Showing posts with label Second Life. Show all posts
Showing posts with label Second Life. Show all posts

Sunday, November 1, 2009

Seifert Surface breathes (real) life into virtual content

Seifert Surface (aka Henry Segerman), a mathematician and also a bodacious creator of both virtual and real math-inspired art, is doing so many new and fun things that I had to get out of my blogging funk long enough to post this.

Three years ago, and over on his New World Notes blog, Hamlet Au did a great write-up on Seifert's recreation of Robert A. Heinlein's fictional "Crooked House" in Second Life, a house shaped like the unfolded net of a tesseract. "--And He Built a Crooked House" is a scifi short story about a mathematically inclined architect who "has what he thinks is a brilliant idea to save on real estate costs."

Now Seifert has shot two videos in-world so that even non-Second Life'rs can have a look and understand what it's like to walk inside it. It's 'the awesome,' don't you think?





And just in time for Christmas shopping, eight of Seifert's math-inspired investigations and sculptures have come to life, thanks to Shapeways' 3D printing. I'm buying as soon as I finish this blogpost.


Sphere Autoglyph


Torus Autoglyph

Prices range from $12.95 to $57.29.

Tuesday, October 13, 2009

Vote for scalable megaprims on Estate land in Second Life

Many thanks to Qarl Linden who - in comments to my previous post regarding the 2nd anniversary of the Big Prim Problem - suggested that Linden Lab might compromise and consider making scalable megaprims available on Estate land. To that end, I asked my JIRA-savvy friend Dirk Talamasca to create such a proposal for us, thereby enabling everyone to have their say on this potential new feature... and HERE it is. Please go vote!


To vote on a JIRA issue, log in with your first and last Second Life names, enter your Second Life password - don't worry, the JIRA belongs to Second Life - and then look in the left hand column for voting options.

See also:

Sunday, October 11, 2009

Bryn Oh: Vessel's Dream - Sneak peek

She is the mistress of sad art, of robotic art, of mystery and melancholy, all in a virtual space, but when you talk with her, there's a bit of jocularity, of no-nonsense to Bryn Oh that's light and engaging. In conversation yesterday, the Canadian artist got to speaking about Second Life's building blocks. "I kind of like prims. It's fun to just use them. It's like Lego."


Bryn Oh, as captured by Bryn Oh

As the discussion progressed, we got on the topic of weather and how cold it can get up north. Like -30. It didn't occur to me to clarify this at the time, but I hope she was referring to Fahrenheit and not Celsius degrees. Brrr. "Snow was my very first toy, before Legos," she explained. What did she make? "Oh, snow homes, people, and often underground tunnels, which are nice and warm inside."

Years later, Bryn is still making tunnels and secret places that can only be negotiated via camming - that act of zooming and panning one's viewer (camera) down nooks and crevices. What they lead to is often the very heart of the matter, the answer, or partial answer to the question that the installation poses, for there is always a story, a conundrum, and a sequence of events in her art that need to be discovered to comprehend the whole. She is a virtual storyteller.

Vessel's Dream is such a creation. "They will only be able to go through a few rooms before they cannot continue with their avatar," advised Bryn. "At this point they must switch to holding down Ctrl and Alt (at the same time), and using the left mouse button. With all three held down, you can now change the angle and enter the tunnel. They then let go of the left mouse button, move it over a new target and hold it down again. Letting go, they can zoom forward using the scroll wheel. It's a bit like spiderman moving like this. Again they must click on things, as many parts of the build can be activated," she instructed.

Vessel's Dream has not yet been made public, but like all of Bryn's works, it appears to be an advancement over her last. Now her machinima is helping her to tell the stories, always aided by her Machine Poetry, which one discovers here and there, like messages in a bottle, lonely and cast away on old parchment paper: Histories of sentimental, often persecuted and ill-fated angels and robots.


Machinima by Bryn Oh

Here are just some of the blogposts we've done about Bryn and her work in Second Life:

Friday, October 9, 2009

Out of the Blue: Why I care about Blue Mars

With barely any content to speak of, no currency, audio, media, or voice, and a User Interface that allows for limited communication and camera movements, it’s not hard to understand why Blue Mars has its detractors. Despite all of its early Beta deficiencies, however, there are compelling reasons to believe that it holds great promise for current and future aficionados of 3D immersive environments.

Most Second Life residents I’ve spoken with don’t know quite what to make of Blue Mars,
but none appear to believe that it will supplant or even displace their virtual world, though I do sense a modicum of concerned solidarity and defensiveness. There’s this Capulet-Montague thingy going on… like, if you so much as praise one aspect of Blue Mars it’s a form of treason or something. Personally, I subscribe to the Romeo and Juliet canon: “Can’t we all just get along?” Or am I misquoting?

Conventional wisdom would indicate that Second Life, which – ironically – could be called a mature virtual world by comparison, with its entrenched communities, tons of content and hundreds (thousands?) of events a week, is here to stay… but Blue Mars, in its infancy, has not yet begun to demonstrate its gravitas. It will take time, money, and a growing community of dedicated developers and residents.


Would you feed this little bitty baby vitamins or Kryptonite?



