can second life house synthetic organisms?
TRANSCRIPT
Can Second Life House Artificial Organisms?
Why an interest in SL?
– It can enhance physical relationships
– It is an emerging cultural voice that will marry• Social Media, • Communal Media (MOOs: MultiUser Object Oriented
Systems) and • Agent systems.
Web 2.0: Social Media
Databases +
Network =
Agregation of Content
Social Media
- People with existing physical relationships use information to share insights and experiences with each other. I.e. facebook
- Agregation of interest: impact real life activities I.e. Copy Right law
- Asynchronous communication: no simultaneous co-presence
- Cartesian mind-body relationship: virtualization of intellectual processes (Shinkle, 2007)
Communal Media
MOO and MUDs= Multi-Object Orientation and multi-user role-playing environments.
- Synchronous communication : - People share experiences- relationship exists in the moment- Agregation of interest ==> building of live community
Avatar based: users are embodied and represented within a space
- Actualization of Technological identity, with real life connections
Synthetic Media
Visualisation of live relationships n-way communication
between machines between humans between machines and
humans
Characterized by shift from asynchronous data
stream to synchronous data algorithms based narratives Co-creation of narratives by
Algorythms or humans
Synthetic Intelligence
Global computing creates increasingly complex systems..
Researchers are thinking of building computer systems that can act effectively on our behalf
This implies:
The ability of computer systems to act independently
The ability of computer systems to act in a way that represents our best interests while interacting with other humans or systems,
Systems that can cooperate and reach agreements (or even compete) with other systems that have different interests (much as we do with other people)
Global computing creates increasingly complex systems..
Researchers are thinking of building Synthetic Intelligence that can act effectively on our behalf
This implies:
The ability of computer systems to act intelligently
Systems that can cooperate and reach agreements (or even compete) with other systems that have different interests (much as we do with other people)
MultiAgent Systems
Agent= Artificial intelligence
A multiagent system is one that consists of a number of agents, which interact with one-another. Distributed AI: the agents learn together and are becoming social.
- Synchronous and asynchronous communication between agents: - Agregation of content and transactions
==> building of synthetic artificial community
Paradox
Different belief systems are coexisting.
ICT
CI Socio Economy Analysis
Understanding of a society's cultural evolution based on:
Critical discourse analysis Cultural Industries (Miège, 2000, Tremblay, 2001, Moeglin, 2001) analysis framework that
observes emerging Communication models
Creative, Production and Distribution modelsEconomy models
Industrial Framework ( Production and Distribution models)
Creates new marketShift control over what part of media chain
Mediated Communication Supports Values
Ideology
Ideology
Ideology is a system of ideas which is tacite to actors; it represents the interests of a specific social class (Weber, 1930). Socio-economy examines economy conditions which produce ideologies.
Ideology Organizations that strive for power will try to influence the ideology of a society to become closer to what they want it to be. Political organizations (governments included) and other groups (e.g. lobbyists) try to influence people by broadcasting their opinions.
Control ?
Mediated Communication = Tacite representation of Ideology(Weber, 1930, Castoriadis, 1987, Moeglin 2001)
Different communication processes give control of value chain to different actors. The ones who have most control over accessto messages or can massified their voice can influence the public's societal imageinaries :perception of societal evolution and dominant value system
But a new IC technology is not automatically a mass media
Cycle of Innovation
Hypothesis
Second Life is still in the experimental innovation phase, a variety of agents from different communities animated by different ideologies coexists to test the potentials of this technology.
