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ALWAYS THERE. The machine doesn't record history, it makes history... we watch your future now.. practices for a systemic lifestyle.
 

 

Forming glocal intelligence, souseveillance interconnectivity, and providing information filters are some of G-77's core programs.



The state of the world I know: A growing populous in America, BRIC, Europe, and increasingly in some other countries inside Asia, Africa, and South America, live vicariously through digital avatars in flourishing, sumptuously rendered virtual environments. It could be said that in order to function, we will rely more and more on the digital metaverse as an escape from our physical space. Baudrillard, in his new book, The Intelligence of Evil, or the Lucidity Pact, restates the point that since a great loss of belief in the transcendental world (with the onset of the Age of Reason) we have begun the giant undertaking of eliminating the natural world in all of its forms. He suggests an everyday embrace of digital tools but a deep-seeded denial of change. The countryside has become "landscape" in our vocabulary and in our thoughts, which is, in our heads, a duplication of itself. We first acknowledge a media-generated version of countryside called landscape. Augmented Reality: denCity, Dodgeball, google earth, blogjects and participatory media. Virtual worlds: Second Life, Project Entropia, World of Warcraft. Simulations: pilot training flight simulators, Nintendogs, etc. What happens to physicality? Right now in China 3,600 sq. km of former grass/farmland is being overtaken by desert conditions yearly (by Chinese statistics while remote sensing statistics report this figure at around 15,500 sq. mi.- roughly the size of Holland!) with the Chinese "Green Wall" project proving to be overall, unsuccessful. As these three spaces have a greater importance in our everyday meeting, tasking, playing, breathing, what is the iReality of this? ? As we help solve the plight of the ever-growing number of environmental refugees (prediction by 2010 United Nations University estimates 50 mil. worldwide) due to large disasters like Katrina in New Orleans, the tsunami in Sri Lanka and slow-motion disasters like drought, famine, disease, sea-level rising, we have at our disposal virtual, open-source game models like "Bordergames" out of Lauapres/Madrid, as well as groups like "Burners Without Borders" who are continuing to work magic with wifi, rebuilding, getting donations, etc. after Katrina. They are so interesting because Burning Man, where the group originated and gets its communal gifting inspiration, is in a sense a physical-virtual community. It exists physically for about a week yearly and virtually for the remainder of the year, it physically practices what has fundamentally begun as a technological, economic, and political movement referred to as open-source, which I like to describe as the contributions of a community of contributors for the good of the whole (and perhaps the recognition), for the freedom from top-down ontologies, for progress, results, and strength of a mass-mind. Now, in some ways, the community of Burning Man parallels the community of Michael Griffin's wiki-like space develoment of "Ancient Spaces". "Ancient Spaces" is an online experiment which, when it is built to the "game stage" players will be able to earn points by contributing historically accurate structures to places like Mesopotamia or Egypt, "adventure down the Nile or fight in the Peloponnesian War." It is a learning and a community tool depicting places that once existed in that state and now are online. The further coalesce of these many spaces are games like World of Warcraft or Project Entropia, where the actor John Jacobs spent $1000,000.00 on an online space resort that he now plans to rent rooms, storage, mall space, etc. to other players. Wired Magazine this month makes a parallel between online games and Disneyworld (which I LOVE, as I am such a fan of Disney's ability to encroach on every corner of economic policy, life, thought, dreams). Wired also writes about the fusion of games, platforms, and individual creation within these interfaces. One of the main points of the article was to offer a positive light to all of the gamers who "learn to treat the world as a place for creation - not consumption (as possibility-space)". The frightening thing about this is that as we create a world that last year was the hottest recorded year on the planet in the history of recording (145 yrs) and using Bore Hole Measurements (boring into the earth's surface), the hottest in 500 years, and with proxy-data (tree rings and coral growths) we are looking at the warmest time on earth, and as Antartica loses 36 cubic miles/yr. in freshwater (L.A. uses approximately 1/5 cubic mile of freshwater yearly), are we going to want to live in reality? Are we going to want to distinguish between our simulated, virtual, and integral realities, or are we going to care about real-life creation - something we are getting further and further from daily? - MARY MATTINGLY


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