In development

Every time I have a chance to speak with Jim Sink, recently named CEO of Avatar Reality, the company that owns Blue Mars, I come away feeling energized and hopeful for this budding platform. In a recent conversation, I asked him what they were concentrating on at the moment. “In order to create a vibrant virtual world community, we need to have outstanding content and we need to attract extraordinary developers. In a coming release, we’ll be offering the ability to create clothing, and we’re providing new uploading tools, too,” he explained.


Meet Blue Mars’ Ruth. Yes, these are default avatars created by unfashionistas at Avatar Reality, with a little fiddling I did around the eyes within the Face Customization editor. Please hurry up fashion designers, and make me something I want to wear

“At present, most of our energy is focused on laying the groundwork to prepare Blue Mars as a development platform. Of course, things like the UI are exceptionally important – we know how important this is to the community – and we’ve already begun to implement changes based on users’ feedback. There’s no shortage of things we need to do.”




Money makes the world go around (especially if you can cash in/cash out)

And one of the things that Blue Mars plans to do soon is launch the Blue Mars currency and, as Jim puts it, “the fundamentals of the economy.” I wondered out loud how musicians who depend on tips would make out in Blue Mars since only developers can cash out. To this, Jim had some very good news: “All developers will be able to cash out and anyone can become a developer, but Blue Mars requires more information and needs to know a lot more about you if you are going to be moving money in and out of the platform.“


Location, Location, Location (and putting a price on things)

Another impending feature will reside on the web-based Developer MyPages: Soon developers will have the ability to upload blocks of shops, set prices to items – including ready-to-use residences, clothing and stuff, and also real estate. Land! This is cool, but here I am going to dig my heels in the ground hard… there ain’t NO way I’m going to have a cookie-cutter home. Not here, not there, not anywhere. I once lived in a development and had the bad habit of driving right by my home because it was indistinguishable from all the others on the block. This just isn’t my thing. I don’t do it in real life, and I sure as heck am not going to do it in my virtual life. Yes, I’m that neighbor that annoys everyone by painting her house purple.


Blue Mars Betti in the kitchen? No, no, no! This isn't the kind of cooking I plan to do


Web to Blue Mars and back

Blue Mars has every expectation that they will be unveiling new MyPage web pages for end-users, too, from which they can edit their in-world profile, and purchase Blues, among other things.


Repeat after me: It’s a PLATFORM

Many of us, myself included, have been calling Blue Mars “a virtual world,” when it is actually a platform for many virtual worlds, and a staging area for all kinds of new – to me - talented people. For developers, entrepreneurs, artists it is a next-gen technological solution from which you can build your environments. For end users (the jury is still out on what we are going to be called… Residents? Martians? Colonists?) it is intended to be a destination offering rich diversity and choices.



These gorgeous photos of coming new content courtesy of Richard H. Childers, president of Virtual Space Entertainment (VSE), one of the first City developers on Blue Mars




“Scurvy-inducing 3D”

Jim Sink recently tweeted, and of course, I looked, “CryEngine isn't just for realism. Check out this amazing work that would look right at home in Blue Mars.”

Games… yes! Blue Mars is flinging its doors open to members of the thriving Crytek modders community, inviting them to create their own games and content. A recent scrumptious example is Monkey Island 2, in which free-lancing 3D artist Hannes Appell first demonstrated how, with a little “voodoo,” he could enhance the gorgeous hand painted 2D concept art with a basic camera projection. Those pirates sure are mean to little froggies.



He then went on to demonstrate – just for fun - how original Monkey Island 2 backgrounds can look and feel in a modern 3d game engine, by building the sets with Maya and then exporting them into Cryengine's Sandbox editor.



Hannes is a Bavarian and now lives in Germany where he will soon graduate from the Institute for Animation & Visual Effects of the Filmakademie Baden-Württemberg. If LucasArts doesn’t hire him after this little “experiment,” someone sure will. This video has only been posted on YouTube for 19 days and already it’s had 329,000 views and the comments beg him to “MAKE A REAL MOD OUT OF IT.” A little Blue Mars, Hannes?

Role Playing

I’m also like a stuttering deer caught in the headlights when it comes to Role Playing, but were I an elf, Trekkie, furry, or inclined to hang out in locations that attempt to accurately portray a historical era, such as Second Life’s Roman Forum or the 1920’s Berlin Project, Blue Mars’ built-in ability to control incoming content such as how an avatar looks or dresses would make suspension of belief considerably more intense.


Photo courtesy of VSE, a Blue Mars City developer


Architecture and design

I like the way h3oworldz, a CryEngine modder group, used the platform to demonstrate how valuable a "3D realtime walkthrough" a structure or set can be to demo environmental effects and scale. They would likely be interested in hearing about DB Bailey from Second Life and his success at using a virtual world to demonstrate a real life structure to ultimately sell a real life project.

Vinyl"Club from h3oconceptz on Vimeo.


Machinima

VAM United is a German group working on a science fiction movie project using the CryEngine2 game engine. They’ve created this proof-of-concept as they prepare to produce a feature-length machinima based on a “loved and acclaimed” book. I highly recommend that you watch it here for better quality, but here is the YouTube version for you non-clickers:



What will the work of the likes of Lyric Lundquist or Lainy Voom or Colemarie Soleil look like, shot in Blue Mars?

Look at this one. Tell me, with a straight face, that you can't make use of these graphics and physics to create your vids...





