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Metaplasticity in Virtual
Worlds:
Aesthetics and Semantic
Concepts

Gianluca Mura
Politecnico di Milano University, Italy

INFORMATION SCIENCE REFERENCE


Hershey • New York
Senior Editorial Director: Kristin Klinger
Director of Book Publications: Julia Mosemann
Editorial Director: Lindsay Johnston
Acquisitions Editor: Erika Carter
Development Editor: Michael Killian
Publishing Assistant: Natalie Pronio, Jamie Snavely & Deanna Zombro
Typesetter: Casey Conapitski, Natalie Pronio & Deanna Zombro
Production Editor: Jamie Snavely
Cover Design: Nick Newcomer

Published in the United States of America by


Information Science Reference (an imprint of IGI Global)
701 E. Chocolate Avenue
Hershey PA 17033
Tel: 717-533-8845
Fax: 717-533-8661
E-mail: [email protected]
Web site: http://www.igi-global.com

Copyright © 2011 by IGI Global. All rights reserved. No part of this publication may be reproduced, stored or distributed in
any form or by any means, electronic or mechanical, including photocopying, without written permission from the publisher.
Product or company names used in this set are for identification purposes only. Inclusion of the names of the products or com-
panies does not indicate a claim of ownership by IGI Global of the trademark or registered trademark.

Library of Congress Cataloging-in-Publication Data

Metaplasticity in virtual worlds : aesthetics and semantic concepts / Gianluca


Mura, editor.
p. cm.
Includes bibliographical references and index.
ISBN 978-1-60960-077-8 (hardcover) -- ISBN 978-1-60960-079-2 (ebook) 1.
Human-computer interaction. 2. Virtual reality. 3. New media art. 4.
Communication and technology. I. Mura, Gianluca, 1965-
QA76.9.H85M48 2010
006.8--dc22
2010036722

British Cataloguing in Publication Data


A Cataloguing in Publication record for this book is available from the British Library.

All work contributed to this book is new, previously-unpublished material. The views expressed in this book are those of the
authors, but not necessarily of the publisher.
Editorial Advisory Board
Paul Catanese, Columbia College Chicago, USA
Félix Francisco Ramos Corchado, CINVESTAV GDL, Mexico
Everardo Reyes Garcia, Tecnologico de Monterrey Campus Toluca, Mexico
Olga Sourina, Nanyang Technological University, Singapore
Daniel Thalmann, EPFL VRLab École Polytechnique Fédérale de Lausanne, Switzerland
Hidenori Watanave, Tokyo Metropolitan University, Japan
Table of Contents

Preface . ................................................................................................................................................. xi

Acknowledgment................................................................................................................................. xiv

Chapter 1
Virtual Metaplasticity (Ars Metaplastica)................................................................................................ 1
Gianluca Mura, Politecnico di Milano University, Italy

Chapter 2
The Metaplastic Virtual World Theory.................................................................................................. 27
Gianluca Mura, Politecnico di Milano University, Italy

Chapter 3
The Tangiality of Digital Media............................................................................................................. 58
Paul Catanese, Columbia College Chicago, USA
Joan Truckenbrod, School of the Art Institute of Chicago, USA

Chapter 4
Pervasive Virtual Worlds........................................................................................................................ 78
Everardo Reyes-García, Monterrey Tech at Toluca, Mexico

Chapter 5
Semantic Entities in Virtual Worlds: Reasoning Through Virtual Content........................................... 90
Vadim Slavin, Lockheed Martin Space Systems, USA
Diane Love, Lockheed Martin Information Systems & Global Services, USA

Chapter 6
Humanness Elevated Through its Disappearance................................................................................ 102
Jeffrey M. Morris, Texas A&M University, USA
Chapter 7
The Mediation Chamber: Towards Self-Modulation........................................................................... 121
Chris Shaw, Simon Fraser University, Canada
Diane Gromala, Simon Fraser University, Canada
Meehae Song, Simon Fraser University, Canada

Chapter 8
A Behavioral Model Based on Personality and Emotional Intelligence for
Virtual Humans.................................................................................................................................... 134
Héctor Orozco, Centro de Investigación y de Estudios Avanzados del I.P.N., México
Félix Ramos, Centro de Investigación y de Estudios Avanzados del I.P.N., México
Daniel Thalmann, École Polytechnique Fédérale de Lausanne, Switzerland
Victor Fernández, Centro de Investigación y de Estudios Avanzados del I.P.N., México
Octavio Gutiérrez, Centro de Investigación y de Estudios Avanzados del I.P.N., México
& Grenoble Institute of Technology, France

