Showing posts with label Heifer International. Show all posts
Showing posts with label Heifer International. Show all posts

Monday, April 27, 2009

A Burst of Conversation: AM Radio’s "The Red and the Wild"



Posted by Bettina Tizzy

Avatar AM Radio unveiled The Red and the Wild to the public yesterday. It is the first such art installation at the Institute for Digital Intermedia Arts, a hybrid art and design studio at Ball State University funded by the Lilly Endowment. AM is a narrative artist who uses prims, Second Life®’s basic in-world creation tools, to paint moody settings that are awash in nostalgia for a time when objects of wood and metal were shaped and crafted in a workshop or barn, and not in some faraway factory in Taiwan. A keen observer of nature, his Plein Air scenes are hyper-real, and always unmistakably American… the wheat fields of Illinois near his current home, and the vast expanses of the Northeast. Those who know, however, realize that there are surreal secrets and surprises tucked away in every AM Radio build.  

...

It seems like forever ago; it seems like only yesterday. Matthew Kiddomen, then a member of our working group (NPIRL) and someone who left the grid for good soon after, sent me an IM some 20 months ago inviting me to come at once. “You must see this. It’s incredible,” he said.


I Set a Stack of Books by AM Radio

It was up in the sky above the IBM sandbox… a wheat field, an old rusty train, a table set with an odd assortment of objects including a violin, some grapes, and a sketch book. Also a quaint garage, an old fashioned gasoline pump, and a shadowbox recreation of Jacques-Louis David's painting The Death of Marat. There, too, was the creator of all this, a rather surprised but nevertheless congenial and very tall gentleman by the name of AM Radio, sporting a long black coat and top hat.



He had bits of straw about him and the air of a chimney sweep. Within five minutes there were many of us there. I recall that I teleported Pavig Lok and Orhalla Zander, among others. We peppered this man with questions and he answered them all quite obligingly. Yes, he’d created this about a year ago. Yes, it had been up in the sky all that time and no, he owned no land.

Today, even if you are only a minor explorer in Second Life, odds are good that you have ventured onto at least one installation created by AM Radio. You probably own a set of sticks that he has given you. Perhaps you also have one of his dragonflies.  


...

Engine, by AM Radio

Edges, by AM Radio

AM and I spent an hour conversing on Saturday, looking back at all that has transpired, and how it has influenced his thinking behind the creation of his newest: The Red and the Wild.  

So much has happened to you in the past couple of years. 

AM Radio: Huge learning experience. Often people will see me and say, "Oh, you're a person." And I have gotten used to it, but AM Radio really sort of became a brand. People think it’s a bunch of people building. So I have learned a lot, you know, managing that. It really is a careful process. So there is the learning aspect, but really in the last couple years I think the most important thing, the most meaningful thing for me has been the idea that we can participate in these virtual world activities, and have a real impact on the real world… and sometimes it is only vaguely related. Showing up at a concert in Second Life, and someone in Africa gets a cow.

Not long after he rezzed The Far Away at Dreamworld, AM Radio began to sell plots of wheat to benefit Heifer International with 100% of the proceeds. Heifer is an organization that works to end hunger and poverty by providing livestock and environmentally sound agricultural training to improve the lives of people who struggle daily for dependable sources of food and income. It is best known for allowing people to "purchase" cows ($500US a piece) and other livestock. Today and just 20 months later, the sales of AM’s wheat have raised enough to buy a REAL herd of cows: $7,300 or nearly 15 cows.

Is there any way to know how your fundraising efforts have specifically benefited anyone?

AM Radio: Not specifically, not like the Adopt-a-Child programs you see on late night television. We like the cow metaphor Heifer uses. You know that $500 US is equal to a cow, or $120 a goat, but even then it’s impossible to say. Even if you knew you bought an actual cow because that cow’s milk is bought by other people in that town, trade occurs and neighbors converse, enemies begin to see advantages to understanding their neighbor. It's exponential.

Saturday was World Malaria Day. I recall that you did some fundraising for nets. Have you continued that effort?

