Annabeth Robinson

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Annabeth Robinson
Other namesAngryBeth Shortbread
OccupationSecond Life Performance artist and Educator. Lecturer at Leeds College of Art. Creative partner of blueair.tv
Website www.annamorphic.co.uk

Annabeth Robinson, whose online Second Life alias is AngryBeth Shortbread, is a multi-media artist and lecturer based in Leeds, UK where she focusses on the teaching of audio, visual and online technologies. Using Second Life and other Multi User Virtual Environments (MUVEs), Robinson explores their potential as a medium for art and design practice whilst examining its educational potential. Robinson has been undertaking such projects since 2005.

Contents

Career

Robinson is a lecturer at Leeds College of Art [1] where she develops tools and techniques for using Second Life for educational applications including the widely used Metalab Whiteboard. [2] [3] [4]

Second Life Residency

Robinson works within Second Life to create interactive installations, and educative tools. On the Second Life virtual environment platform Robinson is known as AngryBeth Shortbread. [5] She owns at least one island in the virtual platform, Second Life, which 'supports art and design practice either specific to a single course or to a range of courses'. [6] Her avatar, AngryBeth Shortbread, has been listed as someone who has 'inspired with [her] creativity' by Wagner James Au, a reporter on Second Life. [7] Robinson is also listed as an Educator, and Instructional Designer in Second Life by J Hiles in the TCC 2007 Proceedings. [1]

Educational tools

Robinson has used her avatar on Second Life to create Educational tools.

MetaLab Whiteboard

The ubiquitous 'MetaLab Whiteboard' [4] is an educative tool that was developed to improve the quality of education within Second Life. [4] It is an interactive board 'that [a user] can pre-load with images'. [4] These images can consist of either text or pictures which have a click through function to display. [4]

HandShow Chair

In other projects for the MetaLab on Second Life, Robinson has created the Hand Show, or HandUp Chair. [2] The Hand Show Chair, when sat on, raises an avatar's hand to be noticed by an avatar teacher.

Installation Pieces

Robinson uses Second Life as a platform to imitate real life mediums and transfer them into a virtual world. [8] She manipulates everyday objects, such as coloured boxes within the virtual world of Second Life. This is to create a performance or interactive installation. [8] One of Robinson's focusses has been on the manipulation of sound and instruments. In some installations a user's avatar can click or touch multiple boxes to create a unique compilation of sounds. [9] As well as this Robinson has been focussing on 'the role of the avatar' [9] and how it influences the space around it.

Ping Space

Whilst working at Leeds College of Art and Design as a lecturer, Annabeth Robinson contributed to the 'Kritical Works in SL' project (2008) with a project called Ping Space. [6] The interactive performance consisted of two cubes being used in 'Kriti Island'. The aim of the performance was to create sound. This sound could only be created when one cube was placed on the ground and the other was placed 300 metres above, in the air. [6]

The sound that can be created within the Ping Space project has been described as:

"a mixture of organic pink noise [...] water/wind and binaural beats – sine wave tones of sound that range from 7 – 30 hz difference. The type of beats and other sound design within the void is controlled by an external source outside of Second Life [...] Avatars flying around inside the void will also be sending data back out to the interface – effecting its presentation. Between these two spaces ping playful interaction – where each space's activity affect the other" [6]

Related Research Articles

Telepresence refers to a set of technologies which allow a person to feel as if they were present, to give the appearance of being present, or to have an effect, via telerobotics, at a place other than their true location.

<i>Second Life</i> 2003 video game

Second Life is an online virtual world, developed and owned by the San Francisco-based firm Linden Lab and launched on June 23, 2003. It saw rapid growth for some years and in 2013 it had approximately one million regular users; growth stabilized and by the end of 2017 active user count had declined to "between 800,000 and 900,000". In many ways, Second Life is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective".

A virtual world is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. In general, virtual worlds allow for multiple users but single player computer games, such as The Elder Scrolls V: Skyrim, can also be considered a type of virtual world.