See also:

Friday, December 12, 2008

Exhibiting Art in Virtual Spaces

Posted by Alpha Auer, with a very big thank you to the curator of Avatrait, Stephen Venkman who alerted us to the opening of Avatrait Island.

The new island of Avatrait was launched back at the end of November, so I am somewhat late in posting this piece. However, I wanted to give the matter some thought prior to doing so. I also co-authored a paper for an academic conference on virtual architecture in the interim, and that too has made me hold off and gather all of my thoughts on the subject. I also have to add a disclaimer here and state that I am not an architect but an artist/designer/Second Life® builder, so all of what I write on the subject is based upon mere gut instinct and a general knowledge of architectural concerns as far as they touch upon the basic design considerations common to all visual art and design practices.





What I saw at Avatrait is extremely well conceived, well designed, meticulously modeled and textured; tasteful, functional, user friendly Real Life architecture, which in many ways reminded me of the work of Eero Saarinen (particularly the convex white pavilion shown above), who is possibly my favorite architect of the 20th century. Thus, likening architectural output to Saarinen's is not a compliment I pay lightly and here I do so. Indeed I cannot find fault with the work and were these buildings to be found anywhere in Real Life they would doubtless be the pride of whichever municipality it was that they were constructed in. In fact so pristine are they, that they gave me a strong sense of being in a walkthrough presentation modeled in AutoCad, which a high caliber architectural firm had prepared for a high budget, high maintenance client. So the architects Corbett Howard and Prad Prathivi have done the project proud in many ways.



Then, why am I not completely won over? I believe the answer is already concealed in the word "Real Life" stated twice in the paragraph above. The fact that the structures are rezzed upon huge flipped sculpty rock cones may be an attempt at taking into account the affordances of the virtual, but it is not enough: I am of the tendency to believe that what constitutes the manifestation of the "virtual" in architecture has more to do with imagination than material. Thus, the sculpty rocks may not be possible in Real Life as such, however I suspect that the intention behind them is. While the peripheral pavilions have been rezed by Corbett Howard, the spheroid main exhibition hall is a build by Prad Prathivi - and it is particularly this central edifice that for me is problematic in terms of its virtual attributes. But all in all, none of these buildings seem to leave much to the imagination, do not carry concealed surprises, nothing about them is unexpected. They are very much what they are: Beautiful and functional constructs; built out of brick, mortar and marble, rezzed upon a mini archipelago of islets. The fact that the islands themselves are floating rocks is then neither here nor there.
...

Ouvroir, the Second Life annex of the Gestaltungsmuseum Zurich, dedicated to the work of Chris Marker, was built by MosMax Hax in the spring of 2008. Avatrait island has propelled me towards a comparative examination between Ouvroir and Avatrait: It is not only the fact that both sims are dedicated to the display of (predominantly 2 dimensional) art work or that at both places the central constructs are spherical, which are leading me to this comparison. Indeed it is not the similarities but the differences that seem to me to be decisive here: While Ouvroir is every bit as well conceived, well designed and well built as Avatrait Island (much to his credit Mr. Hax has refrained from using Real Life building textures, thereby greatly heightening the virtual "feel" of the construct); the huge addition that the artist/architect has managed to bring into his work at Ouvroir is the usage of the imaginative element as a design component, particularly in the navigation system of the building.



While at Avatrait you walk up and down highly predictable staircases complete with banisters around the stairwell, at Ouvroir your only way of seeing the exhibit, which is spread out over a number of floors is by "falling down" to the next level through the designated phantom segments marked out in a semi transparent red. And to come back to the banisters at Avatrait: Why? Are the directors of Avatrait concerned about falling avatars creating liability issues? Health and safety regulations? Really, why?



While at Avatrait all that is there to see is plainly visible almost at first sight, Ouvroir is concealed, revealing itself bit by bit to its visitors. While Avatrait is complete as it is (I cannot for the life of me imagine how a single prim could be rezzed next to what is already there without becoming a major disruption of the whole system); Ouvroir allows for emergence and indeed seems to steadily be growing through the interventions of the members of its group who are continuously rezzing additions to the sim. And such is the mastery of the core red sphere which houses the actual Chris Marker collection at Ouvroir, that every addition seems to fit in, seems to be able to weave its way into the overall design tapestry. In short, while Avatrait is an endeavor to be admired respectfully and from a distance, Ouvroir invites you to be imaginative, to become involved and to play. Both are 3D, you can walk into both of them to an equal degree, but in a very bizarre kind of way Ouvroir is immersive while Avatrait remains aloof.



Keystone Bouchard needs to be taken very much to heart when he states that "architectural fabric created is still largely driven by very literal parallels to the physical world. This happens for good reason, as we have learned to visually organize the world around us, real or virtual, based on familiar cues and patterns. A roof may not need to protect us from the elements in virtual space, but it organizes a space. Even though you can fly, a ramp is still a strong way finding mechanism. While we import these visual cues from physical reality with good cause, I think we also need to consider the native, inherent characteristics of this environment and build a new language of virtual architecture based on those characteristics". Bouchard, is of course, referring to the dynamic element in virtual architecture in this text, to what he continues in the next line to describe as "virtual architecture has the capacity to become far more dynamic; behaving more like a liquid than a static and passive artifact".