AM Radio: Nothingbutnets.net - In 2008 I sold an off-road vehicle and the Lindens from those sales went to Nothingbutnets. That's a great program. Literally one net potentially saves one, or even two lives. For just $10 USD? I mean… come on, how better to spend ten bucks? Two Big Mac meals, or a teenager in Africa has anti-malaria nets at night to sleep in.

Is that vehicle still for sale?

AM Radio: That vehicle is not. You know, that was another thing I learned. Growth can be unpredictable. I had a very kind sim owner offer three sims, plus Princeton, and NMC and everything got complex really quickly, so I went back to my roots with the charity work, focusing on Heifer.

Sometimes it is best to keep the message as simple as possible, is it not?

AM Radio: Yes, exactly. Splitting off was requiring management at levels I am not ready for yet. I need help!


He went on to create The Quiet for Princeton University and Husk for the New Media Consortium (NMC). Then came The Refuge and the Expansion for just one week, a sim-wide version of the wheat field, and today that same installation is three sims large, under the patronage of art collector Alexandar Vargas. Since then, AM has conjured two other acclaimed simsBeneath the Tree that Died for the University of Kentucky and Waiting for You.


Time-lapse machinima by AM Radio: "This is about 200 minutes of time lapse captured with FRAPS. A visitor with a powerful face-light visits about half way into filming and briefly lights up the center." Music is Artemis

If people wanted to help you, what could they do?

AM Radio: Right now, the easiest thing to do is get the word out. Often people apologize to me, especially at music events hosted on the sims. They say, sorry, “I can't donate right now.” And I totally hear that. But one of the great things about Second Life is that participation alone adds to the momentum. Showing up and being excited inspires those who do have the ability to donate.

How has your view of art in a virtual scenario changed in the past two years?

AM Radio: That Virtual Worlds is a valid art medium. It went from “Oh, this is neat.” To, “Wow,  something is happening here,” to “Wow, it's in the New York Times.”

Is this a confirmation? Or did you believe it was less than that before? And how about how you approach your art? Has that changed in any way?

AM Radio: I don't think I thought any less of the medium. I think I paused more on the perception of Second Life by its own users and the Real Life public, and yes, (it) absolutely changed my art process. I think in my Real Life art, I have always been drawn to organic subjects. The fields, the trees, but there was a frustration, having been born in the mid-seventies, and really growing up in a very plasticized and prepackaged, processed world... sunlight, for our generation, is something seen through Plexiglass windows, and my art is a reaction against that. It's looking for more… for the organic. So it was an attempt to tear down the fakery, all that plastic in impossible colors, and awful rugs, and terrible media, like television, but in Second Life, there's almost an acceptance that much of this generation has already been living virtual. Everything is controlled, and marketed, from the music to food, to the computers the cool kids use. And now, here I am in a virtual world, trying to create the organic. I think it is still a search, but almost feels like…(pause) …a responsibility.




The wearable HUD at The Red and the Wild plays a tone and guides your camera to a specific angle when you touch a specific number - Photographs courtesy of Newdoll Nikolaidis

AM Radio: You know my critics like to peck that I am too close to (Andrew) Wyeth, but why not? Why can't we bring that here? Why can't we make sure we don't forget where we are, that this is all those plasticized windows filtering our sunlight.

I can't help but think... you and I both spend so much time in world. How has all this changed your own sense of place? The ability to create your own environment and live in it, and share it?


AM Radio: Let me be careful how I answer that. I don't want to dissuade criticism of my work... but my work is deeply personal. What you see is so much a part of me; these are symbols of my life and events, and my emotions. Yates said “Tread softly because you tread on my dreams...” My sense of space here, I suppose, has become a more elastic version of real life. You know I can place out what I want and I can share things, but people can visit and bring their own emotional baggage, and see what they want, and expand my own understanding of my own memories. It's like having hundreds of people analyzing your dreams and posting their thoughts about them on Flickr... thousands of them.

You mean... that they can affect your own understanding of your creations?

AM Radio: Yes. Some artists…

…prefer not to read the reviews of their works, for whatever reasons. I take it this is not the case with you. How much of what you read/hear/discuss about your work are you absorbing? Is it malleable? Vulnerable?

