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.
Recommended Citation
Landay, Lori
(2009)
"Virtual KinoEye: Kinetic Camera, Machinima, and Virtual Subjectivity in Second Life,"
The Journal of e-Media Studies: Vol. 2:
Iss.
1, Article 10.
DOI: https://dx.doi.org/10.1349/PS1.1938-6060.A.340
Available at:
https://digitalcommons.dartmouth.edu/joems/vol2/iss1/10