- Some actors see virtual worlds as a marketing tool for their products. - Others are trying to establish non dominant social values
Cycle of innovation – Experimental Phase
Art communities
Distribution: - Virtual Arts Alliance (Contemporary Arts)- Art galleries- Sundance (Film), ABC (News) - Archival: Lynn Hershman (New Media Artist)
Remediation: machinimaVirtualisation of painting (Robbie Dingo)Generative Art
Creative Emerging Forms• Emerging Forms• Code as visual art: Hyperformalism: Dan Coyote
http://slurl.com/secondlife/uvvy/85/209/26
• SL InternshipAlternate spacial designs
• Edo Autopoesis• Code as environment Angry Beth• Alternative interfaces: Judith Doyle
• Reactive Art: Art galleryCode as visual and behavioural art
Each Group= Different ValuesCommercial Good
Sale of Cultural Products
Cultural Worker(Dan Coyote)
GalleriesMass Media
Public Good
Co-creation of Cultural Discourse
Cultural agent (Judith Doyle)
(Ars Virtua)
Odyssey Art Metropole
Art
value
Artist
Institutions
Collectives
Portfolio Good
Sale of Production Skills
Freelance creativeentrepreneur (Robbie Dingo)
Stores
Virtual Artists Alliance
SL Hybrid Information Economy System
- Classic Corporate Economy: Cultural products
- Collective Economy: Social activities between participantsnot for sale
- Entrepreneurial Economy: Hyper autonomous social agents
Social Interactions = Different frameworks
Classic
Institutional Top-Down
Isolated-Passive
1 way
InstitutionalPersonal
Marketing
Collective
Communities of Practice
Social Communities
N ways
ProfessionalInterest Communities
Experiential Communities
Model
Hierarchy
Individual
Com
Social Network
Marketing
Entrepreneurial
Personal Networks
Social Networks
N ways
ProfessionalPersonal
Word of Mouth
Adapted from M. Gensollen (2007, p. 114)
Based on different definition of individuals and economy
Classic Industrial Economy
• Traditional Corporate Model
• Editorial Cultural Industries Model (Miege, Tremblay, 2001)
• Production Capital• Product sold for profit • Marketing: Advertisement
Competition between agents
Source: Ross Dawson, http://www.rossdawsonblog.com/weblog/archives/2007/07/in_the_leadup_t.html
Entrepreneurial Economy
Compassionate Entrepreneur (Schumpeter, 1942)
operates within actant networks (Latour, 1990).
Peer to Peer economy and Contract economy:
ebay, Open Source
Coopetition (Brandenburger, 1997): Collaborate and Compete in a networked economy
Human and Reputation Capital, referant capital
Collective Mutual Economy
Social interactions and actions and reaction between producers and users, which are not marketable (Grevet, 2002) Researchers learn together to advance their field.
Economy based on Collaboration Knowledge capital in a knowledge society, humanist and innovation society
3D Web
• Innovation Model that uses all previous models.• Focuses on Co-creation of knowledge ad culture.
• Hybrid economic system: Compassionate Entrepreneurs work THROUGH corporations that find her/him via social networks.
• Human, Knowledge and Social Capital
OAS
“We imagine a future where Second Life is able grow beyond the borders of Linden Lab. We see regions running on open source, alternative simulators. We see web services that allow people to build mash-ups of Second Life and the Web.”
http://dusanwriter.wordpress.com/2007/09/22/second-life-open-architecture/Opens the door to new players: AGI
AGI Economy : Cyber Economy
The power of AGI to manipulate and create complex decision making instruments . To help human leaders to make sense of the increasingly bogglingly complex world.
Economy – micropayments for knowledge (buy knowledge, capability, etc. for your agent)
– payment for tuition (send your virtual baby to school, etc.)
– companies hire virtual agents as employees.
-- Joint Stewardship of Earth.
Capitalist Frameworks
Classic
Competition
Liberal
Sale of Good and services
Top-Down
Passive human
Collective
Collaboration and reciprocity
Innovation
Knowledge Exchange
Communities of practices
Autonomous thinkerbrings experience back to the firm
Model
Progress
Economy
based on
Hierarchy
Worker
Entrepreneurial
Coopetition
Neo-liberal
Self-service
ICT mediate Worker-client relationship
Hyper Autonomousin a social networkHuman or Machine
Adapted from Boltanski & Chappellio, 2001
Conclusion
SL already houses artificial organisms As it opens its architecture ALIFE artists will
enter the space ALIFE is not controlled. Where is that taking us?