I am going to do something quite improper here and use this quote out of the original context in which Bouchard has intended it. In other words, I will make it suit my own needs. Does a building need to be coded and dynamic to become virtual? Or is it more the underlying intention of usage, the very spirit in which it has been conceived of that really makes the difference between what is possible and not possible in Real Life?


Emergent interventions at Ouvroir: This infovis-like structure featuring a selection of photographs by Chris Marker was rezed in close proximity to the red sphere by Ouvroir group member Lucien Bookmite. Photograph courtesy of Barbara Binder.

Both buildings make usage of Real Life architectural metaphor, such as floors and ceilings and ramps, for the purposes of way finding. And as a construct Ouvroir is as static as Avatrait is. And yet as far as I can see, there is a huge difference and to me that difference lies in the ultimate approach of the architect, the spirit in which the whole enterprise has been undertaken: The one that emphasizes imagination and play over realism. Involvement over spectatorship. Intervention over consumption. Making a noteworthy immersive virtual experience out of Ouvroir and a beautiful receptacle for art work out of Avatrait Island. Thus, to each his due...

You can teleport to Avatrait Island from here, and to Ouvroir from here. You can see a collection of larger sized photographs of Ouvroir here and Avatrait Island here.

Wednesday, October 29, 2008

Openlife: Is it ready for most Second Lifers? No. But that day doesn't seem so far off

Is one-year old Openlife ready for the mostly social user of virtual worlds? The fashionistas? The Universities? The VIP dOOds and the bling-ettes? Absolutely not. Yet.

You cannot teleport a friend. Instead, you have to give them a landmark, and they may not even receive it. A teleport may very likely end with a crash. Poseballs are mostly hilarious. Click to sit and you may find yourself upside down or doing an odd dance in mid-air. You can't spend a dime, there is nothing for sale (except land) and... well, you get the picture. Openlife is still in Beta.

Can you create cool content?



Most of the builds I saw during my short visit to Openlife were crap. I need further explorations to understand the limitations there, but a visit to Exodus (teleport directly from here) - created by Gino and Linda McCallister with help by Grimly Graves - was a clear demonstration of its potential.







At this point, you can't terraform beyond 15m-/+, but tier for mainland regions costs $59 a month, and each region supports 45,000 prims, and regular prims are scalable to 100m. And per my conversation with Openlife's founder and president, Steve Sima, features coming before the end of the year include:

- Support for OGRE.MESH 3D Objects (Import 3D Modelled objects)
- Avatar 2.0 (advanced next generation Avatar System, including 'real' face texture mapping)
- Python Scripting
- Avatar-to-Avatar Private Skype Calling
- In-world Spatial Audio Voice support

Importantly, Openlife also expects to have a working economy by the end of this year.



A real Community

Openlife enjoys a strong sense of community and neighborliness. Everyone I met there has a Second Life account, but most spend the bulk of their time in Openlife building this new world. They've rolled up their sleeves and are working steadily and together to make their dreams a reality here, together with their leader, Steve Sima (aka Sakai Openlife), with whom they meet once a week!

I'm thinking that NPIRL and Impossible IRL should begin to establish a presence there and welcome any thoughts on this topic from our members.

Wednesday, June 18, 2008

The skinny on Ordinal Malaprop

It is seldom that one encounters an individual who is so consistently resourceful, knowledgeable and proper, but add to this her Napoleonic abilities with all things explosive and this Victorian-era Grande Dame is one-of-a-kind. To think that I might have gone to my grave without ever knowing such a person had I not had a Second Life®... well, it's unthinkable.

She's also a hard one to pin down, as she will not exhaust her freshness.

The thing is, Ordinal Malaprop (rez: 9/9/2005) is filled with enterprise, and she is just as apt to take on the entire world by mounting a campaign for or against a cause, as she is to be found proffering delectable candies that, upon the first nibble, go Kaboom! and bring you to your knees in a smoldering heap. Really.



Ordinal is widely known and admired for successfully taking on the ad farmers (or what she calls "griefing builders"), those hideous ads and things that are "designed to make neighbours give up and move elsewhere, or give up and buy the plot to get rid of the horrible spinning thing."


This photo is part of Ordinal's documentation "of people who pollute the Grid sixteen square metres at a time." Click to see large

It all began quite innocently enough with a blogpost and the creation of a Flickr group, followed by a notice that she posted on the Forums, but soon escalated into a heated conflict regarding a "DMCA Takedown Notice" issued by Flickr in response to a complaint filed by a certain Cytherea Eagle for having reproduced her "logo," in said incriminating images.

What happened next will surely go down as one of Linden Lab's most appreciated moves of 2008. To everyone's utter astonishment, Linden Lab listened to the community and took action: they banned ad farming!

It was Ordinal who enlightened us with her much celebrated Cosmology of the Grid: "I have noticed that there does still seem to be some Confusion amongst Residents as to precisely the relationships between Linden Laboratorye, the Grid itself, other Parts and also the Broader Aethernet, which does seem to be causing Misapprehensions as to the origins and behaviour of certain Aspects and Components.

"I am always of a bent to properly Explain the Technical Nature of how these things operate, and for that purpose I have prepared a small diagram of the Cosmology of the Grid and Second Life, which I hope will prove useful. No doubt other Grid-Cosmological Types will have disagreements with the Details, but I believe that the basic structure is sound."