AM Radio: I think I try to read as much as I can. I think I often do go off on tangents on builds, and I sometimes forget about the bigger picture and mission of Second Life. It's easy when you have access to a sim to just cover the sky when Windlight isn't really jiving with what I am trying to do, but I still find myself challenged by this specific limitation to not be able to easily share settings. What I did was try to make a build that allowed you to easily remove my tinting. You can lower your draw distance a bit and return to the default sky, for example, and also it is a tinting, so the Windlight bleeds through, allowing for the user to work with their list of presets in ways they haven't seen them work before.


sensations by Thea Denja - Taken at "The Red and the Wild"

Your works, all of them, seem to hearken to days - we can only speculate - of your childhood. What we do know is that most people don't live like that anymore. The train that was rusty in The Far Away is new and more of a concept at The Red and the Wild. Are we entering a new era?

AM Radio: Maybe more toy-like at The Red and The Wild. The new sim is inspired by elements of my boyhood. The house itself figured centrally in my life. The other houses I have built were more abstract memories of houses. This one is nearly accurate. In fact, it is odd to see people walking on its porch and not feel like they're trespassing somehow.


AM Radio's train at The Red and the Wild 

What age were you?

AM Radio: Oh, I must have been about ten.

Does the red abstract burst have a name? Care to explain it?


AM Radio: The sim has the same name (The Red and the Wild). I had been fooling with prims in an abstract way. I had started doing that way back; you might remember the boxes on The Far Away: The Way the Air moves.


The Way the Air Moves, by AM Radio

I think abstraction fails in a vacuum. I think an abstract painting looks far more interesting when a lady wearing a Packers jacket is fumbling through a museum looking at them, wondering if she should know more.


The Speckles in Your Iris, by AM Radio

AM Radio: There is a dialog between the abstract and the real that occurs in any abstract art, and I have had a really difficult time accepting abstract art in virtual worlds because that dialog is often missing. I think (that dialog... that ether for a relationship) most often works when the artist interrupts the abstraction with some inclusion of the avatar... with most avatars based on a very real human form. So, I have been really leery about using Abstraction in Second Life. I use it a lot in Real Life in my collage work. You can find some of those real life works on the new sim. 

AM Radio: I had been thinking about these large shapes and not really understanding how I might get away with using them, and be able to explain myself to an art critic, or press, and I was really kind of at a dead end with it, but a friend from Atlanta, a very talented music, film, and 3d artist, sent some music he had been working on. One of the tracks included samples from the movie Breakfast at Tiffany's. At one point in the movie, and in Capote's Novella, Holly, the main character describes her anxieties and her fears as “the mean reds,” and immediately I thought of this large shape, these looming things in our lives that seem to want to tear us down. At the same time, these looming things, these anxieties, inspire us to become who we are, how we behave, how we react to things, how we present our avatar, how we define our virtual spaces.

In fact, in the movie, Holly has created an entire virtual world for herself. Her escape is the commoditized world where money defines what's real, and I thought “Wow, this is really relevant to virtual worlds.” Later in the movie and in the novella, Holly says... "But you can't give your heart to a wild thing: the more you do, the stronger they get. Until they're strong enough to run into the woods. Or fly into a tree. Then the sky. That's how you'll end up, Mr. Bell. If you let yourself love a wild thing. You'll just end up looking at the sky," and suddenly my thoughts on injecting abstract shapes made sense.

I had the courage to say that this abstraction means something, that here is a symbol of something, that we have these abstract parts of ourselves, these fears, these wild things we try to bury, and without them, we don't become who we are. The Red and the Wild really is a comment on that relationship that abstraction and realism are not mutually exclusive. In fact, they rely on one another to even exist. In the end Holly, of course, realizes she's living in a self constructed world, and immediately begins to redefine it.

Teleport to The Red and the Wild directly from here
...

AM Radio's project, "The Space Between Those Trees," is a finalist for the Linden Prize, which will be awarded to one Second Life Resident or team with $10,000 USD for "an innovative inworld project that improves the way people work, learn and communicate in their daily lives outside of the virtual world."


