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FSL: Conference time

April 10th, 2008

Click here for an explanation of the FSL (Fashion in Second Life) project

I am fortunate enough to be included in an upcoming DIME (Dynamics of Institutions & Markets in Europe) - CIO (Creative Industries Observatory) and Birkbeck Conference on The Creative Industries and Intellectual Property.

I will be presenting an introductory version of (what I hope will be) my full paper, titled Creativity in Second Life: The virtual world as a site of experimentation for fashion start-ups.

Here is the abstract:

Abstract
In this paper we propose that Second Life (SL) might be an ideal plateau for novice fashion designers to experiment in their milieu and gains skills in design and a variety of other fashion related activities such as marketing and customer identification. First, we
address issues of demographics, social interaction and emotional involvement in SL. Second, we compare and contrast the fashion industry with the SL fashion industry in an effort to inform future research about the particularities of the SL market. Our analysis
suggests that SL demographics and identity of residents may not be indicative of SL consumption and that SL fashion departs significantly from real life fashion in terms of fashion cycles, products and the characteristics of a fashion designer’s occupation.

Key words: Second Life; fashion; design; consumption; virtual world; MMORPGs

For more info see:
The Conference
The programme
My paper

If you stumbled upon this post and have ideas about Second Life and Fashion please IM me in SL (SofiaGk Weatherwax) or e-mail me in FL (sofiagk (at) gmail (dot) com)

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FSL: Some notes and the FIRST life concept

March 6th, 2008

Click here for an explanation of the FSL (Fashion in Second Life) project

Well, it’s all GO GO GO with the Fashion in Second Life project and as you would guess everything else in my life is just hectic. It never rains eh?

Having said that a lot of progress has been made. I spoke with a brilliant lady in LewisPR who represent Linden in the UK who gave me some information. Unfortunatelly I also learned that the statistics that Linden holds cannot be broken down into industries - I guess it comes from the whole business model of letting designers keep their IPs and doing their own thing. If there is no centralised database you can’t monitor things. But of course on the other hand the whole thing just grows and grows on its own.

In terms of news timing couldn’t be worse. I have some news - will share when they are finalised - which mean that I now have to finish a version of the paper yesterday. This is actually a blessing in disguise because I can interview a small number of designers, learn from that interaction and apply the lessons to my actual BIG research later on.

I have now made contact - with varying degrees of success with a lot of designers. The ones I have actually spoken to so far (OK I don’t mean face to face, I mean via IM and / or e-mail) have been extremely supportive. So here is what I learned so far.

*Loose questionnaires*
This phenomenological research is HARD STUFF. There are no absolute answers, people answer the way they like and they just do not fit the theory. If you are a perfectionist go for a positivist approach. If you are willing to accept that people are not uniform than maybe - just maybe - you can deal with the avalanche of data that a phenomenological approach will leave you with.

*First Life. Not Real Life*
I’ve so far been making a distiction between Second Life and Real Life. This is a mistake. My first ever respondent pointed this out to me (and I am ever so thankful for the tip). Second Life is real life. The distiction should be First Life and Second Life apparently. I have various philosophical notes about this but will get into them some other time.

*Real work*
People work really really hard in Second Life. It’s not just a hobby, people spend enourmous amounts of time and effort into creating products within Second Life and they are using (or learning) a lot of skills (which is good news for my research, it’s really one of my questions).

I’m just very excited people are responding - hopefully more will come and more things will be learned.

If you stumbled upon this post and have ideas about Second Life and Fashion please IM me in SL (SofiaGk Weatherwax) or e-mail me in FL (sofiagk (at) gmail (dot) com)

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FSL: A presentation on the project

February 12th, 2008

Click here for an explanation of the FSL (Fashion in Second Life) project

Well - not really. I am giving a presentation in class on Fashion in Second Life and I am basically setting out the concept behind the project, what is Second Life, how fashion designers work on it and what are the research problems.

While doing my reading I found (again) Levi-Strauss’ amazing bricolage concept which being the humanities freak that I am I just had to mention. Basically I love how old concepts can so many times explain new things. Bricolage is a creative process stemming from the constant mixing and morphing of incongruous “found” elements into a new synthesis.

