Virtual Creation, Simulated Destruction, and Manufactured Memory at the Art Mecho Museum in Second Life
Author(s) -
Christopher Bolton
Publication year - 2009
Publication title -
mechademia second arc
Language(s) - English
Resource type - Journals
eISSN - 2152-6648
pISSN - 1934-2489
DOI - 10.1353/mec.0.0049
Subject(s) - avatar , visual arts , architecture , virtual reality , container (type theory) , computer science , exhibition , clothing , computer graphics (images) , social life , art , world wide web , engineering , human–computer interaction , history , archaeology , mechanical engineering , ethnology
It is not your typical art museum. The buildings glass atrium is topped by a rotating tower built to resemble a giant nineteenth-century optical toy. The walls are made of translucent paper, and at night the building glows like a Japanese lantern. There is no roof. Patrons traversing the museums catwalks and balconies sometimes lose their balance and fall crashing to the galleries below. Other visitors descend from the sky on jetpacks and make soft landings in the museum courtyard. And we have not even begun to describe the patrons themselves, or the art (Figure 1). The museum is located in Second Life, a virtual online world in which hundreds of thousands of people each month log on from around the world and use avatars to interact with each other in a virtual, three-dimensional, user-built environment. Second Life (SL for short) bears some resemblance to massively multiplayer online video games like World ofWarcraft, and it includes some game-like activities, but its open-ended rule base and customizable environment (everything from avatar clothing and bodies to local gravity can be adjusted by users) makes it more adapted to social, commercial, and artistic activities. For example, it is host to an enthusiastic network of artists and exhibitors who make, buy, sell, and display virtual art and architecture.
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