Chapter 9
The Virtual World of Cerberus: Virtual Singer using Spike-Timing-Dependent
Plasticity Concept................................................................................................................................ 158
Jocelyne Kiss, LISAA, University Paris East, France
Sidi Soueina, Strayer University, USA
Martin Laliberté, LISAA, University Paris East, France
Adel Elmaghraby, University of Louisville, USA

Chapter 10
Learning from Baroque........................................................................................................................ 167
Carola Moujan, Université Paris 1 LETA/CREDE, France

Chapter 11
Synthetic Worlds, Synthetic Strategies: Attaining Creativity in the Metaverse.................................. 182
Elif Ayiter, Sabanci University, Turkey

Chapter 12
Kritical Artworks in Second Life......................................................................................................... 198
Dew Harrison, University of Wolverhampton, UK
Denise Doyle, University of Wolverhampton, UK

Chapter 13
Digital Media and the Quest for the Spiritual in Art............................................................................ 217
Ina Conradi Chavez, Nanyang Technological University, Singapore

Chapter 14
Plastika [Totipotenta]........................................................................................................................... 228
Catherine Nyeki, Plurtimedia Artist “plasticienne”, France
Chapter 15
Spatial Design and Physical Interface in Virtual Worlds..................................................................... 240
Hidenori Watanave, Tokyo Metropolitan University, Japan

Chapter 16
The City of Abadyl............................................................................................................................... 251
Michael Johansson, PRAMnet, Sweden & China

Chapter 17
Social and Citizenship Competencies in a Multiuser Virtual Game.................................................... 266
Germán Mauricio Mejía, Universidad de Caldas, Colombia
Felipe César Londoño, Universidad de Caldas, Colombia
Paula Andrea Escandón, Universidad de Caldas, Colombia

Compilation of References................................................................................................................ 281

About the Contributors..................................................................................................................... 300

Index.................................................................................................................................................... 306
Detailed Table of Contents

Preface . ................................................................................................................................................. xi

Acknowledgment................................................................................................................................. xiv

Chapter 1
Virtual Metaplasticity (Ars Metaplastica)................................................................................................ 1
Gianluca Mura, Politecnico di Milano University, Italy

This chapter introduces the definition of new metaplastic discipline. It also defines the metaplastic vir-
tual medium used in different research areas with application in virtual art and virtual heritage.

Chapter 2
The Metaplastic Virtual World Theory.................................................................................................. 27
Gianluca Mura, Politecnico di Milano University, Italy

Conceptualization of the metaplastic virtual world is explained with its artistic archetypes and it leads
to the composition of a new theoretical model with examples of application.

Chapter 3
The Tangiality of Digital Media............................................................................................................. 58
Paul Catanese, Columbia College Chicago, USA
Joan Truckenbrod, School of the Art Institute of Chicago, USA

This chapter introduces the concept of Tangiality by illustrating how it is represented in the contempo-
rary interdisciplinary, hybrid media and multi-modal artists’ definitions examples.

Chapter 4
Pervasive Virtual Worlds........................................................................................................................ 78
Everardo Reyes-García, Monterrey Tech at Toluca, Mexico

This chapter describes the notion of contemporary society of media which virtualizes human senses and
capabilities integrated within a collective, pervasive hyperspace of information. It is demonstrated with
three different examples of digital media applications.
Chapter 5
Semantic Entities in Virtual Worlds: Reasoning Through Virtual Content........................................... 90
Vadim Slavin, Lockheed Martin Space Systems, USA
Diane Love, Lockheed Martin Information Systems & Global Services, USA

This chapter explores how a parallel semantic knowledge base describing the virtual world can improve
the utility of virtual world environment by enabling virtual agents to interact and behave like their peer
human participants.

Chapter 6
Humanness Elevated Through its Disappearance................................................................................ 102
Jeffrey M. Morris, Texas A&M University, USA

This chapter gives consideration to the different types of presence manifested in various communica-
tion formats, stage presence in technology-mediated performance, and several artworks that bring new
light to the artist’s approach to virtual worlds as a kind of counterpoint with reality.

Chapter 7
The Mediation Chamber: Towards Self-Modulation........................................................................... 121
Chris Shaw, Simon Fraser University, Canada
Diane Gromala, Simon Fraser University, Canada
Meehae Song, Simon Fraser University, Canada

This chapter describes scientific methods of evaluations and findings and it discusses first-person phe-
nomenological aspects of biofeedback technologies and their possible future directions.

