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xirdalium

a blog … in the strict sense of the term …

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robin wood

xirdalium Posted on Wednesday, 25th April 2007 by zephyrin_xirdalThursday, 12th July 2012

Simulation of the SL avatar's wireframe
 

Well, allow me to say, that I knew it! There of course are people out there who push the appropriation of “↑Second Life“ (SL) beyond the customization possibilities provided by Linden Lab. Although SL lives from user created content, and although Linden goes a certain piece of way to encourage creative content creation and developer practices, all of those issues and features do not constitute game modding in the (read: my) strict sense. Game modding starts when the customizers’ practices become similar to those of the initial game-designers and -developers—when you get down to the ‘real thing’, beyond, or deeper than built-in features. My striving to create the Fantomas avatar have an anthropological goal, believe it or not, as I am in search of game modding practices concerning SL. Today I found ↑Robin Wood’s website which features very good tutorials and tools like professional Photoshop templates for texturing an SL-avatar and his clothes. Robin’s templates are ‘the real thing’, way beyond what those provided by Linden Labs can do for you. Robin has gone for lengths, ripped the avatar apart, and shows the polygons, the seams where textures meet, has colour-coded all this and more, and finally conveniently translated all of it into .psd-layers. For inworld tutorials visit Robin’s place in Benten (17,105). From there I got his UV suit which my avatar currently wears—it consists of his templates as textures. Hence it not only does fit perfectly, but helps you to understand how the avatar is built, how it works, and how the textures are positioned.
 

Meanwhile I am close to liking this skin more than my blueish one. In a way it is an even more generic look than Fantomas’ blueish greengrey basic layer for all his metamorphosis’ in those trashy French 1960s movies. Plus it simply is tremendous fun to dance in this outfit, side by side with those beauties in the club where I earn my money for being able to pay for my uploads into SL. By the way, does this count as nudity in SL? And am I therefore not allowed to enter certain areas looking like that? ‘Cause in a way the skin unveils another aspect of the whole sex’n’beauty craze in SL, as it seems that Linden has used way more polygons to model the avatar’s ass than e.g. its upper arms … and indeed, strictly speaking geometrically interested, the ass looks way better than the upper arm. Interestingly enough until now nobody has commented on the thing—on the colour-coded wireframe skin, I mean, not on my ass … whereby I did not want to indicate, that there are no inworld comments concerning … ah, to hell with it, you already got me, I guess.
 

Simulation of the SL avatar's wireframe
 

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barfly

xirdalium Posted on Monday, 23rd April 2007 by zephyrin_xirdalThursday, 12th July 2012

Clubdancer
 

Are you aware what a cheap tuxedo I am wearing? If anybody knows if there are decent male suits with a flexible jacket anywhere around in “↑Second Life“ (SL), please let me know. I am willing to pay—as a club dancer (see above—the bar is the place where you as an anthropologist get into talking with people ;-) I already earned some money I am ready to invest. Don’t you disappoint me by saying, “there is no such thing.” I am perfectly aware that the absolute majority of clothes in SL are for women, and I indeed never saw a flexible male jacket, plus nobody seems to know about one. I have seen flexible fantasy-coats and pimpy stuff like that—this I do not want. I want a black suit, with a black flexible open jacket which is flapping behind me while I walk, and twirls around me when I dance. Then I want a black shirt with black tie, black leather shoes, a bit shiny, but not patent leather, and matching black gloves. Everything with decent textures giving you the sense of the fabric. I will not be satisfied before they start to call me the undertaker. If all of this does not exist yet, I will be forced to make it myself, quit my day- and nighttime job and will make a fortune by selling flexible male clothes in SL. Period.
 

Barfly
 

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second life castes of my mind

xirdalium Posted on Wednesday, 18th April 2007 by zephyrin_xirdalThursday, 12th July 2012

