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'''How Does Modernisation Change the Online Inhabitable Landscape and How We Create?
'''
'''
How Have We Shifted From an Imagined Utopia to Desolate Wastelands of Forgotten Space Online?
'''
==Background==
==Background==
During the pandemic, a large number of 3D virtual environments were constructed as a way to connect people in a time of isolation. However when viewing these spaces, I noticed a stark difference between these worlds and the worlds I would inhabit in the early years of the internet. It led me down a path of how  and why this changed, and while exploring I also began to notice the reflections of the promises made in physical space which also result in a forgotten wasteland.
During the pandemic, a large number of 3D virtual environments were constructed as a way to connect people in a time of isolation. However when viewing these spaces, I noticed a stark difference between these worlds and the worlds I would inhabit in the early years of the internet. It led me down a path of how  and why this changed, and while exploring I also began to notice the reflections of the promises made in physical space which also result in a series of forgotten wastelands.


==Format ==
==Format ==
Line 11: Line 13:


==Introduction- overview ==
==Introduction- overview ==
[500 words]
[500 words]<br>
Previous iterations of online space are starkly different from those that populate the internet today. Less popular are fantasy lands of imagined creatures, and in their place stand the hyperreal 3D spheres.  Has modernisation quietened the impossible and other in favour of space that is more relatable and preexisting?  
Previous iterations of online space are radically different from those that populate the internet today. Less popular are fantasy lands of imagined creatures, and in their place stand the hyperreal 3D spheres.  Has modernisation quietened the impossible and other in favour of space that is more relatable and preexisting?  
With the boundless space of the internet, why do we create these spaces that already exist in our physical reality? Is it to blur the boundaries of real life and inhabiting?  
With the boundless space of the internet, why do we create these spaces that already exist in our physical reality? Is it to blur the boundaries of real-life and inhabiting online?  
What takes us from an imagined utopia to desolate wastelands of forgotten space? Have we blocked our ability to imagine and create without the constraints of our own human existence?
Have we blocked our ability to imagine and create without the constraints of our own human existence?


==Chapter 1 Categorisation & Modernisation of the Internet & Architecture==
==Chapter 1 Categorisation & Standardisation of the Internet & Architecture==
[2000 words approx]
[2000 words approx]<br>
1. How the idea of utopia comes into play when designing space both online and offline
1. How the idea of utopia comes into play when designing space both online and offline<br>
2. what issues arise with modernisation?- the perils of categorisation and emergence of fringe events & Walled Gardens (Annet Dekker's definition)
2. What issues arise with standardisation of the internet?- the perils of categorisation and its inevitable modular cut and paste visuals & Walled Gardens. (Annet Dekker's definition) <br>
What follows is the emergence of fringe events, cozy web, digital gardens & the desire for vernacular design in web making<br>


==Chapter 2 Non places and the Web==
==Chapter 2 Non places and the Web==
[2000 words approx]
[1500 words approx]<br>
1. Introduce the theory of Marc Auge's Non-place in physical space
1. Introduce the theory of Marc Auge's Non-place in physical space<br>
2. Theorise what this means in online space.
2. Theorise what this means in online space.<br>
(Examples: chain mails, Abandoned platforms, Old landing pages, Error pages, Online queues, Ads between streaming pages, Log in pages, Clip graveyards)
(Examples: chain mails, Abandoned platforms, Old landing pages, Error pages, Online queues, Ads between streaming pages, Log in pages, Clip graveyards)<br>
3. Introduce idea of kenopsia by John Koenig to lead into final chapter.
3. Introduce idea of kenopsia by John Koenig to lead into final chapter.<br>


==Chapter 3 Virtual World Progression: Fiction or Reality? ==
==Chapter 3 Virtual World Progression: Fiction or Reality? ==
[3000 words approx]
[3000 words approx]<br>
1. How virtual worlds have evolved with time and technology, their movement from fantasy to reality, niche to mainstream and abandoned attempts.
1. How virtual worlds have evolved with time and technology, their movement from fantasy to reality, niche to mainstream and abandoned attempts.<br>
2. How we identify and inhabit these spaces
2. How we identify and inhabit these spaces<br>
3. Link to Simulation & Simulacra (Jean Baudrillard's definition)
3. Link to Simulation & Simulacra (Jean Baudrillard's definition)<br>
4. How these spaces become ephemera, instead could they become the place for net-art?
4. What types of interventions and acts of making public can help reintroduce us to the forgotten spaces? Can we use them as spaces to create artworks? Or is it a way to reconstruct the abandoned histories of these spaces?


