Social and psychological impact of musical collective creative processes in virtual environments; The Avatar Orchestra Metaverse in Second Life

Social networks, date webs, multi-player online games and other technological resources enabling remote personal interactions have a rising social impact that is chang ing some paradigms of the human relationships. The rise of such impact is determining that governs are adapting their legal system t...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Musica, tecnologia tecnologia, 2017-01, Vol.11-12, p.75-135
1. Verfasser: Ma
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 135
container_issue
container_start_page 75
container_title Musica, tecnologia
container_volume 11-12
creator Ma
description Social networks, date webs, multi-player online games and other technological resources enabling remote personal interactions have a rising social impact that is chang ing some paradigms of the human relationships. The rise of such impact is determining that governs are adapting their legal system to affront new challenges arising from those new technologies. In this paper, it has been assessed whether personal interaction trough immersive virtual environments allow, or even enhances, collective creativity thanks to technological features as described below. First, the possibility to overcome technological barriers found in the physical world. Second, a different symbolic connection emerges from the lack of face-to-face contact. Third, individuals should focus their attention on the environment, in this case, Second Life (SL), during the rehearsal. Fourth, the wide diversity of age, ethnic and geographical features of the participants. To assess these insights, a case-study, focused on the Avatar Orchestra Metaverse (AOM), an orchestra based on SL, has been performed based on a participative observation, where valuable parameters have been identified during an immersive experience of the researcher. After then, participants of the case-study orchestra were subjected to specific test describing their experience and impressions at the social and creative levels in Second Life. Thus, it has been found that, in the AOM, the virtual environment could have created an appropriate space promoting the collective creativity. Keywords: Gema FB Martin, Avatar Orchestra Metaverse, Second Life, virtual instruments, virtual environments.
doi_str_mv 10.13128/Music_Tec-23801
format Article
fullrecord <record><control><sourceid>gale_proqu</sourceid><recordid>TN_cdi_proquest_journals_2112558046</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><galeid>A556229449</galeid><sourcerecordid>A556229449</sourcerecordid><originalsourceid>FETCH-LOGICAL-g152t-cb37b1740d94c24e7b2a27396c135f7392870cc0594bbf3a073f5a8b711a95843</originalsourceid><addsrcrecordid>eNo9T01Lw0AUXETBWr17XPCcup_ZBE-l-AUtPbSew-b1pd2SZms2Cfgr_Mturcg7vGGYNzOPkHvOJlxykT0u-uCgWCMkQmaMX5ARz41KGNPs8h8rcU1uQtgzlhqR6hH5Xnlwtqa22dBj-IKdr_3WQWTc4Wiho76ih5NzZMDXNULnBqTQov0Fx9YDhoCBuoYOru36KMQmIt8csOnCE13vkE4H29mWLlvYYehaSxfY2QHbgKe7FYKP-XNX4S25qmwd8O5vj8nHy_N69pbMl6_vs-k82XItugRKaUpuFNvkCoRCUworjMxT4FJXEYjMMACmc1WWlbTMyErbrDSc21xnSo7Jw9k3PvDZx07F3vdtEyMLwbnQOmMqjarJWbW1NRauqXzsDnE2eHCxM1Yu8lOtUyFypXL5Awu5eZY</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2112558046</pqid></control><display><type>article</type><title>Social and psychological impact of musical collective creative processes in virtual environments; The Avatar Orchestra Metaverse in Second Life</title><source>Elektronische Zeitschriftenbibliothek - Frei zugängliche E-Journals</source><creator>Ma</creator><creatorcontrib>Ma</creatorcontrib><description>Social networks, date webs, multi-player online games and other technological resources enabling remote personal interactions have a rising social impact that is chang ing some paradigms of the human relationships. The rise of such impact is determining that governs are adapting their legal system to affront new challenges arising from those new technologies. In this paper, it has been assessed whether personal interaction trough immersive virtual environments allow, or even enhances, collective creativity thanks to technological features as described below. First, the possibility to overcome technological barriers found in the physical world. Second, a different symbolic connection emerges from the lack of face-to-face contact. Third, individuals should focus their attention on the environment, in this case, Second Life (SL), during the rehearsal. Fourth, the wide diversity of age, ethnic and geographical features of the participants. To assess these insights, a case-study, focused on the Avatar Orchestra Metaverse (AOM), an orchestra based on SL, has been performed based on a participative observation, where valuable parameters have been identified during an immersive experience of the researcher. After then, participants of the case-study orchestra were subjected to specific test describing their experience and impressions at the social and creative levels in Second Life. Thus, it has been found that, in the AOM, the virtual environment could have created an appropriate space promoting the collective creativity. Keywords: Gema FB Martin, Avatar Orchestra Metaverse, Second Life, virtual instruments, virtual environments.