Mystery, beauty, superlatives and controversy have punctuated the short life of Black Swan, a region in Second Life® that, at its birth, was famously the stage for Starax's return to the metaverse as Light Waves after a much lamented 15 month disappearance. The discovery of Black Swan in mid-September, 2007 revealed graceful prim-light sculpty sculptures placed spectacularly along the periphery of a watery aquamarine basin, and Light Waves did it all using less than 4,000 prims.
Now, and since July 16th of this year, this inherently dramatic simulator has become the site of what must surely be the most complex sculpture in the history of virtual worlds...

I am not talking about the fact that it is airborne, or the size of it, but because Noobility is nothing short of a play that is taking place before your eyes in real-time... a 3D, immersive and silent play. It tells a powerful and highly theatrical story that transpires over the course of an hour, and then recycles again, and again, in automated fashion. The only thing that's missing is the popcorn.
I did some research to learn if any other art installation, real or virtual, had ever accomplished this, but the only thing I could come up with, that even came close (and while delightful, it is certainly not "art"), was the Pirates of the Caribbean attraction at Disneyland, and even that doesn't run one hour long, destroy itself completely and recreate itself anew, while its spectators are able to move around it and in it freely at any time.
We had already seen a variation of the sculpture - The Sky is Falling - also by Seifert Surface (aka Henry Segerman), at the Garden of NPIRL Delights. 1,500 prims "in a pattern based, in part, on a process that turns up in nature a lot: 'growing' new objects around an axis at an angle of 2pi/Phi from the previous one, where Phi is the golden ratio," he explained.
Seifert, a postdoctoral mathematician and lecturer living in Austin, has been featured on these pages many times in the past with his math-inspired art - and the adulation he inspires in many of the grid's leading content creators is well deserved - but this new installation, realized together with his Real Life brother, Art Laxness (aka Will Segerman) - a Brighton, UK-based prop master for film and theatre in Real Life - is way, way over the top.
6 comments:
This certainly isn't the first work of this type. Generative works have a long and proud history. Artificial life type systems such as Svarga and the (now defunct) sl ecology are prime examples of similar temporal generative works. The wikipedia page http://en.wikipedia.org/wiki/Generative_art is a good jumping off point for exploring these themes.
The difficulty of understanding the systems that make up these artworks is what makes them so difficult to describe. In fact often the most intense creative element - the coding - is completely invisible, and even if you could see it only another coder could see the art in it.
Ironically these generative code practices exist throughout SL, invisibly running the wind (which we are almost never aware of), and if Phil had his way in early sl development, would have been the primary creative force active in SL, generating also our trees, creatures and environment.
Unfortunately in fighting griefers the "grey goo fence" in sl has also killed a majority of the generative art and environment systems within SL - the anti griefing system killed the SL ecology within 48 hours of being switched on. It is the greatest shame in SL I think... and though hardly anyone knows about it, for me it was the death of any chance of us having a "natural environment" with the magic of the "sensical randomness" of code organisms we don't directly control in our virtual lives.
On a less maudlin note :P This is a wonderfuly clever artwork - and there's magic in the coding of it. It can be perceived, makes sense, but in acting of it's own accord, cannot be explained. Lovely work.
On the grey goo fence:
There is a relatively simple solution to these problems, just have a single central rezzer. With an ecosystem build, when a new animal is supposed to be born, rather than the mother animal doing the self replication trick, just request a new animal (with whatever genome you want) from the central rezzer and off you go. The effect is the same, assuming you're not trying to birth a ludicrous number of animals at once, and the grey goo fence doesn't notice any of it.
-Seifert
This installation is indeed impressive, but "The most complex sculpture in any world, real or virtual?"
No wonder some people accuse the SL of being over-hyped: it sometimes *is*, and this blog post is an example.
Some people define the complexity of something as the simplest / shortest program (or set of programs) that can reproduce that thing in every detail. Two copies of one program doesn't count for double (because a small program can be written to do the duplication). By this definition of complexity, Pirates of the Carribean blows this out of the water. Arrrr!
Pavig, thank you for this stunning comment, and I appreciate the melancholy it conveys over lost opportunities. I had not thought of Noobility as an AI system like Svarga but rather as a sculpture.
I also realize that it is far more complex to erect some of the more ambitious sculptural projects in Real Life, such as Christo's installations or the New York City Waterfalls, but most of the complexities behind those works have to do with the sheer cost of realizing them as well as the permit barriers imposed by the locations.
Troy - Okay okay, guilty as charged... although SL could use more of the overhype and less of the slamming, these days. However, it was not a statement... it was a question.
I also think that Pirates of the Caribbean rocks, but that is not a sculptural work, or is it?
I loved when Jay Newt of Brooklyn is Watching described the Garden of NPIRL Delights as a "theme park." What is the demarcation point between an art installation and an attraction, and will virtual worlds narrow that gap?
This is indeed a really impressive artwork IMHO. It is NPIRL so its hard to think of something to compare it to. Part of the reason is that expense would be immense, and this is a reason why- I think you're right Bettina and SL may narrow the gap between "art" and "theme park". Pirates of the Carribean can exist because it appeals to mass taste, and it can make a lot of money for someone like Disney who has a lot of money to spend.
Something like Noobility could have been created by a one crazy dude in his basement.... i gather it was created by two crazy dudes in this case but... you get my point.
The only "high art" example i can think of that has this kind of scale is something like Christo and Jeancaude's umbrellas or Gates, or Valley Curtain.... Those works had a similar epic scale (seen from the pov of the avatar... i mean.. physically Noobility is some ones and zeros in some server, right) but if i am my avatar- and its easier and easier for me to imagine that i am... this work is very effecting- because of its epic scale and part of what works there is the inclusion of the AFK noob figures...
Ugh... as i write this i think about the "lost podcast" where we talked about all of this... so frustrating.
Anyway, I like this work so much that I am compelled to be very nit picky abou it. The tron-esque texture on the pyramids seems extraneous to me. It feels like the artists were not confident enough in the power of the work and added that to make it look cooler. I think its a distraction and the work would be better without it. The texture calls attention to the game-space nature of the work in a way that doesn't really shed light on what it seem to me its really about.
what is it really about? I'm not sure- but its some kind of a feeling that transcends (or wants to) any game and any technology- the randomness of the pyramids makes me think of the human condition-- Job at the mercy of powers he can't control or understand and the fact that they sometimes wiggle and then eventually drop out from under the noobs and that it starts all over reminds me of the myth of Sisyphus...
Jay, always good to see your good brain 'round these parts. Yep, I think we can equate the scale of the Noobility installation with something like Christo's umbrellas, but before you do your podcast on the topic, don't forget to factor in that Noobility also relays a story, self-destructs, recreates itself, and tells the story anew, every hour on the hour.
Sysiphus was totally emo and yearned to reclaim his place back amongst mortals. For me, the noobs are like 0's and 1's in a software program, and Giganoob is the programmer.
Looking forward to that podcast!
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