==Conclusion [500 words] ==
==Conclusion==
Is there a way to find a use for the abandoned virtual platforms of yesterday? Could they become the medium to rediscover imagination and creativity? Can their capabilities create new opportunities in publishing and net-art?
[500 words approx] <br>


== References ==
== References ==
Chapter 1. Walled Garden - Annet Dekker
Augé, M. (2008). Non-places : [an introduction to supermodernity]. London: Verso.‌<br>
Chapter 1. Sorting Things Out - Bowker & Star
Benjamin, W. and Eiland, H. (2003). The Arcades Project. Cambridge, Ma: The Belknap Pr. Of Harvard Univ. Pr.<br>
Chapter 2. Non places - Marc Auge
Blank, T.J. (2009). Folklore and the internet : vernacular expression in a digital world. Logan, Utah: Utah State University Press.<br>
Chapter 2. Folklore and the Internet: Vernacular Expression in a Digital World - Trevor J Blank
Bosma, J (2011). Nettitudes. On a journey through net art. Rotterdam: Nai. <br>
Chapter 3. Life on the Screen - Sherry Turkle
Bowker, G.C. and Star, S. L. (2008). Sorting things out : classification and its consequences. Cambridge, Mass.: Mit Press<br>
Chapter 3. Synthetic Worlds - Edward Castranova
‌Castronova, E. (2007). Synthetic worlds : the business and culture of online games. Chicago: University Of Chicago Press.<br>
Chapter 3. Nettitudes - Let's Talk Net Art - Josephine Bosma
Critical Art Ensemble (1998). Flesh machine : cyborgs, designer babies, eugenic conscousness. Brooklyn, N.Y.: Autonomedia.<br>
Dekker, A, Wolfsberger, A. and Virtueel Platform (Amsterdam (2009). Walled Garden. Amsterdam: Virtueel Platform.<br>
Gabrys, J. (2013). Digital rubbish a natural history of electronics. Ann Arbor, Mich. Univ. Of Michigan Press.<br>
Hertz, G. and Parikka, J. (2012). Zombie Media: Circuit Bending Media Archaeology into an Art Method. Leonardo, 45(5), pp.424–430.<br>
Jones, Q. (2006). Virtual-Communities, Virtual Settlements & Cyber-Archaeology: A Theoretical Outline. Journal of Computer-Mediated Communication, 3(3).<br>
Rheingold, H. (2000). The virtual community : homesteading on the electronic frontier. Cambridge, Mass.: Mit Press.<br>
Star, S. L. (1999) ‘The Ethnography of Infrastructure’, American Behavioral Scientist, 43(3), pp. 377–391. doi: 10.1177/00027649921955326.<br>
Turkle, S. and Schuster, S. (2014). Life on the screen : identity in the age of the Internet. New York: Simon & Schuster Paperbacks, Dr.

Latest revision as of 13:55, 23 November 2021

Editable Pad

https://pad.xpub.nl/p/thesisoutlinekb

How Have We Shifted From an Imagined Utopia to Desolate Wastelands of Forgotten Space Online?

Background

During the pandemic, a large number of 3D virtual environments were constructed as a way to connect people in a time of isolation. However when viewing these spaces, I noticed a stark difference between these worlds and the worlds I would inhabit in the early years of the internet. It led me down a path of how and why this changed, and while exploring I also began to notice the reflections of the promises made in physical space which also result in a series of forgotten wastelands.