Chapter 8
A Behavioral Model Based on Personality and Emotional Intelligence for
Virtual Humans.................................................................................................................................... 134
Héctor Orozco, Centro de Investigación y de Estudios Avanzados del I.P.N., México
Félix Ramos, Centro de Investigación y de Estudios Avanzados del I.P.N., México
Daniel Thalmann, École Polytechnique Fédérale de Lausanne, Switzerland
Victor Fernández, Centro de Investigación y de Estudios Avanzados del I.P.N., México
Octavio Gutiérrez, Centro de Investigación y de Estudios Avanzados del I.P.N., México
& Grenoble Institute of Technology, France

This chapter presents a behavioral model based on personality and emotional intelligence for Virtual
Humans. This model allows virtual humans performing actions based on their current affective state,
beliefs, desires and intentions.
Chapter 9
The Virtual World of Cerberus: Virtual Singer using Spike-Timing-Dependent
Plasticity Concept................................................................................................................................ 158
Jocelyne Kiss, LISAA, University Paris East, France
Sidi Soueina, Strayer University, USA
Martin Laliberté, LISAA, University Paris East, France
Adel Elmaghraby, University of Louisville, USA

The Cerberus is an avatar singer model that performs his musical style and emotion using competitive
learning rule within artificial neural networks methodologies.

Chapter 10
Learning from Baroque........................................................................................................................ 167
Carola Moujan, Université Paris 1 LETA/CREDE, France

This chapter discusses from a cultural perspective, philosophical and aesthetic issues related to mixed
reality spaces. It proposes a perceptual analysis of early Baroque architecture for bringing aesthetic
depth and relevance into mixed reality installations.

Chapter 11
Synthetic Worlds, Synthetic Strategies: Attaining Creativity in the Metaverse.................................. 182
Elif Ayiter, Sabanci University, Turkey

This chapter underlines theoretical premises of an immersive learning approach to the visual arts imple-
mentation into online three dimensional synthetic worlds.

Chapter 12
Kritical Artworks in Second Life......................................................................................................... 198
Dew Harrison, University of Wolverhampton, UK
Denise Doyle, University of Wolverhampton, UK

This chapter outlines the curatorial process of creative practices for showing artworks exhibitions in the
Kriti SL island. It indicates new reading guidelines of Art exhibition practice in Second Life

Chapter 13
Digital Media and the Quest for the Spiritual in Art............................................................................ 217
Ina Conradi Chavez, Nanyang Technological University, Singapore

This chapter presents a virtual art concept of immersive 3D installations for social interaction through
sensation and physical engagement.
Chapter 14
Plastika [Totipotenta]........................................................................................................................... 228
Catherine Nyeki, Plurtimedia Artist “plasticienne”, France

This chapter describes biological creatures “living” in their virtual world. It composes a virtual “vi-
varium” with diverse digital interactive pieces inspired with latest biotechnology and cellular biology.

Chapter 15
Spatial Design and Physical Interface in Virtual Worlds..................................................................... 240
Hidenori Watanave, Tokyo Metropolitan University, Japan

This chapter proposes an architecture spatial model design methodology to create physical human ex-
perience in 3D virtual worlds.

Chapter 16
The City of Abadyl............................................................................................................................... 251
Michael Johansson, PRAMnet, Sweden & China

This chapter introduces a complex digital space that can be utilized as an open world in order to gener-
ate scenarios and producing new artifacts for the co-creators of Abadyl.

Chapter 17
Social and Citizenship Competencies in a Multiuser Virtual Game.................................................... 266
Germán Mauricio Mejía, Universidad de Caldas, Colombia
Felipe César Londoño, Universidad de Caldas, Colombia
Paula Andrea Escandón, Universidad de Caldas, Colombia

This chapter discusses findings of theory and models about effects of video gaming in education and
proposes an e-learning virtual game.