Avatar (computing) Graphical representation of the user or the users alter ego or character

In computing, an avatar is a graphical representation of a user or the user's character or persona. It may take either a two-dimensional form as an icon in Internet forums and other online communities or a three-dimensional form, as in games or virtual worlds. Avatar images have also been referred to as "picons" in the past, though the usage of this term is uncommon now. An avatar can also refer to a text construct found on early systems such as MUDs. The term "avatar" can also refer to the personality connected with the screen name, or handle, of an Internet user.

The Metaverse is a collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent virtual space, including the sum of all virtual worlds, augmented reality, and the Internet. The word "metaverse" is made up of the prefix "meta" and the stem "verse" ; the term is typically used to describe the concept of a future iteration of the internet, made up of persistent, shared, 3D virtual spaces linked into a perceived virtual universe.

The Palace (computer program)

The Palace is a computer program to access graphical chat room servers, called palaces, in which users may interact with one another using graphical avatars overlaid on a graphical backdrop. The software concept was originally created by Jim Bumgardner and produced by Time Warner in 1994, and was first opened to the public in November 1995.

Interactive whiteboard

An interactive whiteboard (IWB), also known as interactive board or smart board, is a large interactive display in the form factor of a whiteboard. It can either be a standalone touchscreen computer used independently to perform tasks and operations, or a connectable apparatus used as a touchpad to control computers from a projector. They are used in a variety of settings, including classrooms at all levels of education, in corporate board rooms and work groups, in training rooms for professional sports coaching, in broadcasting studios, and others.

Technology integration is the use of technology tools in general content areas in education in order to allow students to apply computer and technology skills to learning and problem-solving. Generally speaking, the curriculum drives the use of technology and not vice versa. Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. In a larger sense, technology integration can also refer to the use of an integration platform and APIs in the management of a school, to integrate disparate SaaS applications, databases, and programs used by an educational institution so that their data can be shared in real-time across all systems on campus, thus supporting students' education by improving data quality and access for faculty and staff.

"Curriculum integration with the use of technology involves the infusion of technology as a tool to enhance the learning in a content area or multidisciplinary setting... Effective integration of technology is achieved when students are able to select technology tools to help them obtain information in a timely manner, analyze and synthesize the information, and present it professionally to an authentic audience. The technology should become an integral part of how the classroom functions—as accessible as all other classroom tools. The focus in each lesson or unit is the curriculum outcome, not the technology."

Rebecca Allen (artist)

Rebecca Allen is an American designer, artist, pioneer, researcher, and educator, known for her research in the field of digital art. Starting in the 1970s, Allen started to compose works for computer imaging. This included still graphics, animation, television logos, music videos, video games, large-scale performance work, artificial life systems and interactive installations. Her work addresses humanizing technology.

<i>77 Million Paintings</i> 2006 video by Brian Eno

77 Million Paintings is a digital art software/DVD combination by British musician Brian Eno, released in 2006.

Annabeth is a female English given name created from a combination of the names Anna and Elizabeth. As it is a combination of two names, it has a combined meaning, which is favor, 'full of grace', and 'my God is an oath'.

CitySpace was an internet-based virtual world launched at SIGGRAPH 1993 by educator and project director Zane Vella. CitySpace was one of the earliest online virtual 3D environments and first came to attention via mainstream news media in late 1993. CitySpace was also the first user-generated virtual world, similar to virtual worlds like Second Life, and enabled participants to contribute 3D computer graphics and digital imagery to a collaborative real-time rendered 3D virtual world in which participants interacted with each other via avatars. CitySpace was active from 1993-1996 and won the 1996 NII Award for Arts and Entertainment.

Open Wonderland is a Java open-source toolkit for creating collaborative 3D virtual worlds. Within those worlds, users can communicate with high-fidelity, immersive audio, share live desktop applications and documents and conduct real business. Open Wonderland is completely extensible; developers and graphic artists can extend its functionality to create entirely new worlds and add new features to existing worlds.