</description><identifier>ISSN: 1974-0042</identifier><identifier>EISSN: 1974-0050</identifier><identifier>DOI: 10.13128/Music_Tec-23801</identifier><language>eng</language><publisher>Florence: Firenze University Press</publisher><subject>Collaboration ; Computer music ; Creativity ; Electronic music ; Improvisation ; Live performance ; Multiplayer online games ; Music ; Musical composition ; Musical performances ; Musicians &amp; conductors ; Orchestras ; Psychological aspects ; Social aspects ; Social impact ; Social networks ; Virtual reality ; Virtualization</subject><ispartof>Musica, tecnologia, 2017-01, Vol.11-12, p.75-135</ispartof><rights>COPYRIGHT 2017 Firenze University Press</rights><rights>2017. This work is published under https://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,778,782,27911,27912</link.rule.ids></links><search><creatorcontrib>Ma</creatorcontrib><title>Social and psychological impact of musical collective creative processes in virtual environments; The Avatar Orchestra Metaverse in Second Life</title><title>Musica, tecnologia</title><description>Social networks, date webs, multi-player online games and other technological resources enabling remote personal interactions have a rising social impact that is chang ing some paradigms of the human relationships. The rise of such impact is determining that governs are adapting their legal system to affront new challenges arising from those new technologies. In this paper, it has been assessed whether personal interaction trough immersive virtual environments allow, or even enhances, collective creativity thanks to technological features as described below. First, the possibility to overcome technological barriers found in the physical world. Second, a different symbolic connection emerges from the lack of face-to-face contact. Third, individuals should focus their attention on the environment, in this case, Second Life (SL), during the rehearsal. Fourth, the wide diversity of age, ethnic and geographical features of the participants. To assess these insights, a case-study, focused on the Avatar Orchestra Metaverse (AOM), an orchestra based on SL, has been performed based on a participative observation, where valuable parameters have been identified during an immersive experience of the researcher. After then, participants of the case-study orchestra were subjected to specific test describing their experience and impressions at the social and creative levels in Second Life. Thus, it has been found that, in the AOM, the virtual environment could have created an appropriate space promoting the collective creativity. Keywords: Gema FB Martin, Avatar Orchestra Metaverse, Second Life, virtual instruments, virtual environments.</description><subject>Collaboration</subject><subject>Computer music</subject><subject>Creativity</subject><subject>Electronic music</subject><subject>Improvisation</subject><subject>Live performance</subject><subject>Multiplayer online games</subject><subject>Music</subject><subject>Musical composition</subject><subject>Musical performances</subject><subject>Musicians &amp; conductors</subject><subject>Orchestras</subject><subject>Psychological aspects</subject><subject>Social aspects</subject><subject>Social impact</subject><subject>Social networks</subject><subject>Virtual reality</subject><subject>Virtualization</subject><issn>1974-0042</issn><issn>1974-0050</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2017</creationdate><recordtype>article</recordtype><sourceid>A3D</sourceid><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>AVQMV</sourceid><sourceid>AZQEC</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DJMCT</sourceid><sourceid>DWQXO</sourceid><recordid>eNo9T01Lw0AUXETBWr17XPCcup_ZBE-l-AUtPbSew-b1pd2SZms2Cfgr_Mturcg7vGGYNzOPkHvOJlxykT0u-uCgWCMkQmaMX5ARz41KGNPs8h8rcU1uQtgzlhqR6hH5Xnlwtqa22dBj-IKdr_3WQWTc4Wiho76ih5NzZMDXNULnBqTQov0Fx9YDhoCBuoYOru36KMQmIt8csOnCE13vkE4H29mWLlvYYehaSxfY2QHbgKe7FYKP-XNX4S25qmwd8O5vj8nHy_N69pbMl6_vs-k82XItugRKaUpuFNvkCoRCUworjMxT4FJXEYjMMACmc1WWlbTMyErbrDSc21xnSo7Jw9k3PvDZx07F3vdtEyMLwbnQOmMqjarJWbW1NRauqXzsDnE2eHCxM1Yu8lOtUyFypXL5Awu5eZY</recordid><startdate>20170101</startdate><enddate>20170101</enddate><creator>Ma</creator><general>Firenze University Press</general><general>Firenze University Press Università degli Studi di Firenze</general><scope>A3D</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AVQMV</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>CCPQU</scope><scope>DJMCT</scope><scope>DWQXO</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope></search><sort><creationdate>20170101</creationdate><title>Social and psychological impact of musical collective creative processes in virtual environments; The