Compilation of References................................................................................................................ 281

About the Contributors..................................................................................................................... 300

Index.................................................................................................................................................... 306
xi

Preface

Concepts of virtual worlds are strongly related to the current innovations of the Internet and new media
communications. Nowadays, the research areas of virtual worlds include different scientific fields com-
ing from Science, Technology, Arts, Design and Digital Cultures.
This book explores the interdisciplinary development of Virtual world’s aesthetics and semantics through
many approaches of metaplastic conceptualizations. The term metaplasticity, generally in neuroscience,
defines mnemonic and adaptive synaptic properties. Metaplasticity conceptualization, differently in
plastic arts, is a process of creation and transformation.
From these definition qualities, the goal of this book becomes finding new definitions of the meta-
plasticity term for Digital media and Virtual Worlds fields. It would be proposed diverse interdisciplinary
meanings of digital media researches for the purposes of this book.
This volume starts with Virtual Metaplasticity (Ars Metaplastica) chapter where the analyses of
Modern Art history and the definition of new Metaplastic discipline are based on the intersection of
plastic formalism with digital technology. The Metaplasticity concept defined within an interdisciplin-
ary research field introduces the characteristics of a metaplastic virtual media model and their possible
applications to different research fields.
The Metaplastic Virtual World Theory chapter describes how the metaphor of artistic machine finds
its new realization within the metaplastic virtual world, where the machine metaphor itself becomes
aesthetic expression of the virtuality. The methodology explains the becoming of new virtual worlds
typologies made through abstract art languages and artificial intelligence.
Joan Truckenbrod and Paul Catanese in Tangiality of Digital Media illustrates the immateriality as
a conceptual materiality of virtual world. It makes an interdisciplinary analysis of many contemporary
experiences that use this concept in their examples of hybrid and multimodal artworks.
Everardo Reyes Garcia continues with Pervasive Virtual Worlds experience where virtual media are
explained through different social media definitions that virtualize human senses and capabilities.These
notions are expressed with three different digital installations.
Vadim Slavin and Diane Love in their chapter Semantic Entities in Virtual Worlds describe how se-
mantic knowledge base could define virtual world architecture richness by giving their virtual entities
behavior and their relationships with human participants.
Jeffrey Morris in his Humanness Elevated through its Disappearance argues on human's different
types of presence and the blurring boundaries between real and virtual in art experiences. His artistic
approaching to virtual world is seen as a counterpoint with reality.
Diane Gromala, Chris Shaw and Meehae Song describe in their Meditation Chamber: Towards
Self-Modulation an immersive virtual environment, which analyzes human feelings including stress,
xii

anxiety and pain and their biofeedback technologies. They discuss results and new findings on possible
applications in neurosciences.
Daniel Thalmann, Félix Ramos, Héctor Orozco, Victor Fernández and Octavio Gutiérrez in A Behav-
ioral Model based on Personality and Emotional Intelligence for Virtual Humans developed a behavioral
model for Virtual Humans and implemented it in a system that uses various calculus formalism driven by
emotions and try to define virtual human behaviors for each situation they experience in the environment.
Jocelyne Kiss, Sidi Soueina, Martin Laliberté and Adel Elmaghraby in Virtual World of Cerberus
present an avatar singer application that performs different sounds and express their correspondent facial
emotions.This study applies the metaplasticity notion differently, as used in neuroscience, in an avatar
model to enhance memory functions and simulated feelings related to a virtual context.
Carola Moujan in Learning from Barouque, gives a historical and cultural perspectives through phy-
losophical studies implications with proposing mixed realities artistic installations. This essay indicates
a radical change into artist's view for creating meaningful experience and participation of spectators in
artworks. It explains the Baroque architecture as an relevant early example of virtuality in Art.
Elif Ayiter in her chapter Synthetic Worlds, Synthetic Strategies: Attaining Creativity in the Metaverse
attempts to define theoretical premises and definition of an immersive learning approach pertaining to
visual arts to be implemented in an online synthetic worlds. The author proposes recent educational
approaches as well as an examination of creative practices into the formulation of an virtual world
learning strategy.
Dew Harrison and Denise Doyle in Kritical Artworks in Second Life, introduce their SL island where
they experiment creative practice and give curatorial view in virtual world. They introduce various case
studies of artist's exhibition in Second Life.
Ina Conradi in Digital Media and the Quest for the Spiritual in Art, presents her public virtual art
exhibition and defines a virtual world's aesthetics based on spectator's oneiric virtual world realization.
The virtual media accomplishes its aesthetics within different mental states with a connected user.
Catherine Nieky in her Plastika Totipotenta presents her biotope virtual “vivarium”, where biological
creatures “live” into a simulacrum and the concept of metaplasticity is applied from natural and nanosci-
ences into biotechnological virtual world.
Michael Johansson with his City of Abadyl generates an interactive virtual scenario of an open work
project of the city of Abadyl. It is a database that contains information which is continuously updated
and this interactive updating it is called “fieldasy”.
Hidenori Watanave in his Spatial Design and Physical Interface in Virtual Worlds proposes a new
spatial model, a contents oriented architectural space design methodology to create spatial experience
in a 3D virtual world.
Germán Mauricio Mejía, Felipe César Londoño, Paula Andrea Escandón in their Social and Citinzen-
ship Competencies in a Multiuser Virtual Game describe educational gaming that shows a metaphor of
collective challenge and indicates an overview of everyday life complexity and learning transferability.
The authors discuss findings according to proposed theories and models about effects of video games
in education and behavior.
The chapters collected an in-depth coverage of the state-of-the-art of virtual worlds experiences. It
has traced some of research tendencies and paths, regarding virtual worlds aesthetics and semantics, and
grouped them into the following areas:
xiii