Click to see large

Ordinal may be wasp-waisted and wear the most extraordinary hats, but I think we should make her a five-star General, or whatever the equivalent is in the UK (more on her titles in a moment). Just before the Garden of NPIRL Delights began, I spent some delightful hours with her, and while that conversation is somewhat dated, I think it very much worth your while that I share some highlights from it.


Ordinal did all the scripting and building for this, the triptych by Bosch for the Garden of NPIRL Delights... quite surely the most extraordinary promotional item in virtual worlds

Might you tell us a little about your whereabouts and your background?
Ordinal Malaprop: I live in London at this moment in time, obviously the best city one might choose. I have a background in scripting and programming and all that sort of thing. I am trained in Artificial Intelligence matters, not that I actually do much with it, but, you know, one rarely does do anything with one's purported areas of expertise.

Is that what bridged your entry to Second Life?
Ordinal Malaprop: Well - it has had some influence. SL scripting, to be effective, requires the use of a lot of independent agents, and that is something which AI education does teach: various entirely independent little monsters, all talking to each other.



Your early days in Second Life... what were they like, whom did you meet?
Ordinal Malaprop: For the first month or so I was utterly baffled.
There were two stages bringing me further inwards... Firstly, a friend handing me an awfully large number of free scripts, which I could play with and learn from (and on this basis, I hand out many myself), and secondly, meeting up with Victorian and Steampunk groups. The Withnail Academy was a great help, to begin with. Gives one a sense that one is not alone. I think everyone would like to feel that.

What is the Withnail Academy?
Ordinal Malaprop: Er, well, the Academy... it is slightly defunct right now, but it was an educational establishment that ran various courses, Japanese and scripting and so on... and also some "correctional" ones...

Japanese! And correctional?
Ordinal Malaprop: ...I have nothing to do with the "correctional" ones. Schoolgirls. Naughty ones. You know.

How long has Babbage been around and were you instrumental in making this community come togther? One of the founders, perhaps?
Ordinal Malaprop: Ah, well. First we had Caledon, and the steampunk group had a parcel here. I bought this parcel at the same time. We had the Lodge, where we would gather to tell tall tales and suchlike. It is now pretty much a place with a few trees on it. Then, the main founder left Second Life. The Mayor of Babbage, Shaunathan Sprocket, branched out to start the New Babbage sims. Really, Caledon is now more of a place for Victorianesque socialising and activity, rather than the sort of hard steampunkish design that Babbage hosts.



Ordinal Enterprises, as photographed - beautifully - by Kean Kelly, also known at 2K

Do you have a specific role here?
Ordinal Malaprop: Well, I have titles. I can't remember them all. Oh, er, I am a Knight of Caledon, or rather a Lady, and... actually, I have shields outside my front door. Some Caledonians do pay a lot of attention to that, but I am one of these dubious Suffragette, Socialist types.

I ask about your community because your character is so closely aligned with it... it seems important.
Ordinal Malaprop: I was here before any such community, and doubtless I shall be after it :). I used to live on the mainland and conduct myself pretty much in the same way.

With your knowledge of scripting... what are your wishes... things that you wish we knew... that would make things better, keeping in mind that most everyone came in-world within the last year?
Ordinal Malaprop: Turn off your clicky-clacky shoes! That is mostly because I hate them. They do poll assorted places though and are inefficient - ask Codebastard - who will say the same. Er, temp-rezzers are really bad; don't use them. If you use them, don't complain that your sim appears to be in a treacle well.

What are the commands to turn off shoes? It is in preferences, yes?
Ordinal Malaprop: Unfortunately there are no shoe-specific commands. They will still grab controls.

Hmmm. Will have to get to the bottom of this. It seems important.
Ordinal Malaprop: Oh - and the other thing I am always telling people: nobody can follow you, or cage you, or enslave you, no matter what they say. Teleport out, then somewhere else. Actually, just one will usually do.

Ah... I didn't know that. I thought one TP would suffice. This has to do with followers?
Ordinal Malaprop: Indeed. I am just not sure that they've properly fixed that bug :)

Shall we talk about explosives? You are the one person most closely, um, associated with them.
Ordinal Malaprop: My reputation has always been "builds things with rivets, which explode."

How'd that get started? That first set of scripts?
Ordinal Malaprop: Physics scripting is one of those things which is immediately obvious as something which affects the outside world. Not just a technical point, but it has an immediate effect. So, it is the starting point for a lot of people. Some might go into "griefing," but that is rather dull to be honest, so, things which explode! It is also a terrific way to learn how to make particle effects.

Ah! Interesting. Thumbs down on griefers
Ordinal Malaprop: Oh, griefing with scripts is the sort of thing people without any imagination do. I have seen some of the scripts these people use - they are awful. I do know a fair number of... "experimenters" :) I enjoy their company. I do not do that much with that sort of thing these days, but I like to know the latest.

What are your current projects?
Ordinal Malaprop: I have three main branches there: Firstly, things for Rezzable, which are either too specific or not ready to be announced :) Secondly, general ideas - I am, for instance, working on a "point gravity" simulation, which will have people falling towards masses in a sim rather than the ground, and turning themselves to face that point. A few issues are bothering me there. It could be useful in the Privateer Space sim though. You know, asteroids which you can stand on, but jump from one to the other. The third is very personal ones which are "in character" as it were, though I hate that phrase.