Wednesday, February 13, 2008

Second Lifers' love of wheat translates to *four* real cows - To celebrate, AM Radio announces a writing competition

On September 22, 2007, AM Radio set out some plots of wheat for sale on the land where his own, much celebrated virtual wheat field in Second Life sits, known as The Far Away. Teleport directly from here.

Now AM Radio has announced that he is sponsoring The Far Away Writing Competition. Participants are invited to write a story or poem, and then post it in the description field of their photograph to the Wheat Field Flickr group. Only one entry per Flickr account is permissible, and all entries must be received by March 7, 2008.



There will be one Grand Prize consisting of $10,000L, one Eton American Red Cross FR250 radio (a real one), and featured placement of the winning submission on The Far Away (with the winning entrant's permission) for 8 weeks. Rules can be found directly at the Far Away.

All this is in celebration of an important milestone. From day one, AM has taken all proceeds from every sale and forwarded them to Heifer International, an organization that works to end hunger and poverty by providing livestock and environmentally sound agricultural training to improve the lives of people who struggle daily for dependable sources of food and income.



Today and 250 generous donors later, these sales of virtual wheat have raised very real money - $2,000US in fact - and enough for Heifer to purchase four cows.



What is it about the Far Away that moves us so and compels us to return again and again? It is hard for me to put it into words.



On paper, it sounds conventional: a field of wheat, grey skies, a rusty old train, a table... but in our pixelated reality it is a comforting riddle that has gripped the imagination of thousands of its visitors.

Strawberry Holiday put it this way, "The Far Away is my favorite place in Second Life. I go there almost every day - usually once when I first log in by myself... and once before I go to bed with Wendy. It calms me.... not just because it's an amazing build, but because I see the time and effort AM puts into it. There's always something new to discover. Tonight, Blueberries! And I always meet really great people there... or bump into friends. It's become my place of peace in Second life, like coming home."

For Darkle Sands, "the Far Away is not just some 'SL Build.' It's a piece of art. AM is an artist and prims are his paint. Everything in the Far Away makes you feel immersed, and the placement off unusual things in the landscape really makes it very abstract. To date it still rates in my top favorite places to be in Second Life." Spiral Walcher agrees with Darkle, and adds: "It is the perfect example of when reality meets virtual reality."

Whenever I stop by the Far Away, I hope to find a gentle person and frequent visitor there by the name of Hitomi Mokusei. I asked her via email how the Far Away makes her feel, and her reply came easily and eloquently: In the Far Away there is a feeling of peace, safety and constancy, but it is touched with an underlying emotional resonance that permeates everything in it... a tinge of nostalgic longing for what once was but is now gone. It is not a static place. Not all is revealed on the surface. Exploring it in more depth reveals secrets, that can fire the imagination... touch the heart... or make one think in a new way."

What does it mean to you and how do you feel there?


Life is bittersweet. Less than five months ago, I received an urgent IM from dedicated adventurer and NPIRLer Matthew Kidomen, alerting me to his discovery of a most extraordinary build in the sky above a sandbox. That finding turned out to be momentous, and the build was called The Far Away. Two days ago, Matthew wrote to say that he is leaving Second Life to do other things. I can never thank you enough, Matthew. "May good luck be your friend in whatever you do and may trouble be always a stranger to you."

Tuesday, November 6, 2007

Pixelated wheat buys real cows for families struggling against poverty and hunger - only $55 US dollars to go for a second cow

Update: Between yesterday and today, the amount raised by the wheat fields shot up to $1,015 US dollars, which places AM Radio in the third position of top fundraisers for Team Heifer. His new goal: 3 cows or $1,500 by Thanksgiving. Can he do it?

Think Second Life is a game? Think again...

On September 22, 2007, the avatar and content creator, AM Radio, set out some plots of wheat for sale on the land where his own, much celebrated virtual wheat field in Second Life sits, known as The Far Away. Teleport directly from here.