• knowledge communication in virtual worlds as social media;


• development of methodologies dedicated more precisely to human perceptiveness, with greater
involvement of human participants into different and inter-crossed levels of realities;
• intersection of relations and roles between dynamics of virtual world and representation, and virtual
participant and co-creator;
• cultural strategies analysis of creative practice, education, exhibition and communication within
virtual worlds;
• virtual worlds concepts between architectures, new territories, new biotype creatures into real-virtual
societies. In conclusion, the experiences of contemporary virtual worlds indicate a necessity of
changing the actual methodologies and practices toward new languages dedicated to humans and
solving their cultural and social issues.

Gianluca Mura
Editor
xiv

Acknowledgment

I would like to gratefully thank all the Editorial Board members and particularly Paul Catanese, Félix
Francisco Ramos Corchado, Everardo Reyes-García, Olga Sourina, Daniel Thalmann, and Hidenori
Watanave.
I would also like to thank all the Authors that have generously and patiently contributed to this book
with their important and precious work, that has made this book possible, particularly Elif Ayiter, Ina
Conradi, Denise Doyle, Adel S. Elmaghraby, Paula Andrea Escandón, Victor Fernández Cervantes,
J.Octavio Gutierrez-Garcia, Diane Gromala, Dew Harrison, Michael Johansson, Jocelyne Kiss, Martin
Laliberté, Felipe César Londoño, Diane J.Love, Germán Mauricio Mejía, Jeffrey M.Morris, Carola
Moujan, Catherine Nyeki, Héctor Rafael Orozco Aguirre, Chris Shaw, Vadim Slavin, Meehae Song,
Sidi Soueina and Joan Truckenbrod.
I wish to thank all IGI Global for their kind and precious help during all the time for developing
and supporting this book project, particularly thanks to Jan Travers, Elizabeth Ardner, Dave DeRicco,
Mike Killian and Erika Carter. Their professional assistance and guidance have made this collaboration
a great enriching experience.
I want to gratefully acknowledge the support and collaboration of Nataša Duboković, for all the time
and dedication to this book.
Thank you.

Gianluca Mura
Editor
1

Chapter 1
Virtual Metaplasticity
(Ars Metaplastica)
Gianluca Mura
Politecnico di Milano University, Italy

ABSTRACT
This chapter defines a new metaplastic discipline through analysis of Digital art history and their
relations among artistic and scientific achievements. Virtual Realities found in Art and Science a new
modality of definition based on technological codifying with language philosophies that interpret new
digital aesthetics. It would be introduced new metaplastic virtual media used in different research areas
with examples of applications.

INTRODUCTION structures, surfaces and kaleidoscopes of images.


These expressions narrate of new visual and
Art and virtuality discover their common origins musical languages modalities with their peculiar
within the poetic vision of artists, for example characteristics. Their research processes of new
imaginary worlds of Kandinsky, Klee, Miro’. shapes and disciplines established archetypes of
Their worlds are, in fact, inhabited with organisms virtual reality languages. According to Jaron La-
similar to cells, bacteria and other microorganisms nier, a pioneer of the virtual reality, artists should
in fantastic and indefinite spaces. Artists (re)create create new worlds:
new realities with systems of symbols that express
the representation of their concepts. At the same “Instead of communicating symbols like letters,
mode, computer’s virtual realities are patterns numbers, pictures, or musicals’ notes, you are
of information. The description of artists’ imagi- creating miniature universes that have their own
nary worlds occur with representations of basic internal states and mysteries to be discovered.”
elements, combinations of elements in sequence,
In the last decades of the 20th Century, tech-
DOI: 10.4018/978-1-60960-077-8.ch001 nological innovations in different research areas

Copyright © 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
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