Showing posts with label Glyph Graves. Show all posts
Showing posts with label Glyph Graves. Show all posts

Saturday, May 23, 2009

A sculptural installation that has attained A State of Grace

Posted by Bettina Tizzy

Glyph Graves' latest, largest and certainly most stirring installation had many births. Originally conceived in early spring of 2008, it didn't reach fruition due to his busy schedule and limited prim availability. Since that time, however, he has made a name for himself as a notable sculptor in Second Life®, and today marks the public opening of his Strangers Also Dance, the inaugural show at IBM's brand new art and architecture exhibition space, curated by Tezcatlipoca Bisiani (aka Andrew Sempere, Research Designer at IBM's Center for Social Software).

Glyph is an Australian biologist who's virtual self is best known for kinetic, mostly abstract alpha sculptures that emit musical notes and eerie-to-sweet sounds when triggered by an avatar's proximity, though he is increasingly working with partially inverted solid-textured sculpts.

I've been a fan of Glyph's work for some time now and
frequently feature his work on my own sim. This winter I happened upon this video by Todd Vanderlin and shared it with him as it reminded me of the behavior of several of his undulating sculptures and their responsiveness to avatars.

Scary Vines from vanderlin on Vimeo.


Glyph has since incorporated this thinking and included it in his reactive reeds. I mention this because he is an artist that is unusually receptive to new ideas and, like his sculptural work, acknowledges and rapidly evolves with his environment. This isn't to say that he is malleable or excessively adaptive. Rather, he is acutely aware and sensitive to exploration.

Strangers Also Dance is a remarkably immersive installation based on a poignant story that conjoins our Second Life universe with an alternate reality sweetly suffered by jellyfish that ventured too far from their warm gas giant home, becoming displaced in an environment that they find difficult but make the best of.

Importantly, Glyph approached the design of this build and its narrative beginning with its climatic circumstances. The Second Life ground upon which the adventure begins is suitable for humans (aka avatars) but too cold for these extra-SLterrestials and plants. Even so, the landscape is other-wordly. Obeying the laws of natural selection, a delicate pink creature was unable to keep up with its peers and has crystallized, laying dormant until it is visited, and touched, and therefore warmed by the avatar's body.





The avatar is enveloped by the creature, which begins to whisper to its guest:

Freed Alien Jelly: Nothing that will hurt you little one. Your warmth has freed me from the cold down here. Let me show you something few have ever seen... rest now. In your sleep, strange fragments of dreams of swimming in strange clouds come unbidden. Suddenly you feel disturbed as the hard crystalline surface you rested on melts away, then comforted by a sense of gentle enfolding and warm gratitude.

Delicately, a luminous jellyfish breaks free from the crystal, enclosing the avatar and floating upwards, all the while reassuring its capture that it will be gentle until...



... finally, almost tenderly, it deposits its human prize somewhere new, somewhere quite different, on a strange and wonderfully tropical terrain.



Sit on one of the immense tubes and you are one with this new matrix, downloading information as quickly as the creatures can share it.





The time was a memory past
through banded clouds
over hot seas
we swam

then later,

of cold stars and eternal night
we arrived,
we stayed too long
we could not go back


Released, you begin to explore, learning as you go about their sorrowful plight which they seem to accept with enormous grace. As I listened and absorbed their story, I couldn't help but admire their forbearance. My empathy grew.


"Do you want to know how we felt?" asks Biocrystal darkness. "When we first left the cradle of our world? Remember, our home, always bathed in warm clouds, always immersed in soft light. (Silence) Then dark. (Silence) What light there was, sharp like thorns and cold. (Silence) Enter. And feel."


Technically, there are a number of hallmarks: All sounds throughout the installation are played note by note. The speakers (the green plants) are designed to produce a spatial sense by cascading the notes down prim by prim as well as having them arranged around the sphere. A stereo effect is created by splitting the stereo track into mono components and playing them in opposite prims, which is also swirled by playing the pairs in consecutive prims.

Glyph's cellular automata react to both the avatar touching them and to the state of each of their local neighbors. After they've been touched, the music begins to self-propagate in a repeating pattern, which is different each time.

Since 2006, IBM has played an active role in empowering Second Life content creators with the IBM 6 sandbox which recently doubled in size and is open to all residents on the grid, whether they work for IBM or not. PatriciaAnne Daviau, its manager, has done an admirable job of maintaining a lively and active community there, though I can't help wishing that they didn't force teleports to one central location. It makes it very difficult to share works-in-progress with others who must then go by the coordinates to find their way.

