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Can Second Life House Artificial Organisms?
Why an interest in SL? ,[object Object],[object Object],[object Object],[object Object],[object Object]
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 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
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)‏ ,[object Object],[object Object],[object Object],[object Object],[object Object]
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 ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
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 access to  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 : machinima Virtualisation  of painting (Robbie Dingo)‏ Generative Art
Creative Emerging Forms ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Each Group= Different Values Commercial Good  Sale of Cultural  Products Cultural Worker (Dan Coyote)‏ Galleries Mass 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 creative entrepreneur (Robbie  Dingo)‏ Stores Virtual  Artists  Alliance
SL Hybrid Information Economy System - Classic Corporate Economy:  Cultural products - Collective Economy: Social activities between participants not for sale - Entrepreneurial Economy: Hyper autonomous social  agents
Social Interactions = Different frameworks Classic  Institutional  Top-Down Isolated-Passive 1 way Institutional Personal Marketing Collective Communities of  Practice Social Communities N ways Professional Interest  Communities Experiential  Communities Model Hierarchy Individual Com Social  Network Marketing Entrepreneurial Personal Networks Social Networks N ways Professional Personal Word of Mouth Adapted from M. Gensollen (2007, p. 114)‏ Based on different definition of individuals and economy
Classic Industrial Economy ,[object Object],[object Object],[object Object],[object Object],[object Object],Source: Ross Dawson, http://www.rossdawsonblog.com/weblog/archives/2007/07/in_the_leadup_t.html
Entrepreneurial  Economy  ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Collective Mutual  Economy  ,[object Object],[object Object],[object Object]
3D Web ,[object Object],[object Object],[object Object],[object Object]
OAS ,[object Object],[object Object]
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 thinker brings experience  back to the firm Model Progress Economy based on Hierarchy Worker Entrepreneurial Coopetition Neo-liberal Self-service ICT mediate Worker- client relationship Hyper Autonomous in a social network Human or Machine Adapted from Boltanski & Chappellio, 2001
Conclusion ,[object Object],[object Object],[object Object],[object Object]

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Can Second Life house synthetic organisms?

  • 1. Can Second Life House Artificial Organisms?
  • 2.
  • 3. Web 2.0: Social Media Databases + Network = Agregation of Content
  • 4. 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)‏
  • 5. 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
  • 6.
  • 7.
  • 8. 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
  • 9. Paradox Different belief systems are coexisting.
  • 10. ICT
  • 11.
  • 13. 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.
  • 14. 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 access to 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
  • 16. 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
  • 17. Cycle of innovation – Experimental Phase
  • 18. Art communities Distribution : - Virtual Arts Alliance (Contemporary Arts)‏ - Art galleries - Sundance (Film), ABC (News) - Archival: Lynn Hershman (New Media Artist)‏ Remediation : machinima Virtualisation of painting (Robbie Dingo)‏ Generative Art
  • 19.
  • 20. Each Group= Different Values Commercial Good Sale of Cultural Products Cultural Worker (Dan Coyote)‏ Galleries Mass 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 creative entrepreneur (Robbie Dingo)‏ Stores Virtual Artists Alliance
  • 21. SL Hybrid Information Economy System - Classic Corporate Economy: Cultural products - Collective Economy: Social activities between participants not for sale - Entrepreneurial Economy: Hyper autonomous social agents
  • 22. Social Interactions = Different frameworks Classic Institutional Top-Down Isolated-Passive 1 way Institutional Personal Marketing Collective Communities of Practice Social Communities N ways Professional Interest Communities Experiential Communities Model Hierarchy Individual Com Social Network Marketing Entrepreneurial Personal Networks Social Networks N ways Professional Personal Word of Mouth Adapted from M. Gensollen (2007, p. 114)‏ Based on different definition of individuals and economy
  • 23.
  • 24.
  • 25.
  • 26.
  • 27.
  • 28. 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.
  • 29. 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 thinker brings experience back to the firm Model Progress Economy based on Hierarchy Worker Entrepreneurial Coopetition Neo-liberal Self-service ICT mediate Worker- client relationship Hyper Autonomous in a social network Human or Machine Adapted from Boltanski & Chappellio, 2001
  • 30.