SIGGRAPH 2007, 8th-9th August (Last two Days)
These two days activities:
- Art talk
- Panel
- Art Panel
- Special Session
Art talk:
In The Sweet Bye & Bye: Tracing The Migration And Transformation of Concepts And Materials, And Convergence of Technologies in Temporal Terrains
Philip Mallory Jones
Philip presented his work In The Sweet Bye & Bye, which is a second life project that created a poetic space for navigation. In the work, Philip created an Immersive and reflexive non-liner discourse by the combination of spatial and audio experience. He makes association from some old photo, and recreate them to new imagery. Eventually constructed a surrealistic space. He said that the narrative form of the work = how you move in the space (touch screen interaction between different screens). I think this work is quite interesting. However, it trigger my thought that numerous virtual environment have been created, and it is very difficult to let people immerse in a virtual environment, engage and intend, or to be persuaded to experience the narrative that contained. How can we open up the freedom that users enjoy to feel free inside?
Panel:
The Potential of End-User-Programmable Worlds: Present and Future
Organizers
Jessica K. Hodgins, Carnegie Mellon University
Amy Bruckman, Georgia Institute of Technology
Panelists
Paul Hemp, Harvard Business Review
Asi Lang, Linden Labs
Vernor Vinge, San Diego State University
This panel main discuss the second life issue. When a world like Linden Labs and Second Life that able user the construct there own world in which the world is not only for gaming, but sharing life experience, doing business or meeting people, what phenomena will be raise by then? Paul Hemp used a business aspect to discuss the commerce possibility of second life. He mentioned, there are already some business running in second life, and this made a virtual spatial shopping experience possible. The other presents have also demonstrated the broad possibility of the manipulation of second life. For instance, web or world browsing, data broadcast (he showed a worldwide weather forecast), watching movie, building object or space (home) or create personality. These bring a lot of critical issues like ethic, domination of virtual life, humanity or the effect of reality. However, Second Life has opened to the public since 2003, and its population has researched 8,995,224. More than the real one of Hong Kong.