© 2011 Georgie Roxby SmithArt 2.0 – Identity, Role Play and Performance in Virtual Worlds is a studio based research project positioned within the virtual world of Second Life. Focusing on identity as a key provocation, the project explores new possibilities of the use of virtual reality software in contemporary art through repositioning “in world” performances into physical installations to create mixed reality video and installations. The key difference in methodology is my approach to the work from an installation paradigm rather than code or script based models used by new media artists. The work breaks with traditional forms of visual arts practice - installation, new media art, video art, and performance - and attempts to bring them t...
Creating and experiencing immersive virtual environments with a performative nature designed for Vir...
This opening chapter provides a creative-practical perspective on Second Life through a survey of ou...
Performance art does not operate in isolation from the broader circulation of the networked culture....
Second Life (SL) is an on-line virtual world ‘inhabited’ by avatars that are designed by actual life...
This project looks specifically at the concepts of presence and performance in multi-user virtual en...
This paper brings together the practice-based creative research of artists Charlotte Gould and Paul ...
This research investigates the artistic practice in Second Life that builds upon existing practices ...
This chapter discusses real and virtual objects in 3D virtual worlds. Our focus is on the case study...
In such 3D virtual environments (3DVEs) as Second Life, one can ‘be’ re-created as avatar in whateve...
2018-08-14Good Girl is a mixed reality installation highlighting the negotiated relationships within...
Second Life is a virtual world accessible through the Internet in which users create objects and spa...
This paper brings together the practice-based creative research of artists Charlotte Gould and Paul ...
This doctoral project brings to the fore the specificity of the artistic experience when the Virtual...
Through my programme of practice-led research I have used role-play as a vehicle for the exploratio...
Virtual worlds are utterly contrived and artificial simulations of the actual world. As such, they o...
Creating and experiencing immersive virtual environments with a performative nature designed for Vir...
This opening chapter provides a creative-practical perspective on Second Life through a survey of ou...
Performance art does not operate in isolation from the broader circulation of the networked culture....
Second Life (SL) is an on-line virtual world ‘inhabited’ by avatars that are designed by actual life...
This project looks specifically at the concepts of presence and performance in multi-user virtual en...
This paper brings together the practice-based creative research of artists Charlotte Gould and Paul ...
This research investigates the artistic practice in Second Life that builds upon existing practices ...
This chapter discusses real and virtual objects in 3D virtual worlds. Our focus is on the case study...
In such 3D virtual environments (3DVEs) as Second Life, one can ‘be’ re-created as avatar in whateve...
2018-08-14Good Girl is a mixed reality installation highlighting the negotiated relationships within...
Second Life is a virtual world accessible through the Internet in which users create objects and spa...
This paper brings together the practice-based creative research of artists Charlotte Gould and Paul ...
This doctoral project brings to the fore the specificity of the artistic experience when the Virtual...
Through my programme of practice-led research I have used role-play as a vehicle for the exploratio...
Virtual worlds are utterly contrived and artificial simulations of the actual world. As such, they o...
Creating and experiencing immersive virtual environments with a performative nature designed for Vir...
This opening chapter provides a creative-practical perspective on Second Life through a survey of ou...
Performance art does not operate in isolation from the broader circulation of the networked culture....