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Abstract

The "virtual kino-eye" of the synthetic camera in a virtual world like Second Life not only realizes the kinetic possibilities imagined by Dziga Vertov for making "machinima" (digital video captured in a virtual world or 3-d game environment), but also is one of the ways through which virtual subjectivity is constructed. Virtual subjectivity is a mode of first-person experience in a virtual world that is founded on a fusion of visual and metaphoric point of view, shaped through "self-design" of the avatar and environment, reinforced and extended through social interaction, known through the avatar body's actions and movements in virtual space and place, and enacted through virtual agency.

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