Cyberformance refers to live theatrical performances in which remote participants are enabled to work together in real time through the medium of the internet, employing technologies such as chat applications or purpose-built, multiuser, real-time collaborative software. Cyberformance is also known as online performance, networked performance, telematic performance, and digital theatre; there is as yet no consensus on which term should be preferred, but cyberformance has the advantage of compactness. For example, it is commonly employed by users of the UpStage platform to designate a special type of Performance art activity taking place in a cyber-artistic environment.

Virtual camera system System to display a view of a 3D virtual world

In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third person view is required.

Arts in Second Life is an artistic area of a 3D social network that has served, since 2003, as a platform for various artistic pursuits and exhibitions.

Second Life is used as a platform for education by many institutions, such as colleges, universities, libraries and government entities.

Computer-generated imagery Application of computer graphics to create or contribute to images

Computer-generated imagery (CGI) is the application of computer graphics to create or contribute to images in art, printed media, video games, simulators, computer animation and VFX in films, television programs, shorts, commercials, and videos. The images may be dynamic or static, and may be two-dimensional (2D), although the term "CGI" is most commonly used to refer to the 3-D computer graphics used for creating characters, scenes and special effects in films and television, which is described as 'CGI animation'. It was first used in the 1986 film Flight of the Navigator (film).

OpenQwaq

OpenQwaq is open source computer software for immersive collaboration, which enables organizations to implement online 3D virtual world workspaces for their specific needs. OpenQwaq is based on the Teleplace technology, a conferencing platform that has been in the market since 2007, with the name Qwaq Forums until 2009.

Virtual reality (VR) is a computer application which allows users to experience immersive, three dimensional visual and audio simulations. According to Pinho (2004), virtual reality is characterized by immersion in the 3D world, interaction with virtual objects, and involvement in exploring the virtual environment. The feasibility of the virtual reality in education has been debated due to several obstacles such as affordability of VR software and hardware. The psychological effects of virtual reality are also a negative consideration. However, recent technological progress has made VR more viable and promise new learning models and styles for students. These facets of virtual reality have found applications within the primary education sphere in enhancing student learning, increasing engagement, and creating new opportunities for addressing learning preferences.

References

  1. 1 2 Hiles, J. "Blended Realities: A Virtual Tour of Education in Second Life" (PDF). Retrieved 30 October 2011.
  2. 1 2 Hockly, Nicky (23 October 2006). "Talk to the avatar: Could interaction in online virtual worlds take distance learning to its next dimension?". London: The Guardian. Retrieved 21 October 2011.
  3. Education in Second Life Archived 14 March 2012 at the Wayback Machine
  4. 1 2 3 4 5 Kemp, J, Second Life Education Workshop 2007, Second Life Community Convention, CiteSeerX   10.1.1.129.6374
  5. Gibbs, Martin, R (2007). Proceedings, the Fourth Australasian Conference on Interactive Entertainment. Melbourne, Australia: School of Creative Media, RMIT University. pp. n.p.
  6. 1 2 3 4 Doyle, Denise (1 May 2008). "Virtual Worlds and New Realms of Creativity: The Kritical Works in SL Project" (PDF). International Journal of Performance Arts and Digital Media. 4 (2–3): 137–153(17). Retrieved 25 October 2011.[ permanent dead link ]
  7. Au, Wagner James (2008). The Making of Second Life: Notes from the New World . London: Harper Collins. pp. n.p. ISBN   978-0-06-174724-3. angrybeth shortbread.
  8. 1 2 Nash, Adam (2007). Proceedings, the Fourth Australasian Conference on Interactive Entertainment. Melbourne, Australia: RMIT University. pp. n.p. ISBN   978-1-921166-87-7.
  9. 1 2 Willis, Holly. "Infrastructures in Virtual Learning". Conference paper. University of Southern California. Retrieved 15 October 2011.[ permanent dead link ]