Ivy Darrow
 

The day before yesterday and during the following night I spent more than nine hours apiece in “↑Second Life“ (SL), the days before also long times, simultaneously working on the second screen. Now I have to recall my earlier statement, that SL appears to be an empty world. Once you adjusted to the rules and principles of navigation in this world, you will easily (depending heavily on your own personality, naturally) find lots of company and people willing to talk, fool around, explore, and undertake things together. A feast for every psychologist interested in the peculiarities of online communication and interaction—but are there really points of interest for the anthropologist? Apart from the general philosophical interests concerning the ontology of this persistent state world, the conceptual space of interaction? [Sidenote: In my view one comes to grips with the issue of ontology quite quickly, when looking at SL as an online interface subsuming an array of media.] Is there social stratification, are their identifiable groups, are there shared identities? More then tentatively I dare to state yes. There are groups, already institutionalized by the possibilities the software offers—hence those constitute a special category. But there are also groups which refer much stronger on social bonds than on formal ones reflected by the social software, or social organization components SL’s program code offers. At the moment there are 5.3 million accounts registered (I say “accounts”, not “people”, because there is the possibility of multiple accounts) on the main Grid, the average number of people online simultaneously is about 15,000. Both figures are of a magnitude which clearly shows that the overall population can not be accessed by the anthropological method. Hence the “identifiable groups” should be our “target”, are apt to become “your tribe”.
 

Clearly there is social stratification—a direct consequence of the current in- and trans-world economical model of SL (currently 27,423 accounts generate a monthly income between 0.001 and 100 US$, 152 accounts generate a monthly income of more than 5000 US$ inside SL only). It is quite encouraging that this issues already are discussed within anthropological (online-) circles.
 

And then there are “castes”, people having certain professions, or following analogous activities, and significantly display recognizable behaviour against caste-members and others. People I would sort into a certain “caste” usually do not know all the other caste-members personally or even know of their existence, hence “caste”—maybe “class” would be the better term, but I am not sure yet, as I am only at the beginning of looking into that phenomenon (and, quite frankly, I am not sure if I ever will follow it through to the end). I’ve got a specific caste in mind, and from participant observation I can safely tell that the modes of interaction significantly point to a shared set of notions about how to behave and act.
 

It has to be mentioned that real-time chat conversation is the most important form of interaction in SL, as far as I can see. “Successful” interaction heavily depends on your writing-skills and your abilities to react, make conversation, and to augment the graphical world by your imagination, mediated through the written word. Every IRC-veteran has best chances for social success. Hint to anthropologists: Like every decent chat-client, SL also features the option to log both chat- and IM-conversation (Edit –> Preferences –> Communication)—and remember your ethics-code. Together with the “snapshot”-feature you can nicely document your fieldwork sojourn. Recording the whole screen animations and the sound (e.g. via Camtasia) I would only recommend for special occasions. Agaion their is enough space for arguing about ethics.
 

For logging out after nine hours I resorted to the privacy of a place where you seldomly meet people, although personally I deem it to be one of the most interesting Sims in whole SL. When I logged into SL again today, I spawned on top of the dome covering the Sculpture Garden in The Future, close to the hook—the dome does not float, it hangs from the sky :-) At spawn time it seemed to be pitch black night, but a minute later the horizon brightened up a bit, and reddened. There really are people who watch a movie just showing a crackling fire for hours on their TV set. Well, I am working on the screen to my right, and time and again glance over onto the left screen, watching the sun slowly coming up over SL’s flatland.

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television

xirdalium Posted on Tuesday, 17th April 2007 by zephyrin_xirdalFriday, 5th October 2012

Frankly, I do not really know the reasons. But since four months the visits on my weblog here are steadily increasing. The average number of unique visitors for this month today is 2300 (bots and access with special http-status [me] not counted). Plus, people more and more are downloading ↵my Q3A-config. I would understand downloading the configs of Thresh, fatal1ty, cooller, and the like—but the config of a miserable player like me? Maybe the increase of popularity has to do with the airing of the short 6min feature about “↑Second Life“ (SL) I took part in on 29 March 2007? But then the increase already slowly started in February, and in March I had twice the amount of unique visitors than in the month before. If it goes on like this, the number will double this month again, as today I already have as many visitors as I had in whole March. Or is it generally my having started to deal with SL? The latter since several weeks experiences tremendous media coverage in Germany. If that is the reason, I will feed you ;-)

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driver update

xirdalium Posted on Sunday, 15th April 2007 by zephyrin_xirdalMonday, 1st October 2012

The manufacturer’s website offers a diagnostics tool, promising to have a look into the according hardware, detecting if more recent drivers are available and leading you through easy download and installation. All right, just for the fun of it, let’s try. Diagnostics says: “We are sorry, but the updates can not be installed on your system. Please contact your notebook manufacturer.” :-o Ladies and Gentlemen, this is an ATX big tower, not only containing a 700W power supply unit, but also enough free airspace I could stuff half of your company inside. There are mouse and keyboard attached, not to speak of the two 19” screens—do you call that a laptop? What? Ah, ok, if you think so … Somehow this incident took away a bit of my paranoia concerning spyware and data-mining by big companies or even national offices—let your bots’n’spiders run havoc and spam you, their masters, with funny data.