Because it sounds like RP (role-playing)?
Ordinal Malaprop: "Am I some sort of music-hall player?" as I have said. There is no playing of roles here! No pretence. Caledon operates on a rather different basis but, for instance, in that category I have been working on a Battlefield Teapot... something a soldier can wear, which will deliver a proper cup of tea at any instance. I have a shop on that basis; the products that I sell are all in that genre.

How civilized.
Ordinal Malaprop: Well, tea built the Empire.

Do you prefer to work alone on these projects or do you find yourself collaborating?
Ordinal Malaprop: For everything apart from the professional i.e. Rezzable at this point... they are all individual. Second Life is such a poor environment for collaboration.

Let's talk about hats. Have you always worn them?
Ordinal Malaprop: No. But as soon as I was aware of them I did. Hats are one of my favourite parts of Second Life.


Ordinal's signature lobster hat. She always wears glasses, and occasionally a monocle. "Very 'Girl Genius'"

How many do you currently wear? And do you make your own?
Ordinal Malaprop: Well - I have, oh, a dozen or so favourites. No, clothing is one of those things I just find myself unable to make. I am very fond of the products of Chapeau Tres Mignon (teleport directly from here). The lobster hats, which I have been known to wear, are from there. I also like boots, but I just cannot find proper ones. I normally wear glasses, too. Can't see a thing otherwise.

What is your favorite product... one that represents what you do best?
Ordinal Malaprop: I am most proud of my Swordstick, I think. That has a combination of all sorts of disciplines. I consider myself a a generalist, thus if something involves texturing, animation, scripting and building, I approve.

Your infomercials... am I correct in understanding that you were the first to do them?
Ordinal Malaprop: Well... I am not sure. I am the first that _I_ know of. Certainly the first to be widely publicized.


The Ordinal Galvanic Swordstick from Ordinal Malaprop on Vimeo.
Which is, of course, the usual reason, but yours are works of art. Have you made any recently?
Ordinal Malaprop: Oh, functional art. Not as such, but whatever I produce from now on will have an appropriate video. The last thing I think was the Brian Eno paintings widget.

Are you PC or Mac based?
Ordinal Malaprop: The Macintosh, certainly. I could not hide that based on Twitter.

Ah, yes... Twitter. You developed that lovely in-word device: the Twitterbox. Do you find Twitter very useful these days?
Ordinal Malaprop: Oh, yes, without it I would not know what on earth was going on. Not that I necessarily do anyway, but as long as a few people use it, and post relatively significant things... I am not much interested in the whole "I'm getting on the bus now" rubbish.

I went back to have a look at the shields outside the front door of Ordinal Enterprises, and here is what the notecard associated with the top one said:

Many of you have seen and enjoyed the Caledon Trolley, a wonderful landmark of the community and a joy for all. The trolley was created by Shaunathan Sprocket, Reitzuki Kojima, and Ordinal Malaprop all together. Ordinal put in countless hours scripting it, for the benefit of residents and visitors alike. There is simply no way to compensate that sort of effort - were this a real software contract, the time and effort involved would have exceeded the entire liquidated net worth of Caledon several times over. This Knighthood is in recognition of that service to the community. - Desmond Shang

Incidentally, while conducting my research for this piece, I was rather surprised to learn that it was a German Franciscan Monk by the name of Berthold Schwarts who developed gunpowder and its use in guns.

Ordinal Enterprises, can be found by teleporting directly from here.

See also:
* Ordinal's "cinema"
* Ordinal's Scripting Colloquium, a Forum
* Ordinal's Cabinet of Ephemera, on Tumblr
* Ordinal's Twitterbox, a Twitter client for Second Life devised by her
* Ordinal's Twitter address
* Ordinal's ShopOnRez shop
* Ordinal's SLExchange shop

Sunday, April 27, 2008

An object that is really an event: The Garden of NPIRL Delights promotional triptych

The triptych created by the Rezzable Productions team to promote their joint effort with us, the Not Possible in Real Life group, is simply without equal in the promotional category.


Click to see large (pretty crazy stuff here)

The 4-sim, 2-month build festival - Garden of NPIRL Delights - is getting underway, but there is still LOTS of room for more builders. FOUR sims, people! If you own or manage a sandbox, would you consider rezzing this 24-prim baby there? It will autoadjust depending on the stage of the festival, so you may leave it rezzed.

What do I mean when I call it an event? Check this out...



The freebies alone... a pair of wings, a halo, and a lightning bolt that you can zap... um... others with, are top retail quality.



The festival is open to all builders and building begins tomorrow. The sims will open to the public on May 14th. We are very interested in discovering unknown builders, in helping intermediate builders along (there will be tutorials and all sorts of events once the festival opens to the public), and group collaborations, too.

Several of the grid's most talented creators made this explosive (literally) promo for the festival... It really is more of an event than an object. Please don't hesitate to contact me if you would like a copy of it.

Credits:
Hieronymus Bosch: Painting
Ordinal Malaprop: All scripting and building
Spiral Walcher: Flowers and lightning bolt
Kaelie Candour: Wings
Madcow Cosmos: Devils
Vint Falken: Several textures
RightasRain Rimbaud: Project Director

Saturday, April 26, 2008

Oh, go be a kite!