Thanks to Jessica Qin's (aka Craig Becker, CIO Office of Strategic Initiatives) initiative and drive, IBM has moved to advance its presence with the content creation community, and particularly fans of art and architecture, with the launch of the new two-sim IBM Exhibition Space.

Teleport directly from here.

Saturday, May 16, 2009

Attaining Presence: 4Jetpacks4 and Bryn Oh



Posted by Alpha Auer

4Jetpacks4 was an immersive installation created by Bryn Oh, with the participation of Glyph Graves and Nonnatus Korhonen earlier this year. I was privileged to be one of the group of avatars that were given the tour of the research centre back on March the 6th. I will not talk here about what 4jetpacks was all about. The extraordinary video by Evo Szuyuan above does that far better than I ever could. What I will attempt to do instead is to talk about "immersion" and "presence" as integral parts of virtual world creativity. I know from personal conversations we have had that this is a subject as dear to Bryn Oh's heart as it is to mine, the thing which she puts at the center of her (virtual) creative activity.

I will quote a bit from scientific sources while I try to set up a basic definition of "presence", as a sense of “being there” in a mediated environment (IJsselsteijn, deRidder, Freeman and Avons, 2000). Lombard and Ditton (1997) define it as an illusion of non-mediation in which a user no longer perceives the display medium as a separate entity. A high level of presence will help users remember a virtual environment as more of “a place visited”, rather than “a place seen” (Slater et al., 1999). A success indicator of the attainment of presence is also considered to be the realization of similar behavior patterns in virtual environments to those in the physical realm (Slater and Wilbur, 1997), and even the manifestation of similar physiological responses towards a given event to its approximation in the physical realm (Meehan, 2000).

Various definitions of the term “presence” and their relevance to the immersive virtual experience are discussed by Mantovani and Riva who challenge the notion that experiencing a simulated environment deals with the mere perception of its objective features; instead proclaiming that presence in an environment (real or simulated) means that individuals can perceive themselves, objects, as well as others not only as situated in an external space but as immersed in a socio-cultural web connected through interactions between objects and people, leading us to the paramount importance of the interacting agent within a virtual culture, i.e., the avatar.

And this to me, lies at the very heart of the problem where artistic activity in a virtual world such as Second Life® is involved. Is the goal to be sought the "perception of objects" only? Or could it be that what would set artistic activity in a virtual world as a genre apart, would involve conditions wherein "individuals perceive themselves, objects, as well as others not only as situated in an external space but as immersed in a socio-cultural web connected through interactions between objects and people"? For me, without the shadow of any doubt, it is the latter. And it seems to me that this definition is what 4jetpacks is/was all about as well: That the creation of an immersive experience was the primary intention became obvious to me during Bryn Oh's opening statement where she addressed the importance of "presence" in virtual art. In her terminology the word "presence" is interchanged with "immersion", which does of course add up to very much the same thing. "Viewing" art, i.e., "the mere perception of its objective features" does not seem to overly interest Bryn Oh, and I am so very heartened to observe this in a fellow content creator, and one for whom I have a great deal of respect at that.

Bryn Oh is an exquisite builder. Every texture, every prim, every shape and object placed in perfect proximity, culminating in visual systems that I am awed by over and over again. And a very good thing that this is so: The immersive experience needs that level of concern for perfection to be pulled off with credibility. Creating an immersive experience does not imply that one can get away with shoddy visuality. If anything, it would imply the exact opposite: For us to become fully "present" within the "artwork" involves a level of visual expertise on behalf of the artist whereby perfect cohesion and gestalt are achieved to the extent at which not even a tiny component of the installation appears out of sync, thus distracting us from the immersive experience through its ineptitude or its misplacement within the overall system. Whether the visual gestalt that is meant to bring about "presence" involves high levels of abstraction or realism, opulence or stark minimalism would not be the issue at all by the way: I would seriously doubt whether one would need minutely detailed craftsmanship emulating realism to attain a state of presence. But, I would dare to say that what one would need would be a continuity of visual language - which as any artist worth his or her salt knows is a devil of a thing to pull off.

However, presence needs more than visuality. It also needs narrative. It needs a story or a situation endowed with sufficient power and imagination to pull us in. "Presence in art" needs substantial planning. An observance of fine detail whilst maintaining a firm grip on the whole. In other words, not a thing to be pulled off in one afternoon. Amongst much else, it is visuality, performance, role play, cyberpsychology combined. Bryn Oh has whatever it takes...