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romero on consoles and more

xirdalium Posted on Wednesday, 11th April 2007 by zephyrin_xirdalSunday, 26th October 2014

John Romero
More or less regularly my friend at Take2—who got me into all that—asks me what I am thinking about the consoles vs. personal computer issue. As someone interested in game modding and reworking, the strongest form of the appropriation of technology, I naturally always am biased towards the personal computer, because it is by far more surrounded by “interpretative flexibility” … you can do more stuff with a personal computer than with a gaming console, that means ;-) Last thursday the relaunched ↑Adrenaline Vault published an ↑interview with John Romero, and he seconds “my” conviction: “Next-gen console is big but its future isn’t too bright with the emergence of cheap PC multi-core processors and the big change the PC industry will go through during the next 5 years to accommodate the new multi-core-centric hardware designs. My prediction is that the game console in the vein of the PS3 and XBOX 360 is going to either undergo a massive rethink or go away altogether.” Romero elaborates his argument in ↑console lovers lash back!. In the Avault-interview The Surgeon goes on: “The Wii has the perfect design for a console that doesn’t pretend to be a PC and is geared more toward casual gamers than hardcore gamers.”—exactly ↵what I said … am I a pundit now? :-) The interview contains some more interesting insights, for example on MMORPGS: “Good things happening today are the emergence of truly amazing MMORPG’s that can take over your entire life like no other game in history could—it’s an awesomely compelling category to be in and is one that’s immune to software piracy which has plagued the industry since its start.” That should have been pretty obvious, but I never thought about it that way … I am no pundit :-( Furthermore he goes a bit beyond his ↵announcement of ↵Severity, which “will have full support for all pro gaming needs from TV camera control, spectator controls, contestant queuing, among many other things we haven’t thought of yet because no one has created a game like this before.”

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brave new world ethnography

xirdalium Posted on Sunday, 8th April 2007 by zephyrin_xirdalWednesday, 3rd October 2012

Just got an e-mail from my friend ↑Maurizio Teli, whom I learned to know ↑eastward in ↑Brno at ↑daylight. He presented a paper in the same workshop where I did, and I was completely blown away by his systematic and clear-cut thoughts on the methodology of doing ethnographical fieldwork online. If you are interested in this topic, head over to his website, dig down into his ↑publications section, download, read, and get wise. By the way, why does everybody (who was at the Cyberspace 2005 conference) in conversation with me mention those distracting girls there and adds a smiley?

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rendered arena

xirdalium Posted on Saturday, 7th April 2007 by zephyrin_xirdalWednesday, 3rd October 2012
↑STOCKBURGER, AXEL. 2006. “↑The rendered arena: Modalities of space in video and computer games“. London: University of the Arts. Available online [.pdf | 3.7MB]:
http://www.stockburger.co.uk/research/abstract.html

abstract:
During the last 30 years computer and videogames have grown into a large entertainment industry of economical as well as cultural and social importance. As a distinctive field of academic inquiry begins to evolve in the form of game studies, the majority of approaches can be identified as emerging either from a background of literary theory which motivates a concentration on narrative structures or from a dedicated focus on the rules in video and computer games. However, one of the most evident properties of those games is their shared participation in a variety of spatial illusions. Although most researchers share the view that issues related to mediated space are among the most significant factors characterising the new medium, as of yet, no coherent conceptual exploration of space and spatial representation in video and computer games has been undertaken.
 

This thesis focuses on the novel spatial paradigms emerging from computer and video games. It aims to develop an original theoretical framework that takes the hybrid nature of the medium into account. The goal of this work is to extend the present range of methodologies directed towards the analysis of digital games. In order to reveal the roots of the spatial apparatus at work an overview of the most significant conceptions of space in western thought is given. Henri Lefebvre’s reading of space as a triad of perceived, conceived and lived space is adopted. This serves to account for the multifaceted nature of the subject, enables the integration of divergent spatial conceptions as part of a coherent framework, and highlights the importance of experiential notions of spatiality. Starting from Michel Foucault’s notion of the heterotopia, game-space is posited as the dynamic interplay between different spatial modalities. As constitutive elements of the dynamic spatial system mobilized by digital games the following modalities are advanced: the physical space of the player, the space emerging from the narrative, the rules, the audiovisual representation and the kinaesthetic link between player and game. These different modalities are examined in detail in the light of a selected range of exemplary games. Based on a discussion of film theory in this context an original model that serves to distinguish between different visual representational strategies is presented. A chapter is dedicated to the analysis of the crucial and often overlooked role of sound for the generation of spatial illusions. It is argued that sound has to be regarded as the privileged element that enables the active use of representational space in three dimensions. Finally the proposed model is mobilised to explore how the work of contemporary artists relates to the spatial paradigms set forth by digital games. The critical dimension of artistic work in this context is outlined. The thesis concludes with a discussion of the impact of the prevalent modes of spatial practice in computer and video games on wider areas of everyday life.
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timestamp