Let's just say you want to create an art installation in Second Life® that has lots of wriggly things that move like waves and open and shut depending on what side you are on, or emit a different sound for each phantom prim you traverse. If you are not a coder, then you'd do well to turn to Desdemona Enfield, who once scripted the acclaimed FlowerBall: An Interactive Thingy and DynaFleur. Desde has been busy, as usual, "developing projective geometry tools to, I hope, automate (or semi-automate) the reproduction of Firstlife structures (buildings, statues, landscapes) within a VR environment," she tells me. That's pretty much the kind of answer you can expect from Desde any time you ask, "What have you been up to?" So when Desde expressed interested in Blue Tsuki's art gallery, I hastened to invite her to prepare a guest blog post, and fortunately for all of us, she agreed.

Meanwhile, photographer Stephen Venkman, who's work often graces these pages, and whose limited editions sell out overnight, spent a happy evening yesterday with his wife, Kimberly Mirabeau, playing with Blue's works and recording the moment. It gives me pleasure to share with you their combined impressions on the work of a new-to-us and highly imaginative artist, and Impossible IRL'er, too.


By Desdemona Enfield
all photography by Stephen Venkman

With an exhibition at his Fine Art Gallery (teleport directly from here), Blue Tsuki (rez: 9/3/2006) presents three of his works: Kite, DNA, and Shadowbox.

KITES is an array of kite strings extending from the ground into the sky, each having a stylized avatar shape at the upper end, its proto-arms extended as if flying in the breeze. A visitor may either sit on the ground, where she grasps the string and leans back to brace against the force of the kite, or sit on the string, in which case she becomes the flying kite.



As a one person experience, the scene leads me to contemplate the author-avatar relationship, the author being that mysterious entity that sits at a computer and breathes life into an avatar. The avatar soars in the breeze of a virtual existence, light as a feather, totally free, except for the constraint that connects it to the author... a connection which, if severed by a logout, renders the avatar lifeless, fluttering to the ground of non-existence.



Seen as a two person experience, I became mindful of the oscillating dynamic between two autonomous individuals. When one person chooses to be the anchor of the relationship, then the other is free to swoop and dive through life, zooming about, floating, exploring. Yet, as with a kite, the apparent freedom of the airborne person is conditioned upon the tension applied by the ground person. Should the ground person let loose the line, the flyer will fall to the earth. It is only in the tension between them that the exhilarating living experience becomes possible.



After playing with this exhibit, I ran back to the reception and started asking total strangers, "Please, come fly me!!" As you might imagine, reactions were mixed.

AVATARHELIX consists of two helical strands spiraling upward. Between the strands, are pose prims which cause an avatar to stretch out and begin an animated rotisserie rotation, thereby representing one of the DNA links. The animation is subtle in that it moves the avatar in a manner that is consistent with arms and legs having weight.



When I experience this sight, my mind tells me that we are our DNA, and that the information contained in the pattern of those interspiral links creates us... that we are an expression of the DNA, we are the links within the DNA.



I asked Blue if he had hired a model and tied her to a large rotisserie grill in order to get the weight effect of that animation. He laughed and said that he himself had been the model.I congratulated him on a job done well, and expressed my concern that he had not been "well done."

SHADOWBOX is a collection of screens and pose prims. When a pose is selected, the avatar disappears behind the screen and begins a slow animation. The shadow of the avatar appears on the screen. The screens are not passive objects. Each screen has a distinctive moving pattern that keeps you aware that both a screen and an avatar are present. There is a relationship between the screen and the avatar that creates the view that you see.

There are numerous interpretations of projection which I will not bother to explicate. What fascinated me about the shadow box image was how distinctly recognizable they are. That was definitely my shadow on the screen. This illustrates that my outline is a significant aspect of my identity. It left me wondering if my mental focus on clothes and makeup is, perhaps, an aggrandizement of what are secondary details of my personal presentation.


This photograph by Desdemona Enfield

Also at his gallery is a display of his earlier works. If you sit and contemplate "SleepWalker," you will see an exposition of our relationships to our avatars and our dreams. If you take a friend and you both pose within "tunnel vision1.6," you will each have the sensation of that marvelous sense of energy flow between people that draws them into each other as if they were magnets. There is more, and I suggest that you explore.

Friday, April 25, 2008

Synthetic University: Blown up and rebirthed in under ten minutes

Yesterday morning, I attended the destruction and rebirth of the Synthetic University (teleport directly from here) in Second Life®, an event produced by MosMax Hax, the Austrian professor who leads the University, and a damn fine content creator himself. It's lamentable that I haven't managed to find the time to blog about his highly abstract and scripted Die Angewandte sim, and sensational installations - such as WhiteNoise - but I hope to someday soon. I suppose I do take some consolation in that I was able to share his Chris Marker project for the Museum für Gestaltung with you last month.


MosMax Hax, as photographed by Hardwarehacker Hoch

For the past five weeks, MosMax has supervised five of his students through the process of building and scripting the total demolition of the building that has served as the virtual sister to the Real Zurich University of the Arts (ZHDK). The "destruction" phase of yesterday's staged event was accomplished with striking similarity to a super dramatic and meticulously planned demolition in Real Life, except that - and this will come as no surprise to any seasoned Second Lifer - the finale of that phase culminated with a full-sim crash.


