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Meta_Body — virtual corporality as a shared creative process

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Abstract

This chapter discusses the Meta_Body participatory art project. Initiated in a collaborative virtual environment and in a “real life” art exhibition, it now continues in the metaverse creative flux. Meta_Body focuses on two aspects: first, the avatar as body/language, open to experimentation and potency; second, avatar building as a shared creative process and as aesthetical experience. Through the practice of avatar creation, distribution, embodiment and transformation, the artists aim to understand the processes of virtual corporeality constitution: to question the role of the body in virtual environment, its importance in engaging with the world and in self-expression, and explore its metaphorical aspects. The method used to implement this project is a shared creative process, in which multiple subjects come to be authors along different phases of the project. Through the embodiment and transformation of avatars, the artwork’s aesthetical experience becomes a creative process. http://www.igi-global.com/chapter/metabody/132423

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... A dimensão lúdica do ato criativo, característica relativamente comum à generalidade dos processos artísticos, é ainda mais prevalente em ambientes virtuais colaborativos criativos (3). Esta dimensão lúdica estende-se aqui à fruição, contribuindo para a transformação tendencial da experiência estética da obra num ato criativo (4). ...
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Conference Paper
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Este estudo analisa a utilização de avatares em ambiente mediado, em particular o seu contributo para a produção de uma corporeidade virtual. A pesquisa foca-se na experiência de incorporação em ambientes virtuais multiutilizador de vertente social e nas capacidades demonstradas pelos avatares neste contexto. O avatar apresenta-se como o signo visível de um corpo distribuído, que se produz na conjunção do utilizador, do código e do hardware.
... The method used to implement this project is therefore a shared creative process in which multiple subjects can be regarded as authors along different phases of the project and where some of these individuals can switch between users and producers of materials distributed, making them also produsers (Bruns 2007).We present here three different approaches to the concept of shared creativity: the first, collective creation, is the process used by Meilo Minotaur and me in the construction of the avatars and virtual installations, a cell group acting as a single author in a very intimate form of creative process; the second, distributed creation, is how derivative work was created using the first set of avatars to build further elements which in turn fueled a reserve of materials available for the realisation of new creations; and the third, collaborative creation, a process in which each artist retains her personal mark in a creative dialogue with othersas was the case with Takio Ra (Luís Eustáquio), who contributed to the project by creating "soundscapes" 27 for the virtual installations, as we shall see below (Sousa 213;2014a;2014b;2015a;2015b). ...
Thesis
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The aim of this study is to understand how a shared creative process of construction of virtual corporeality in collaborative virtual environments becomes an aesthetic experience. The research is divided into two main but correlated themes: virtual corporeality and shared creativity. It is my purpose to find the relationship between the constitution of a virtual corporeality and the new processes of creative sharing and creation in collaborative virtual environments. I also aim to relate these two aspects to the new forms of aesthetic experience emerging from these virtual contexts. Meta_Body is the main practical artwork that sustains this investigation, an ongoing project since 2011. This is a participatory art project. Initiated in Second Life and in a tangible art exhibition (All My Independent Women 6th edition, at Vienna), it now continues in the collaborative virtual environment’s creative flux. Meta_Body focuses on two aspects: first, the avatar as expressive body, open to experimentation and potency; second, avatar building as a shared creative process and as aesthetical experience. Through the practice of avatar creation, distribution, embodiment and transformation, I aim to understand the processes of virtual corporeality constitution. I interrogate the role of the body in the virtual environment, its importance in engaging with the world and in self-expression, exploring its metaphorical aspects. The method used to implement this project is a shared creative process, in which multiple subjects come to be authors along different phases of the project. Through the embodiment and transformation of avatars, the artwork’s aesthetical experience becomes itself a creative process. This research is therefore grounded on an art-based and project-based methodology, whose results can be seen not only in this written thesis, but also in the artworks themselves, and their derivatives. I accomplished my intended goals and came to a new understanding of virtual corporeality and its connection to shared creativity and aesthetical experience. I believe this work to be an important starting point for new investigations that will arise with the new turn to virtual reality.
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