His idea was a simple one: all proceeds from each sale would be forwarded to Heifer International, an organization that works to end hunger and poverty by providing livestock and environmentally sound agricultural training to improve the lives of people who struggle daily for dependable sources of food and income.



His initial fundraising goal: $500 US dollars... enough to buy a heifer cow for a family. Today - six weeks since he began this project - he is just short $55 US dollars from his newest goal of buying not one, but two cows. In fact, even though all the funds have not yet posted on the Heifer website because they are still being transfered over via PayPal, AM Radio's virtual fundraiser ranks him as the fifth largest contributor in the Team Heifer program.



According to the Heifer International website:

"A good dairy cow can produce four gallons of milk a day - enough for a family to drink and share with neighbors. Milk protein transforms sick, malnourished children into healthy boys and girls. The sale of surplus milk earns money for school fees, medicine, clothing and home improvements.

And because a healthy cow can produce a calf every year, every gift will be passed on and eventually help an entire community move from poverty to self reliance."

Monday, October 8, 2007

The wheat field... has a secret

In real life, crop circles have mystified us. Now too, this wheat field in Second Life is having the same effect. Moreover, only a very few visitors have discovered all there is to know about this place.

It covers less than a 10th of a sim… but standing there, I feel it goes on for miles…

These fields were created by NPIRL’er AM Radio, and they are drawing people from all over the grid who find themselves returning again and again to contemplate them. I spoke with AM this evening, and learned that, like the wheat fields, I will never finish discovering all there is to know about this man.

Bettina Tizzy: Why did you choose to make wheat fields in the first place?
AM Radio: In real life, these fields are disappearing. I live on the edge of these fields. Every year another mile is taken for a McDonalds and Old Navy and a Super Cuts.
Bettina Tizzy: Is there a meaning behind the very surreal items you have placed here?
AM Radio: I wanted to challenge people's idea of place. We have so many preconceptions of space. What is a sidewalk, what is a house, what is a trail, what is a cave? We've evolved our sense of space and place. What better place than SL to challenge it? You call it surreal; I wonder if it simply isn't just-not-the-norm.

Humans have requirements of space. If you consider academic research, most agree that humans require a vista and a haven. A haven is a place of safety. A haven generally has a good vista of the surrounding area to escape to if danger ever arises. So the table and chairs are a haven, the hutch, safety. Why do we have skyboxes? Aren't those perfect havens with vistas? This is what makes space feel good to us; we want to be in these spaces.
Bettina Tizzy: …and the items on the table?
AM Radio: I can't play the violin. I can't play any music… but when was the last time you heard a violin being present or being played that it didn't provide comfort? They played violins when the Titanic sank. The sketchbook is definitely an echo of my RL sketchbook.
Bettina Tizzy: Do you keep it near you often? Or are you a paper napkin doodler?
AM Radio: Always… on the train, on airplanes, it’s always on me. I require a moleskin and Staedler pencils. Nothing else will do. I want a medium that is worth the time I am going to take on it.



AM's trademark is an AM radio sitting on or near his builds.

Soon after rezzing the wheat fields, which AM Radio calls "The Far Away," AM began to offer variations of them in exchange for donations to Heifer International, a charitable organization that lifts impoverished families around the globe to a state of self-reliance by providing them with the means to feed and support themselves. AM's goal is to raise enough money - $500US dollars - to buy a cow for a family.
Bettina Tizzy: How close are you to buying that cow?
AM Radio: I am happy to say we are about 95% there. About another 10 wheat fields will do it.

As for secrets... sometimes, not always, one catches a fleeting glance at a startling image...

Click for close up.

I will give you a little hint. Look for this hat.

AM Radio: It was all on a mighty whim. Of course, whim is the root word of whimsy.

Bettina Tizzy: People find themselves flying in the fields...

AM Radio: Ah, a gift animation. In real life, my art is collage, and usually I try to paint something… like a field, and use one found object or one extra thing that isn't from me, but inexplicably seems to work. The animation worked so well here that the field felt incomplete after I removed it, so there it is on the windmill.

A thousand thanks to NPIRL'er Matthew Kidomen for introducing us to AM Radio and his wheat fields.
Slurl: The Far Away