In the end, for me, the attainment of "presence" is more than likely to be the thing which will eventually create a "genre" out of the currently rather haphazard conglomeration that is the state of art in virtual worlds today. It really does seem to me that art generated in virtual worlds needs to be contextualized within the broader framework of contemporary art, given a raison d'etre, a property unique onto itself - and the attainment of "presence in art" would be a not too easily imitated attribute of virtual world based artistic activity. 4jetpacks gave me huge hopes in this direction and I am very grateful to Bryn Oh for having given me just that - hope!

...

A video created by Bryn Oh on 4jetpacks ends this post:



Also please read the post by Hamlet Au on NWN talking to Evo Szuyuan about her utterly remarkable SL-video skills and all that is involved in the attainment of the perfect SL-video here.

Monday, May 4, 2009

Sunday, November 16, 2008

Ballet and Colour and Soundscape

A total windsculpture by Glyph Graves

I will leave you with the notes of the artist himself to explain to you this wonderfully delicate work, in which he has mapped sound and visuality onto the vagaries and randomness of one of the components of a virtual climate - wind...

"This installation takes the Second Life® wind and maps it to movement, colour and a set of notes represented in the forms of creatures moving in the air. Each individual creature in the main installation is independent, correlated by the wind...



... You will see the windmap that maps the SL wind to colour....



... You will hear the windflutes that map the wind vector to two sets of notes....



... This is a continuation of my play with mapping the SL wind.. synthesia for all :) Previously I had mapped the wind to the colour vector and used it to display the wind in part of the sim from <0,0,0> to <90,90,0> . This can be seen on the ground at Brooklyn is Watching along with the tubular windflute..."


Technical Notes
The x and y movement of the jellyfish/ windworms is a mapping from the SL wind vector.
The colours are the wind vector mapped to the Red Green Blue Vector, with strength as the blue component.

Sound
In the main installation the X component of the wind is mapped to the DreamPad notes and the Y axis to the flute. Wind strength modulates the volume on both, and the tempo of the flute (rather perversely I made the tempo inversely proportional to the wind strength, ie stronger = slower). The result is surprisingly pleasing.. there is some dissonance, but then I like that. Mostly it is melodic but of course the result depends on the strength and direction of the SL wind.

Acknowledgements
Sample sets were downloaded from open source sound sites.

The Padbell note set and the Dreampad note set is by Jovica, http://freesound.iua.upf.edu/

The flute is by the London Philhamonia (with some minor modification in Audacity) http://www.philharmonia.co.uk/thesoundexchange/sound_samples/sample_libraries/notes/

You can teleport to Glyph Graves's windsculpture directly from here.

Thursday, September 25, 2008

Chakryn Forest presents... new works by Glyph Graves

Australian artist Glyph Graves' show, featuring his newest kinetic sculptures throughout Chakryn Forest, will continue to run through October 6. He describes his work as an interplay between structure and texture, as well as the normal digital tools of graphic and 3D modeling programs.


Music: Narayanam, performed by Suchita Parte
Video: Bettina Tizzy

Start at the Stone heads (teleport directly from here). Turn your stream off and your sound up. As you walk along the path, elements of rock greet you... first with trepidation, then with the joy of having you in their midst and finally, sorrow as you depart.

Listen to a song of cello and kalimba. It is for you that they make the song.

Each head has a set of different notes. Each head will play a different note depending on its distance from you. Together they make a song celebrating your proximity.

Now... turn your stream back on and wander the sim for many discoveries.

Chakryn Forest is the creation of Andrek Lowell.

Friday, June 20, 2008

These are a few of my favorite things...

The Garden of NPIRL Delights - generously sponsored by Rezzable Productions - is almost over... *sobs* The last day is June 23. There are so many little and big things that I am going to miss.

Collaboration is a powerful thing, and dozens of people made enormous contributions that few people are aware of.

One day before the Garden opened, Ravenelle Zugzwang and Soror Nishi helped me landscape it with their exquisite trees and sculptures.


Ravenelle's sculptures range from surreal to breathtakingly beautiful, and they lift the landscape here and there


This photo of one of the many colorful and dreamy trees by soror Nishi by Neon Hammerer

Minutes before the Garden opened to the public, artoo Magneto sent over his phenomenal 3D trees, and elros Tumominen helped me install a few of his flaming sculptures.



I hope Glyph Graves will participate in any project I take on. His flowers! His willingness to work with others!



The Garden is closing... sigh.