Introduction



  

This course offers students the unique opportunity to study the philosophy of art in the company of dozens of artists and one philosopher (the course instructor) who have been centrally involved for a number of years in developing a new medium of aesthetic expression: that of the art of virtual worlds. Virtual worlds are computer generated, immersive, three-dimensional environments that allow people from around the globe to interact with one another through “avatars” (digital bodies) and to shape their environments, both individually and collectively, by using graphical and programming tools.
In process of development since the 1980s, virtual worlds now have more than 12 million participants, and include such venues as Second Life, VastPark, OpenSim, Blue Mars, and World of Warcraft. From an artistic point of view, virtual worlds are currently where photogtaphy was in 1860 and cinema in 1910; in other words, they constitute a new technological medium whose specific expressive possibilites artists are just beginning to explore. In a sense, art is being reinvented within the new medium of virtual worlds, and those involved in such reinvention are starting to raise questions that lie within the traditonal province of philosophy of art. Such questions include the following:

Exactly what is art and how does it differ from other human activities?

Are judgements concering the quality of artworks purely subjective, or do objective and perhaps universal standards of such judgement exist?

What role do creativity and genius play in the work of the artist?

Is art concerned with the revelation of truth, and if so, how is the truth sought in art related to scientific, mathematical, or philosophical truth? 

Is it appropriate to apply moral or political criteria in judging works of art, or does art lie outside the sphere of competency of morality and politcs?

What is the relationship between art and mass entertainment?

Does beauty have an essential role to play in art, or can artworks be ugly and still have something powerful and important to communicate?

What is the relationship between beauty in art and beauty in the natural world?

Should artists seek to be embraced or absorbed by society, or should they regard themselves instead as critics of the societies they inhabit?

How does technological, or "new media" art differ from such traditional arts as painting, sculpture, literature, acoustic music, and so on?

Does the idea of an avant-garde still have any significance in the early 21st century?

In this course, we will consider these and other questions with specific reference to the art now being created in virtual worlds, especially by the international community of artists active on the Caerleon sims in the virtual worlds, Second Life and ReactionGrid.