machinery.
production changes, turning products into services and communication, taking the material part of it all (geographically) far from our perception.
environment is far from our perception, too, as we perfectly know what's going on, but we stil continue using/doing/consuming things that we perfectly know we should not use/do/consume.
we might as well have a tag on things stating how many people have died to produce it and to bring it to us, and we'd still use it.
and we could go on with examples.
all of this can happen because we are disconnected from it all.
we know it, we listen about it, we see it on television, we read about it, yet we don't feel it.
just like if you get slain by some kind of monster on, say, world of warcraft and you go like "oh well, i got slain". because you won't bleed, hurt, die.
the post-industrial is progressively turning everything to immateriality (at least for the part of the world who can be post-industrial) and, consequently, into a virtual reality.
nothing new at all, but an enormous difference in scale, efficiency and pervasiveness.
OneAvatar is about that, taking a simple setup (me being stupid on second life with some usb-controlled electrodes and some software) to start a dialogue on the critical analisys of technologies, media and on our perception of things.

, Michael Szpakowski

Thanks for the thoughtful & interesting response, Salvatore, especially as my comment was a tad grumpy.
I'd like to respond but today I'm sick so it'll have to wait a day or two.
cheers
michael

, Michael Szpakowski

Salvatore
what I wanted to say was simply that I think you over-egg it somewhat ( and my quarrel is not solely with you on this but with a whole school of what one might term to greater or lesser degree 'internet-mystics'). Neither is it your work here, nor indeed your motive for it that I'm impugning ( I too deplore the loss of connectedness but this is not simply something brought about by the net, but by the political character of the last 25 -30 years in which with few exceptions the right and the market-cheerleaders have made the running).
I simply think you massively overstate the case ( and quite honestly I think to some degree you recognise that yourself) - *asserting* however vigourously and in however many words of however many syllables with however many citations that a process mediated in part by a computer is qualititively different to anything that has gone before is unfortunately not the same thing as *demonstrating* that it is - the simplest riposte is "Who attaches the electrodes?" and you can bet your life it's *not* the computer.
I remember going to see the great Trotskyist, Tony Cliff/Ygael Gluckstein speak on Orwell's '1984'.
He said "You know, when I read 1984, with the screen in every room I burst laughing. Why? Because ( and I unfortunately can't replicate his accent or manner here so I'll use caps) WHO THE BLOODY HELL BUILT THE BLOODY SCREENS? -BLOODY WORKERS OF COURSE!" Cliff's implication being that workers can and do go slow, go on strike, organise, even in the most appalling conditions. The same is true today.
That's the political point. The artistic one is the the piece would be a lot more engaging the *less* it was prefaced with the rather tendentious and, as I've argued, impressionistic and inaccurate spiel.
Give us the opportunity to relate to the products of your mischievous and fertile imagination and to allow these to bear fruit in our own without telling us in advance *what* we should be thinking!!
best wishes
michael


, Salvatore Iaconesi

hi Michael

i understand your point of view and :

> I too deplore the loss of connectedness but this is
> not simply something brought about by the net, but
> by the political character of the last 25 -30 years
> in which with few exceptions the right and the
> market-cheerleaders have made the running

if you happened to take a look at what I did now and in the past you'd probably know that this is my exact point and that i know and assert that "the net" is just one of the parts of the scenery.

but i think that i don't share this part of your perspective:

> "Who attaches the electrodes?" and you can bet your life it's *not* the computer.

and

> "… WHO THE BLOODY HELL BUILT THE BLOODY SCREENS?
> -BLOODY WORKERS OF COURSE!"
> Cliff's implication being that workers can and do
> go slow, go on strike, organise, even in the most
> appalling conditions. The same is true today.

because i think it is not merely a political point, as it involves spheres that are philosophical, perceptive etcetera.

social order is a complex system, and it is based not only on will, laws, police, jobs, mortgages… it is also based on other elements that are just powerful in composing the ways in which we perceive or lives and what we want to do.
culture is not something that can be imposed by law, it is a network.
our perception of time is described in terms that are defined at several levels.
As are the things that we consider as "something we want/need to do".

so, if it is the "right" time/place/context, you will attach the electrodes, or you will not. and that goes for the workers of the story too.

and, by the way, we don't have explicit things such as a screen in every room built like in 1984, but we do have lots of things around us that serve the same purpose. things made of paper, of records in databases etcetera. or even things that do not require "someone" watching you, because they leave that task to you alltogether, their function being the one to suggesting suggesting and more suggesting.

> The artistic one is the the piece would be a lot
> more engaging the *less* it was prefaced with the
> rather tendentious and, as I've argued,
> impressionistic and inaccurate spiel.

:)

as a matter of fact i don't think of it as inaccurate and impressionistic at all!
opinable, as anything, and open for discussion is something that seems more fitting as a description.

> Give us the opportunity to relate to the
> products of your mischievous and fertile
> imagination and to allow these to bear fruit
> in our own without telling us in advance *what*
> we should be thinking!!

so that's the problem! I talk too much!

seriously: everything i do is part of a research. sometimes i like to leave things around with maybe just a link and one or two words, sometimes not, maybe feeling the need to put down a couple of paragraphs explaining (to myself or to others who are free to read it or not) what i'm up to.

the fact of the "thing" being more or less engaging or suggestive is more or less a side effect that amuses me, as my work is not in those paragraphs on the webpage or in a message sent on a newsletter, but in the ways in which i use the research in producing things in online/offline performances, works, or even in "commercial" works (i use quotes on "commercial" as I put a lot of political/aesthetic/philosophical/anthropological research into them as well). that is documentation.

so i feel not an inch guilty or unsatisfied for having written all that, and for providing you a less engaging experience ;)

my best!
s