Format

An analytical essay exploring related artistic, theoretical, historical and critical issues and practices that inform your practice, without necessarily referring to your work directly.

Introduction- overview

[500 words]
Previous iterations of online space are radically different from those that populate the internet today. Less popular are fantasy lands of imagined creatures, and in their place stand the hyperreal 3D spheres. Has modernisation quietened the impossible and other in favour of space that is more relatable and preexisting? With the boundless space of the internet, why do we create these spaces that already exist in our physical reality? Is it to blur the boundaries of real-life and inhabiting online? Have we blocked our ability to imagine and create without the constraints of our own human existence?

Chapter 1 Categorisation & Standardisation of the Internet & Architecture

[2000 words approx]
1. How the idea of utopia comes into play when designing space both online and offline
2. What issues arise with standardisation of the internet?- the perils of categorisation and its inevitable modular cut and paste visuals & Walled Gardens. (Annet Dekker's definition)
What follows is the emergence of fringe events, cozy web, digital gardens & the desire for vernacular design in web making

Chapter 2 Non places and the Web

[1500 words approx]
1. Introduce the theory of Marc Auge's Non-place in physical space
2. Theorise what this means in online space.
(Examples: chain mails, Abandoned platforms, Old landing pages, Error pages, Online queues, Ads between streaming pages, Log in pages, Clip graveyards)
3. Introduce idea of kenopsia by John Koenig to lead into final chapter.

Chapter 3 Virtual World Progression: Fiction or Reality?

[3000 words approx]
1. How virtual worlds have evolved with time and technology, their movement from fantasy to reality, niche to mainstream and abandoned attempts.
2. How we identify and inhabit these spaces
3. Link to Simulation & Simulacra (Jean Baudrillard's definition)
4. What types of interventions and acts of making public can help reintroduce us to the forgotten spaces? Can we use them as spaces to create artworks? Or is it a way to reconstruct the abandoned histories of these spaces?

Conclusion

[500 words approx]

References

Augé, M. (2008). Non-places : [an introduction to supermodernity]. London: Verso.‌
Benjamin, W. and Eiland, H. (2003). The Arcades Project. Cambridge, Ma: The Belknap Pr. Of Harvard Univ. Pr.
Blank, T.J. (2009). Folklore and the internet : vernacular expression in a digital world. Logan, Utah: Utah State University Press.
Bosma, J (2011). Nettitudes. On a journey through net art. Rotterdam: Nai.
Bowker, G.C. and Star, S. L. (2008). Sorting things out : classification and its consequences. Cambridge, Mass.: Mit Press
‌Castronova, E. (2007). Synthetic worlds : the business and culture of online games. Chicago: University Of Chicago Press.
Critical Art Ensemble (1998). Flesh machine : cyborgs, designer babies, eugenic conscousness. Brooklyn, N.Y.: Autonomedia.
Dekker, A, Wolfsberger, A. and Virtueel Platform (Amsterdam (2009). Walled Garden. Amsterdam: Virtueel Platform.
Gabrys, J. (2013). Digital rubbish a natural history of electronics. Ann Arbor, Mich. Univ. Of Michigan Press.
Hertz, G. and Parikka, J. (2012). Zombie Media: Circuit Bending Media Archaeology into an Art Method. Leonardo, 45(5), pp.424–430.
Jones, Q. (2006). Virtual-Communities, Virtual Settlements & Cyber-Archaeology: A Theoretical Outline. Journal of Computer-Mediated Communication, 3(3).
Rheingold, H. (2000). The virtual community : homesteading on the electronic frontier. Cambridge, Mass.: Mit Press.
Star, S. L. (1999) ‘The Ethnography of Infrastructure’, American Behavioral Scientist, 43(3), pp. 377–391. doi: 10.1177/00027649921955326.
Turkle, S. and Schuster, S. (2014). Life on the screen : identity in the age of the Internet. New York: Simon & Schuster Paperbacks, Dr. ‌