Here are some things I think work together to achieve this concept
* Second Life Platform
* Other technological tools (photoshop, 3D rendering etc.)
* Creativity
* Need for expression
* Need for alternative markets with low barrier entry
* Self – publishing on the web creating opportunities for marketing.
* Social networks creating opportunities for word-of-mouth marketing.
etc.

Will discuss in class and get back to you.

In the meantime here is a nice (ish) video of an SL Fashion Show.



If you stumbled upon this post and have ideas about Second Life and Fashion please IM me in SL (SofiaGk Weatherwax) or e-mail me in RL

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Second Skin: A film about online gamers

February 6th, 2008

Lovely trailer of Second Skin a feature-length documentary about virtual worlds and their participants.


(via boing-boing)

FSL: Diary Notes for 6th Feb. 08

February 6th, 2008

Click here for an explanation of the FSL (Fashion in Second Life) project

Things have been quiet.

I need to finalise a questionnaire for designers today or tomorrow.

I will attempt to contact Linden Labs today and see if they keep statistics and if they can give me popularity (according to footfall?) of fashion shops. I need this because selecting designers at random just doesn’t feel right - even though I am now wondering if I should make a distinction between clothing and skins or not… In RL I should but this is a completely different universe so I would prefer to not make the distinction. First of all, most designers offer both clothes and skins so it would be difficult to understand which is their dominant product (unless I get statistics from them which will take too much time and there is no way to get comparable numbers). Second of all - fashion is about body characteristics as well. Think Venus De Milo. She’d be considered FAT today and twho months down the line we’d see her in the first page of Heat or OK magazine, advertising how they lost THOSE 10 pounds.

Interesting Links
1) Linden Lab FactSheet: Arts in Second Life
2) Linden Lab Press Room
3) Second Style (SL magazine on fashion/ style/ skins etc.)
4) The Second Face of L’Oreal (L’Oreal Paris contest to find the Face of L’Oreal in Second Life - 2007)

A cool video of a L’Oreal Defile in Second Life last year


If you stumbled upon this post and have ideas about Second Life and Fashion please IM me in SL (SofiaGk Weatherwax) or e-mail me in RL

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FSL: Diary Notes for 30th Jan. 08

January 31st, 2008

Click here for an explanation of the FSL (Fashion in Second Life) project

1) Created an SL Avatar named SofiaGk Weatherwax
2) Wrote text for approaching SL fashion designers.
3) Searched for SL fashion events
4) Visited some SL fashion shops and shopping centres

Interesting Links
1) SL Community: Fashion
2) Linden LifeStyles
3) Now, Virtual Fashion (The Wall Street Journal)
4) Get a (second) life (Financial Times)
5) MODA website

If you stumbled upon this post and have ideas about Second Life and Fashion please IM me in SL (SofiaGk Weatherwax) or e-mail me in RL

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FSL: Introduction to Second Life

January 31st, 2008

Click here for an explanation of the FSL (Fashion in Second Life) project


A lovely video explaining more or less what is going on in Second Life.

Note:
The video mentions Machinima

Wikipedia explanation:

a collection of associated production techniques whereby computer-generated imagery (CGI) is rendered using real-time, interactive 3-D engines, such as those of games, instead of professional 3D animation software.

Simple explanation:
The video narrator means videos with the action taking place inside Second Life. The Second Life website has a very good introduction to machinima as it relates to the SL universe.

If you stumbled upon this post and have ideas about Second Life and Fashion please IM me in SL (SofiaGk Weatherwax) or e-mail me in RL

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FSL: My SL Avatar

January 31st, 2008

Click here for an explanation of the FSL (Fashion in Second Life) project

I have had an SL avatar since 2006 - but I decided a new one was required for this project.

SofiaGk Weatherwax

Say Hello! to SofiaGk Weatherwax.

SofiaGk Weatherwax

The body is obviously a freebie (hence the suggestive look and hideously Barbiesque body). I particularly like the green hair - you can’t do this in RL (real life), completely destroys your hair.

If you stumbled upon this post and have ideas about Second Life and Fashion please IM me in SL or e-mail me in RL

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Fashion in Second Life: A New Series of Posts

January 31st, 2008

This new series of posts is intended solely as a quasi-academic diary, documenting my progress with a paper I am hoping to write on fashionand fashion designers in Second Life.