Avatar Orchestra Metaverse in Second Life</title><author>Ma</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-g152t-cb37b1740d94c24e7b2a27396c135f7392870cc0594bbf3a073f5a8b711a95843</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2017</creationdate><topic>Collaboration</topic><topic>Computer music</topic><topic>Creativity</topic><topic>Electronic music</topic><topic>Improvisation</topic><topic>Live performance</topic><topic>Multiplayer online games</topic><topic>Music</topic><topic>Musical composition</topic><topic>Musical performances</topic><topic>Musicians &amp; conductors</topic><topic>Orchestras</topic><topic>Psychological aspects</topic><topic>Social aspects</topic><topic>Social impact</topic><topic>Social networks</topic><topic>Virtual reality</topic><topic>Virtualization</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Ma</creatorcontrib><collection>Music Periodicals Database</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Arts Premium Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>ProQuest One Community College</collection><collection>Music &amp; Performing Arts Collection</collection><collection>ProQuest Central Korea</collection><collection>Publicly Available Content Database</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><jtitle>Musica, tecnologia</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Ma</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Social and psychological impact of musical collective creative processes in virtual environments; The Avatar Orchestra Metaverse in Second Life</atitle><jtitle>Musica, tecnologia</jtitle><date>2017-01-01</date><risdate>2017</risdate><volume>11-12</volume><spage>75</spage><epage>135</epage><pages>75-135</pages><issn>1974-0042</issn><eissn>1974-0050</eissn><abstract>Social networks, date webs, multi-player online games and other technological resources enabling remote personal interactions have a rising social impact that is chang ing some paradigms of the human relationships. The rise of such impact is determining that governs are adapting their legal system to affront new challenges arising from those new technologies. In this paper, it has been assessed whether personal interaction trough immersive virtual environments allow, or even enhances, collective creativity thanks to technological features as described below. First, the possibility to overcome technological barriers found in the physical world. Second, a different symbolic connection emerges from the lack of face-to-face contact. Third, individuals should focus their attention on the environment, in this case, Second Life (SL), during the rehearsal. Fourth, the wide diversity of age, ethnic and geographical features of the participants. To assess these insights, a case-study, focused on the Avatar Orchestra Metaverse (AOM), an orchestra based on SL, has been performed based on a participative observation, where valuable parameters have been identified during an immersive experience of the researcher. After then, participants of the case-study orchestra were subjected to specific test describing their experience and impressions at the social and creative levels in Second Life. Thus, it has been found that, in the AOM, the virtual environment could have created an appropriate space promoting the collective creativity. Keywords: Gema FB Martin, Avatar Orchestra Metaverse, Second Life, virtual instruments, virtual environments.</abstract><cop>Florence</cop><pub>Firenze University Press</pub><doi>10.13128/Music_Tec-23801</doi><tpages>61</tpages><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier ISSN: 1974-0042
ispartof Musica, tecnologia, 2017-01, Vol.11-12, p.75-135
issn 1974-0042
1974-0050
language eng
recordid cdi_proquest_journals_2112558046
source Elektronische Zeitschriftenbibliothek - Frei zugängliche E-Journals
subjects Collaboration
Computer music
Creativity
Electronic music
Improvisation
Live performance
Multiplayer online games
Music
Musical composition
Musical performances
Musicians & conductors
Orchestras
Psychological aspects
Social aspects
Social impact
Social networks
Virtual reality
Virtualization
title Social and psychological impact of musical collective creative processes in virtual environments; The Avatar Orchestra Metaverse in Second Life
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-15T21%3A14%3A22IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-gale_proqu&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Social%20and%20psychological%20impact%20of%20musical%20collective%20creative%20processes%20in%20virtual%20environments;%20The%20Avatar%20Orchestra%20Metaverse%20in%20Second%20Life&rft.jtitle=Musica,%20tecnologia&rft.au=Ma&rft.date=2017-01-01&rft.volume=11-12&rft.spage=75&rft.epage=135&rft.pages=75-135&rft.issn=1974-0042&rft.eissn=1974-0050&rft_id=info:doi/10.13128/Music_Tec-23801&rft_dat=%3Cgale_proqu%3EA556229449%3C/gale_proqu%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2112558046&rft_id=info:pmid/&rft_galeid=A556229449&rfr_iscdi=true