xirdalium Posted on Friday, 6th April 2007 by zephyrin_xirdalFriday, 5th October 2012

The basic text-editor which comes with Windows sports a, maybe little known, feature which can be put to good use. My daily routine of doing thick participation online involves the creation of a flat text-file for every day’s fieldnotes and -diary. The editor can do a bit of the documentation work for you. Open up “editor” and write “.LOG” as the first line. Now write into your text-file, save and close. If you reopen the file you will find a timestamp in the line beneath what you have written. Now write something more, save, close, reopen, and hey presto, another timestamp has appeared beneath the newly added text. Nice, ain’t it?

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being true to life

xirdalium Posted on Thursday, 5th April 2007 by zephyrin_xirdalThursday, 12th July 2012

Since academics have started to deal with “life online” there is the topos of “On the Internet nobody knows that you are a dog,” meaning that when interacting online it is supposedly perfectly easy to adopt identities completely different from your offline ones. If that would be true, “↑Second Life“ (SL) would be populated with fantasy characters looking like everything, but not like the human beings controlling them. Interestingly enough there is a trend pointing into another direction. Quite a lot of people try to get their avatars looking similar to their physical self, to give them their own faces. Some people already have specialized in this and have made a business of it, like lilith Pendragon, who ↑brought writer Cory Doctorow into SL by “just using the [avatar appearance] sliders and looking at his pic. Then I made all the clothes in Photoshop.” She has a stunning record of creating celebrity avatars, including musicians Shirley Manson and Snoop Dogg, and even Mexican paintress ↑Frida Kahlo (1907-1954). But for the moment let us have a look at the non-professionals—it is worthwhile, I think …
 

Ivy Darrow
 

Attractive redhead Ivy Darrow went for lengths to ↑make her avatar a lookalike of her ‘first life’—offline, that is—appearance … little wonder when you look like that in meatspace:
 

That is what I was going for. [Smiles] Although I made my avatar way better, of course. I guess it was just my first instinct when I was brand new, and then I never changed it. I don’t like it when people drastically change their looks—trying to keep it “real”, I suppose. […] I like being recognized in-game. I like having an “identity” that is consistent. I think it makes me seem more serious and less flightly […]

As every SL-user who tries to pull off that stunt, Ivy followed the same procedure as I did, while ↵trying to create my 1960s Fantomas avatar—looking at the reference pictures, and then more or less freehandedly trying to model the head ↵as similar ↵as possible. Possessing 150 slider controls to alter aspects of the avatar, SL’s appearance editor is far more powerful than I thought at first glance. But then again it doesn’t allow the full control, a game modder is striving for, which at times drove me almost crazy. For instance, it is nearly impossible for me to create a perfectly straight nose. Changing the shape of one of the nose’s curves inevitably effects other parameters. I suspect that there is a set of parameter-connections built into the tool, which forces a kind of still-human look onto your custom creation, no matter if you are running havoc with them sliders. But that is mere speculation from my side. Some of the causes for the design of the ingame appearance interface for sure are grounded in the underlieing technology, the depths of which are not so easy to deal with, and not to be mastered quickly. You simply can not expect of a regular SL user to deal with assigning a skin’s vertices to the bones of a skeleton rig, for example. Every game modding team I have encountered had a specialist for this task, which truly is an art in itself.

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Cover of 'Cyberanthropology' (Knorr 2011)

You still can find copies of my 2011 book [in German] ↑at amazon. And here are some ↵reviews.


«Ceci, Messieurs, disait-il, c’est du Xirdalium, corps cent mille fois plus radioactif que le radium.»
—Jules & Michel Verne 1908

a blog …
… in the strict sense of the term …

by alexander knorr
aka zephyrin_xirdal

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