The original Synthetic University, as photographed by MosMax Hax


On the eve of destruction, Mosmax and his students ran several tests, as photographed by MosMax himself

What followed would definitely not be possible in Real Life... the creation of an entirely new University, in 4:10 minutes. Sim neighbor (she is creating the elegant Syncretia) and friend Alpha Auer commented, "I liked the old building with its overlaid textures a great deal, so it did sort of twist my heart to see it go."

"What ultimately emerged was something of swan like grace," continued Alpha. "Huge black and white bubble-like shapes create a dramatic contrast against the black and white square tiling. Transparent floors and ceiling merge indoors and outdoors. Color is provided by some elegantly designed red typographic waterfalls that pour out of the black and white bubble shaped containers."


Inside the Synthetic University, as photographed by Alpha Auer

It seems that the Real university is actually being relocated and will not be completed until sometime in 2009.

Kudos to MosMax and his students Rudebwoy Handayani, Chiaki Jie, Klabauterklaus Maximus, Nyaa Myoo and Akolyto Perfferle. That was nothing short of spectacular.

I am still learning how to make videos in-world, and awaiting my mail-ordered SpaceNavigator with increasing impatience, but here is what I managed to produce.

Wednesday, April 23, 2008

The dawning of a new era: COM Fun CLUB

For about ten days now, I have been obsessing over something called the COM Fun CLUB. Keep in mind, though... I only have a superficial understanding of what is going on there, and I'm sure that there are scores of inside jokes and details that are completely lost on me because I don't speak Japanese.

Nevertheless, I delight in what I do know, and I am extremely grateful to the lovely Yuyu Flores for introducing me, and to my new Japanese friends and gracious hosts who took the time to clue me in: NOW2000 Jewell, Maruru Mayo, and of course, Giorno Brando.

Let's get you started here. It all begins at the entrance of COM Collection 2008 (teleport directly from here).



The COM is a cute little green bird. You can get your own for $20L, and it is full perm.



You can also pick up a free test tube to later exhibit your COM after you have customized it, although I don't know if your bird would be accepted at COM Collection 2008.



Here is a mug shot of my first mods to my own COM. It's meh, and mini meh!



I met with NOW2000 Jewell, who owns the sim the COM Collection sits on. She was in the company of Maruru Mayo...


Maruru Mayo and NOW2000 Jewell... hula COMs

...and Giorno Brando, who also happens to make the best sushi in Second Life, as far as I can tell.


Giorno Brando - island COM

NOW2000 used a translator, which delayed the conversation a bit, but not uncomfortably. Sure would be nice to have an equivalent translator for English to Japanese...

How did this get started?

NOW2000 Jewell: Originally, the companion showed the work each other. It made it to the form like the exhibition because it was good at work. The person named Giorno Brando made (the first) COM.

The companions all have companies?

NOW2000 Jewell: It is not a character of the enterprise. Customizing inadvertently started recently.

How many people make COM?

NOW2000 Jewell: Now, the confirmed number is about 30.

Do you have more (COM)? Or do you wear the same ones every time?


NOW2000 became very pink and rosy

Maruru Mayo: 3.....4 brothers? lol

NOW2000 Jewell: lol. Other companions become the one that has been exhibited.

And yes! The periphery of the Collection area features dozens of very fine and unique COM, all standing in their test tubes.


Golden COM By Giorno Brando


COM photographer (and videographer, too!) by Miyaoka Hitchcock


COM nurse by Kisskiss Zemlja who also makes the incredible un-real avatar

I was invited to fly up to the COM coop... and that's when I learned how to dance!



NOW2000 gave me some special maracas for tinies, and then came further instructions:

NOW2000 Jewell: ^^ say action!

Suddenly my avatar was shaking the maracas and dancing with my friends.

NOW2000 Jewell
: Say stop

Bettina: stop

Our avatars came to a grinding halt.

NOW2000 Jewell: say manbo!

Bettina :D manbo?

NOW2000 Jewell: manbo!

Bettina: manbo!

Oh, we were really hitting it to a hot Latin tune, and shaking those maracas, all together!

Maruru Mayo: Yay, you can do it. :D

NOW2000 Jewell: When he or she hears the command, the person who has the maraca begins to dance all together.

I filmed a few sequences during this gathering but, lamentably, I made several errors. I even went back the next day with Madcow Cosmos, Ellen Boyd, and Rand Lanzius, but the audio was still messed up, so you will just have to go and experience this yourselves.


Ellen, me, Rand, and Madcow whooping it up

There's an awful lot going on at COM Fun CLUB, and it appears to be changing every day. There is one aspect to all this that I find a bit disturbing... it appears that they eat their own...



You are cannibals? You eat COM also? :D

Maruru Mayo: Lol
Giorno Brando: !
NOW2000 Jewell: It is coming to want to eat, dear.

I see you are cooking your COM.

Maruru Mayo: Yes, it super joke, lol > eat COM.
Giorno Brando: (I ate curry... very delicious).
NOW2000 Jewell: It is delicious.

Hahahaha

Giorno Brando: I'm not dinner! XD
Maruru Mayo: COM = Bird = fried? Boiled? Baked? lol
NOW2000 Jewell: hehehe
Giorno Brando: I'm only a parrot.



After such a pleasant time, I took my leave of the COM Fun Club and my new friends, and pondered... could this be the dawning of a whole new era in my Second Life? And then I let out a little chirpy sigh...