You can get my book ~ "Naked Harbin Ethnography" (in the Academic Press at World Univ & Sch) ~ here http://bit.ly/HarbinBook & via http://twitter.com/HarbinBook
(Harbin Wedding in the Warm Pool in 2001 &
and "Naked Harbin Ethnography" cover photo ~
and "Naked Harbin Ethnography" cover photo ~
thanks to Tracy "Stormy" Edwards)
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You can get my book ~ Naked Harbin Ethnography (in the Academic Press at World Univ & Sch) ~ here https://t.co/DsAzwS5EvX & via @HarbinBook pic.twitter.com/jOWtCVtCbW— scottmacleod (@scottmacleod) September 26, 2016
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See, too:
http://scott-macleod.blogspot.com/2015/09/harbin-waters-interesting-wedding-dress.html
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The Making of Virtual Harbin Hot Springs as Comparative, Ethnographic Field Site
See, too:
http://scott-macleod.blogspot.com/2015/09/harbin-waters-interesting-wedding-dress.html
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The Making of Virtual Harbin Hot Springs as Comparative, Ethnographic Field Site
“Naked, Virtual Harbin” as Ethnographic Field Site
Scott MacLeod
I'm writing to propose a second virtual Harbin book, having just
written and published a 354 page actual / virtual Harbin Hot Springs
ethnographic book entitled “Naked Harbin Ethnography: Hippies, Warm Pools,
Counterculture & Clothing-Optional, Virtual Harbin" (Academic Press at
WUaS 2016). While my actual anthropological field site, Harbin Hot Springs, is
in northern California – http://harbin.org - my ethnography examines both
“actual” and “virtual” Harbin ethnographically as placeless in a variety of
ways, including comparatively, digitally and conceptually.
In this book I plan to develop an
"ethno-wiki-virtual-world-graphy" approach (collaborative writing-building)
in a film-realistic virtual Harbin, developing in the process a realistic
virtual earth STEM field site and classroom (conceptually in something like
Google Street View/Earth/Maps with TIME SLIDER with OpenSim in all 8k languages
and at the atomic (nano) and cellular (neuronal) levels in addition to the
street view level), with potentially its massive data streams from all over the
world, some in real time, much with artificial intelligence, - as well as
protect people in possible scientific experiments and social science studies in
ways that would meet Internal Review Boards’ ethical and STEM standards for
protection of subjects+ in the SOFTWARE itself. Collaborating with Stanford’s,
and Google’s especially, networks, could make this real and happen.
In developing ethno-wiki-virtual-world-graphy, where researchers
in all 8k languages can add their photos, videos, computer modeling, notes and
other research, including co-writing wikis, (and developments from these), as a
new methodology, I propose in creating a realistic virtual Harbin to study
anthropologically the blurring of the real and the virtual, as well as the
blurring articulations between a physical place and a corresponding multimedia
game/world.
In studying how actual Harbin emerges out of the 1960s, as 'New
Age California' in ethos, into the virtual, I focus specifically on how
Harbin's alternative culture emerges significantly from its clothing-optional
warm pool, and from the effects of warm waters on both visitors and Harbin
residents alike, - both actually and virtually. Through fieldwork, I observed
at Harbin a far-reaching relaxation response meditation emerging from Harbin
pool area experiences influencing Harbin's culture. I plan to study these
effects on Harbin's milieu with people visiting “virtual Harbin” from
their home bathtubs, for example, for the significant effects of the warm water
releasing, and being, at Harbin in experiencing the “real.”
I also plan to explore building this virtual Harbin ethnographic
field site as a 3D movie realistic interactive digital game in conjunction
(like Google Street View with OpenSim) with an emerging film-realistic virtual
earth, and so that consumers could even buy this “Naked Harbin” virtual world
field site in stores around the world. And since at least 2 films have
been shown daily for decades at Harbin, I plan too to outline the design of a
3D film viewing component for watching actual Harbin films in the Digital
Goggles or Mask such as Google Cardboard, for example, so that we can 3D
interactively “enter” these films even, and eventually with brain wave
headset technologies. As a long-term academic field site project, I plan
to examine approaches to studying concepts of the “real” over decades in
"Naked Harbin" as digital games develop.
While the audience of readers is similar to that of “Coming of
Age in Second Life” (2008) and “Naked Harbin Ethnography” (2016), including
academics analyzing ARGs, the audience of game players includes Harbin
visitors, meditators, people interested in alternative living and the 1960/70s,
and a general audience. And “ethno-wiki-virtual-world-graphy,”
as method, facilitates group game designing process to
engineer new modes of play and participation, as well as potentially to record
and interpret emergent ARG processes. The blurring of the “real” which I seek
to examine particularly in this chapter will be informed by a warm water
relaxation response, while playing in the developing virtual Harbin.
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