I have an interest in creativity and innovation and I am writing my dissertation on Fashion & Technology (more on that later). The idea for this paper on fashion in Second Life comes from the eternal problem of not having enough space to cover everything you would like to cover in a dissertation. I would have loved to have been able to deal with Second Life in my dissertation more extensively than I will actually be able to do - so this paper will have to do instead.

Below you may find the abstract as it stands so far.

Creativity in Second Life
Virtual worlds as areas of experimentation for fashion start-ups

Business opportunities and computer gaming were not two phrases frequently used together, at least when talking about the players. Even in terms of game play, before the advent of Massively Multiplayer Online Games (MMOGs) the players were more or less restricted in their movements and each game had a clear target and end result, whether that was to solve a puzzle, without which you could not go forward – what was termed ‘adventure game’ – or to kill as many enemies as possible before they kill your character – what was termed as ‘shoot-em-up games’. A player would start the game, learn the ‘rules’ of the universe and finish the game some time in the future. This process changed dramatically with MMOGs like World of Warcraft which saw players, or rather their avatars, being able to travel a relatively expansive online world and play in a more free-form fashion, choosing quests and deciding how to go about them or who to play them with.

Apart from the change in game play though the basic business model remained the same, with the online gaming industry requiring players to sign over their intellectual property rights in order to enter into the virtual world (Herman A, Coombe RJ, Kaye L:2006). The radical new approach of Linden Lab’s – the company that created the online world of Second Life - was to recognise that the creative contributions of players belonged to them. In Second Life any creation – be it an item of clothing, a body, a piece of furniture or a whole house – belongs to the player that has constructed it both in SL – second life - and in RL – real life. This approach had as a result an unprecedented number of Second Life entrepreneurs dealing in such diverse professions as land, architecture, design, fashion, dance etc. Quickly, a variety of articles and profiles made their appearance in the press describing some instances of businessmen and women who made their fortune in Second Life.

One of the first things that a user does in the Second Life universe is to create an avatar, an online virtual creation which is designed to look human – or in some cases humanoid. There is a significant number of professionals in Second Life who offer ‘ready-made’ packages of not only clothing but also complete bodies. Effectively the user can purchase a box which includes a body, skin tone, details such as eye colour, skin colour, length of arms etc – even going as far as genitalia. Most of the popular fashion shops in Second Life (as the system itself calculates them according to footfall) include clothing and complete body makeovers for the avatar. The fashion designer therefore does not have to limit creativity to clothing but can ‘branch out’ to all areas of the avatar’s appearance.

In an industry such as fashion, where it is arguably difficult and expensive for a novice designer to start out, there is a possibility that Second Life offers a plateau for experimentation at least in terms of design and marketing – since the designer does not have to deal with actual fabric. This papers is a first attempt to think about the possibility of using Second Life as a spring board and/ or training ground where a designer may test the limits of their designs and their ability to gain popularity with customers. The paper starts with a broad description of Second Life and goes on to give an observational presentation of the fashion industry in Second Life, presenting the situation in terms of prices, variety of creations and marketing both in Second Life and outside it. It goes on to argue for the positives and negatives of using Second Life as a plateau for a fashion business – examining the possibility that customers’ tastes and social behaviour differ vastly between SL and RL. In this section we will also examine the problem of copyright and how online creations may be protected from copying or theft – or even if protection is the solution to this problem faced by many digital designers. This paper will also present some thoughts and conclusions from a variety of discussions held in Second Life with customers and designers in Second Life, following a loose script exploring the attitudes to styles and the differences in tastes between the virtual and the ‘actual’ self – even though the problematic nature of the ‘self’ will have to be noted. Finally –since virtual games and worlds are areas with scarce research so far – some broad suggestions for further research into the issue of creativity in Second Life will be given.

If you stumbled upon this post and have ideas about Second Life and Fashion please IM me in SL (SofiaGk Weatherwax) or e-mail me in RL

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Ovi Magazine: Letter from London 10

January 8th, 2008

January 1st 2007 Sofia’s Letters from London #10

The complications of air travel seem to be never-ending lately and people travelling from British airports are set for a little bit more confusion.

New security checks are coming in play and some airports decided to relax the one-bag rule for hand luggage and allow two for each passenger. So if you are travelling from Heathrow you don’t have to squeeze your handbag in your backpack – this process horribly destroys boxes of mint tea that my mum loves – but if you are travelling from Gatwick you can forget about it – and my mum will get her boxes squashed.

Read what comes next…

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