Three new RL images and a glowing alpha texture.

Win 3 quadrapop original textures...
come vote for one of the textures on the board in the ISM Shop.
Next Monday night SLT the 3 most popular will be given to the voters.
Blog for quadrapop Lane to ramble on about stuff in Virtual Worlds (sometimes to do with the Quadrapop Tree Gallery)

Excepting explicit role play, an avatar acts and speaks as an extension of the person controlling it. Second Life isn’t a game, it’s a medium through which people interact. Calling avatars “characters” “playing” a “game” may sound cute but its a corner case.
Connecting people via computers doesn’t introduce anything that isn’t present when two people interact. Putting aside fundamental debates about the nature of self awareness and consciousness, avatars are projections of people. Excepting explicit role play, an avatar acts and speaks as an extension of the person controlling it. Second Life isn’t a game, it’s a medium through which people interact. Calling avatars “characters” “playing” a “game” may sound cute but its a corner case.This expresses my feeling on what is an avatar and how it relates to Second Life.
there is an interesting aspect to vr - the mix and dissonance of RL human responses (the reading of physical cues that doesn't quite map onto VR) and
once the user is matured within the VR
a much wider range of opportunities to express
and ability to read others and their choices
but at same time
you have to keep in mind that what you see may be completely arbitrary and relate in no way to the intention or wishes of those involved
in here lies the ambiguity of identity
for me it is integral to my online existence
it incorporates the very human ability to believe one thing and think another and do a third
all simultaneously
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Ambiguity of identity results because we appear in the virtual world as a changeable digital representation (an avatar.) Our digital body constitutes our perspective on things and how we are perceived by others. Digital bodies can also be altered, multiplied, discarded, or exchanged at will including indicators of age, gender, race and even biological species.







Virtual Environments have become increasingly popular as we have moved forward into the 21st Century, and with this trend we are witnessing an expansion of our reality and the notion of objecthood. The developing world of virtuality has resulted in a market of goods that are bought and sold but no longer tangible to the buyer or seller. The outcome is a greater respect and enthusiasm for information as product itself. Goods are continually becoming cherished more for their ability to carry concept and idea rather than their physical place in space.
In Virtual Lens this world of virtuality [Second Life] is seen for its visual and informational offerings. The world possesses artistic, educational, social, retail, residential, commerce, etc. in a diverse number of configurations that are both recognizable from the world we have known in our ‘real life’ structure and as new developments that have been created by the users of the virtual environment.
Photographically these image captures represent a new development in the digital era. Much like viewing a web cam of a location from the world that extends well beyond our place in that world, the captures taken in Second Life are a collection of representations taken from a new and developing reality that some have predicted will be the mainstay of our time in the 21st Century.
It is without doubt that virtual environments will play a major role in our understanding of the world. They will both remind us of the memory from a time before such experiences and offer a reformation of the way we make sense of our surroundings and ourselves.