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Exploring Teaching and the Art World through Digital Ethnography ARE 598 Undergraduate Margaret Wister

Margaret wister final presentation are598

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Page 1: Margaret wister final presentation are598

Exploring Teaching and the Art World through Digital Ethnography

ARE 598Undergraduate

Margaret Wister

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Second Life presented a laundry list of challenges to overcome and experience. This world offered a new way to receive a classroom setting and approach the artistic world. I was presented the opportunities to create digital sculptures, manipulate an avatar to

offer an appearance close to my own, visit galleries and other learning centers, along with other

interesting prospects. The operating system and defects of second life were personal obstacles to

overcome, but the result was a satisfying new program to network with willing artists and

educators. In addition, Second Life is lavish in creative environments waiting for those whom

desire to find them.

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CREATIVITY“Students felt the Second Life environment perpetuated a

sense of creativity. Remarks from students show an appreciation for the visual creative outlet afforded by the

virtual world environment. The immersive tool challenged students and they explained how Second Life forced them

to visualize their work.” (Sanchez, J. 2007) During the Taiwanese Art Exhibit our class of ARE 598 was

challenged to make a personal Arizona art work, or find one we had created. We were also confronted as a class to

think creatively and constructively when we built in http://slurl.com/secondlife/Reddit/61/133/73 .

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“When discussing the experience of working in Second Life, a student said “It forces you to think outside the box, because it (Second Life) forces you to think outside the box in order to build something with the tools it gives, you have to use your own ideas and adapt that with the tools you have”. Students also mentioned an appreciation for the challenge of representing their work visually and the enjoyment of exploring other student’s projects.”(Sanchez, J. 2007)

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The interactive Taiwanese Art Exhibit involved guest

speakers, a real art exhibit in a virtual experience, and collaborative classroom discussion of favorite art works from second life

gallery setting.

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Second Life offers the feature for

students to build. For example, I sculpted a rainbow ring type of sculpture, my initials,

and two snowmen during an optional

building class.

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“One of the strengths of social virtual worlds like Second Life is in the ability they provide to users to connect to geospatially disparate people with common interests and goals. A significant number of nonprofit organizations are located within Second Life, many of which can be found clustered together in areas such as Commonwealth Island and the Nonprofit Commons. As in real life, nonprofit organizations in Second Life are very willing to work with students on class projects that benefit their targeted communities or the nonprofit itself. By encouraging these partnerships. Second Life can become a virtual world platform for real-life community engagement. (Sanchez, 2009)”

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Sistine Chapel on Vassar Island

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Nonprofit IslandsTouring the nonprofit islands during quests grew my own artistic

ideas, experiences, and helped me find new

artists.

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Experience being a part of an original Art work.

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Comparative Analysis Avatar Interviews

Artist Name Pooky AmsterdamWhat is the Art? Films on Second life

What is title/favorite

artwork, and Why choose it?

Machinima films

Why make it? Great fredom to create - IP rights of ownership - Limitless virtual assets & environments - ability to customize in all areas

Created? record on fraps - edit in Sony vegas - post production - after effects and particle illusion

Where from? http://maps.secondlife.com/secondlife/Aloft%20Nonprofit%20Commons/113/21/27

Expression:Color, line, etc.?

Depends on the film - suited to the scene and action therein

Collaborate with whom?

Pookymedia and Machinima films

How does your art in second life

correlate with your real life art work?

it is the same

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The mock-interview I conducted through email and Second Life with Pooky

Amsterdam [19:57] Pooky Amsterdam: sure thing[19:57] Pooky Amsterdam: anywtime  is good just we do have to set up an appointment pleasePooky Amsterdam has offered you 'To Margaret Wister from Pooky' in Second Life. Log in to accept or decline the offer.[23:32] Pooky Amsterdam: The questions I have for you are:

How does your avatar reject your artistic personality?My avatar doesn't reject my artistic personality

What is the artwork title?There are many films - I am not sure which one you mean

What kind of art do you make on Second Life? (Real or Abstract) and (sculpture, drawing, digital, architecture, fashion, kind music- other___________)?Machinima films

Why do you make it on Second Life? What are the benefits?Great fredom to create - IP rights of ownership - Limitless virtual assets & environments - ability to customize in all areas

What kind of artist are you in real life? What do you do in Real Life?I paint and write in real lifeI am a producer of machinima in my real life - this is my business real world

How does your art in second life correlate with your real life art

work?it is the same

How do you collaborate with other artists?We work together through a variety of sharing services - Skype / Dropbox /email / join.me / in Second Life

How did you make this[23:32] Pooky Amsterdam:  artwork?record on fraps - edit in Sony vegas - post production - after effects and particle illusion

Describe your color scheme and light/Ambiance/mood of your work?Depends on the film - suited to the scene and action therein

What symbols are in your work and what do they mean?Depends on the film

What story?Same depends -The Pookymedia logo is a sun which is coming over a planetary horizon - this represents the new dawn of machinima and real time animation film making

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Comparative Analysis Avatar Interview Art Work

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References Sanchez, J. (2007). Second Life: An Interactive

Qualitative Analysis. In C. Crawford et al. (Eds.),Proceedings of Society for Information Technology and Teacher Education International Conference 2007 (pp.1240-1243). Chesapeake, VA: AACE

Sanchez, J. (2009). "Pedagogical Applications of Second Life."Implementing Second Life: Ideas, Challenges, and Innovations. Library Technology Reports, 21-28. Web. 9 Aug. 2012. https://myasucourses.asu.edu/@@/286D3734FB60DB8CD413F544653FD217/courses/1/2012SummerB-X-ARE598-ARE494-42692-43046/content/_6584831_1/SanchezPed ApplicSL.pdf.